Risen 2
Page 73 of 99 Goto page Previous  1, 2, 3 ... 72, 73, 74 ... 97, 98, 99  Next
Fluppy




Posts: 213
Location: Bermuda Triangle
PostPosted: Mon, 30th Apr 2012 12:15    Post subject:
any fix for the vegetation popping and flickering shadows?
Back to top
JBeckman
VIP Member



Posts: 34994
Location: Sweden
PostPosted: Mon, 30th Apr 2012 12:16    Post subject:
Also you can still interact with the natives and inquisition afterwards, it does mostly lock you out of training in either voodoo and rifle skills though I do not know if other trainers unlock later on.

Only one current area remaining to explore but I guess more islands will unlock shortly, three captains are also taken care of but I've not found many crew members at all.
(Jaffar is pretty neat but more of a comedy character so I don't use him much, currently using Patty due to how versatile she is.)

Four legendary weapons as well but one can never be completed as that quest is bugged.
(Kings Sword, you get the hilt of the soul sword instead of the king sword as a quest reward and as such you'll have two soul sword hilts and can only get the blade of the king sword, other three can be crafted and I just found enough for the wind something sword.)
Back to top
JBeckman
VIP Member



Posts: 34994
Location: Sweden
PostPosted: Mon, 30th Apr 2012 12:17    Post subject:
Fluppy wrote:
any fix for the vegetation popping and flickering shadows?


You'll have to increase the draw distance values for vegetation and speedtree (and shadows if you want.) in configdefault.xml (risen2\data\ini ) but this will incur a hefty performance hit.
(My current settings sees a average of 30 to 50 FPS although in truth that's not much of a decline, ATI has some issues with current drivers and the later GPU models for this title.)

EDIT: Due to shadows not updating in realtime there will still be some flickering when sun position moves, I do not know if a particular value can be used to alter this delay but it might be doable.

 Spoiler:
 

(Removed all the presets, removed the resolution scaling aspect ratio thing, large LOD distance increase and a hefty shadow distance increase plus resolution increase, added most hidden settings and tweaked culling distance, think I did a lot of other stuff too such as altering camera max distance from the character and set each value directly to what I want them at.)


Last edited by JBeckman on Mon, 30th Apr 2012 12:22; edited 1 time in total
Back to top
Fluppy




Posts: 213
Location: Bermuda Triangle
PostPosted: Mon, 30th Apr 2012 12:22    Post subject:
JBeckman wrote:
Fluppy wrote:
any fix for the vegetation popping and flickering shadows?


You'll have to increase the draw distance values for vegetation and speedtree (and shadows if you want.) in configdefault.xml (risen2\data\ini ) but this will incur a hefty performance hit.
(My current settings sees a average of 30 to 50 FPS although in truth that's not much of a decline, ATI has some issues with current drivers and the later GPU models for this title.)

EDIT: Due to shadows not updating in realtime there will still be some flickering when sun position moves, I do not know if a particular value can be used to alter this delay but it might be doable.


which value did you set?
Back to top
Mister_s




Posts: 19863

PostPosted: Mon, 30th Apr 2012 12:23    Post subject:
How many hours did you get out of it JB? If PB releases some quick fixes in the coming two weeks, showing their dedication, I might actually buy it for a budget price.

As for tweaks, I'm using Sabin's settings and the performance wasn't really affected that much on my HD5850. Are you using some extreme values?


Last edited by Mister_s on Mon, 30th Apr 2012 12:24; edited 1 time in total
Back to top
JBeckman
VIP Member



Posts: 34994
Location: Sweden
PostPosted: Mon, 30th Apr 2012 12:23    Post subject:
Sorry, I meant the LOD distance under <scene there's three sections for the low, medium and high preset option. Smile
(Then there's a value for shadows max distance and resolution under <render I believe.)
Back to top
Fluppy




Posts: 213
Location: Bermuda Triangle
PostPosted: Mon, 30th Apr 2012 12:29    Post subject:
JBeckman wrote:

 Spoiler:
 

(Removed all the presets, removed the resolution scaling aspect ratio thing, large LOD distance increase and a hefty shadow distance increase plus resolution increase, added most hidden settings and tweaked culling distance, think I did a lot of other stuff too such as altering camera max distance from the character and set each value directly to what I want them at.)


thx gonna try this now

edit:
ok only get a black screen ingame Laughing
Back to top
JBeckman
VIP Member



Posts: 34994
Location: Sweden
PostPosted: Mon, 30th Apr 2012 12:48    Post subject:
Yeah sorry I should have explained better that it's not going to work to just copy the entire thing right over since I've tuned the xml file settings to my own hardware and preferences, it's mostly as a example.

If you were to use that configdefault.xml file you would need at the minimum to change the resolution under <window for the value bottom and top to read what your monitor is using instead of the current 1920 and 1200 and you would ideally set the aspect resolutions a bit above that (their width) to match and then set refresh rate to what you are using but 60 is normally OK. Smile

Also I raised some of the settings extremely high in an effort to minimize pop-in and get as much out of the game engine as possible minus a few quirks (vegetation distance can not be above 5000 or the grass blacks out and actor view distance should be around 6000 or you'll get a lot of slowdowns in certain areas.) but overall these tweaks are very demanding on my system.
(Again it's better to compare but I've changed things around rather extensively and there's probably more still that can be done.)
Back to top
Fluppy




Posts: 213
Location: Bermuda Triangle
PostPosted: Mon, 30th Apr 2012 12:53    Post subject:
yeah i changed some of the values in my own cfg now.
at least i can see ppl in the distance now. fps is low but not so much pop-ups.
but there is still this vegatations growing up Confused
Back to top
JBeckman
VIP Member



Posts: 34994
Location: Sweden
PostPosted: Mon, 30th Apr 2012 13:00    Post subject:
Ah you meant the "blooming" effect of the trees and larger plants growing as you get further away and then closer again, that's a separate system which I've currently found no way around, tried tweaking vegetation view distance and it just alters grass and smaller shrubs, tried altering the speedtree values for the LOD models and it only affected when the entire model appeared or disappeared but it did not change the "growth" issue that all those larger plants exhibit.

I'm still checking what can be done but I don't think it can be easily changed.
Back to top
blackdochia




Posts: 4377
Location: 9th Circle of Hell
PostPosted: Mon, 30th Apr 2012 13:06    Post subject:
It's just me or this game doesn't overwrite the previous quick save, but creates a new one?!
Back to top
JBeckman
VIP Member



Posts: 34994
Location: Sweden
PostPosted: Mon, 30th Apr 2012 13:07    Post subject:
Yes, same with autosaves. Smile
Back to top
blackdochia




Posts: 4377
Location: 9th Circle of Hell
PostPosted: Mon, 30th Apr 2012 13:08    Post subject:
Any solution for preventing the game creating new quicksaves and doing the job properly (overwritting the old quicksave)?

I was wondering how the hell did i manage to lose so much space on my OS partition.....And i was suprised to find who's the guilty part.


Last edited by blackdochia on Mon, 30th Apr 2012 13:09; edited 1 time in total
Back to top
Interinactive
VIP Member



Posts: 29461

PostPosted: Mon, 30th Apr 2012 13:09    Post subject:
⁢⁢


Last edited by Interinactive on Tue, 5th Oct 2021 04:18; edited 1 time in total
Back to top
blackdochia




Posts: 4377
Location: 9th Circle of Hell
PostPosted: Mon, 30th Apr 2012 13:10    Post subject:
Now, I'm stopping at every 15 minutes to clear the saves...
Back to top
sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Mon, 30th Apr 2012 13:11    Post subject:
Just turn off autosave, at least then you'll only have to deal with your manual and F5 saves, which don't accrue anywhere near as fast that blasted autosave system.
Back to top
100mbps




Posts: 67
Location: Basketball court :>
PostPosted: Mon, 30th Apr 2012 13:13    Post subject:
How to enable DLCs in SKIDROW release?
Back to top
Lancellot




Posts: 143

PostPosted: Mon, 30th Apr 2012 13:14    Post subject:
I disabled auto save and when I need to save I overwrite the previous ones so no more wasted space. on my SSD.
Back to top
JBeckman
VIP Member



Posts: 34994
Location: Sweden
PostPosted: Mon, 30th Apr 2012 13:14    Post subject:
As long as you don't walk into a trap or take too long when grappling a jaguar or panther when they pounce you as either is a immediate death.
(I've not seen many traps at all lately, guess they're very rare outside of those burial places or temples or what they are other than a few ones in the jungle at the first island.)
Back to top
sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Mon, 30th Apr 2012 13:14    Post subject:
100mbps wrote:
How to enable DLCs in SKIDROW release?


Just grab the dialogue_language_dlcX.pak files from here;

http://www.mediafire.com/?2soglc66673a2y0

Stick them in COMPILED folder and play!
Back to top
blackdochia




Posts: 4377
Location: 9th Circle of Hell
PostPosted: Mon, 30th Apr 2012 13:15    Post subject:
Ah, the bashing of the space bar when i walk in a trap...
Back to top
fable2




Posts: 6054

PostPosted: Mon, 30th Apr 2012 13:16    Post subject:
i wonder if that cluster fuck of savegames happen with the console versions too Laughing , their precious 60gb hdd is gonna get raped
Back to top
Mister_s




Posts: 19863

PostPosted: Mon, 30th Apr 2012 13:17    Post subject:
The traps are retarded actually since you have no clue where they could be (unless there's a skill later on). It's pure chance. Lockpicking also makes no sense to me. I've been able to pick locks, but I have no idea how I am actually doing it Confused It seems completely random.
Back to top
blackdochia




Posts: 4377
Location: 9th Circle of Hell
PostPosted: Mon, 30th Apr 2012 13:21    Post subject:
The whole minigame idea is for twitchers.
Back to top
russ80




Posts: 4679
Location: Romania
PostPosted: Mon, 30th Apr 2012 13:27    Post subject:
Mister_s wrote:
The traps are retarded actually since you have no clue where they could be (unless there's a skill later on). It's pure chance. Lockpicking also makes no sense to me. I've been able to pick locks, but I have no idea how I am actually doing it Confused It seems completely random.


It's not random..

Say you got the following 1 2 3 4 5 6 7

And the order to pick would be 3 4 2 5 6 1 7

means you go to the third metal thingy, take 1 step right, then go back to the 2nd, then right again for 5 and 6 then all the way left for 1st and finally all the way right for the 7th.

Hope you understood how it works now.
Back to top
prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Mon, 30th Apr 2012 13:27    Post subject:
sabin1981 wrote:
100mbps wrote:
How to enable DLCs in SKIDROW release?


Just grab the dialogue_language_dlcX.pak files from here;

http://www.mediafire.com/?2soglc66673a2y0

Stick them in COMPILED folder and play!

still no dlc3 dialogue?
Back to top
Mister_s




Posts: 19863

PostPosted: Mon, 30th Apr 2012 13:29    Post subject:
The combat does actually get a lot more interesting when you get skills. Parrying, riposting, power attacking and then finishing with a shot in the face is quite rewarding. Just like say Kingdoms of Amalur this game looks like shit in the first two hours, but it gets better with each hour after that. In this day and age though, a game will be defecated for that (we're no longer in the nineties). PB really needs to work extremely hard on presentation in their next game.

Still, the technical fuck-ups are unforgiveable.

@russ80: I've only opened four chests so far (thievery at 30), but all I had to do was go left right left right and it opened. I didn't even know untill now there was some thought behind it.
Back to top
Bendi




Posts: 3397

PostPosted: Mon, 30th Apr 2012 13:31    Post subject:
Minigames are ok when you get the hang of them.

Shooting 10/10 is easy, really. You just need to try, try and try again until you master it. They're hard, but not impossible.

ALL legendary weapons can be completed. ALL
Yes, you get a wrong piece from the smith for that quest BUT you find the correct one in a chest.

 Spoiler:
 


sin317 wrote:

typical jew comment
Back to top
Interinactive
VIP Member



Posts: 29461

PostPosted: Mon, 30th Apr 2012 13:32    Post subject:
⁢⁢


Last edited by Interinactive on Tue, 5th Oct 2021 04:18; edited 1 time in total
Back to top
sabin1981
Mostly Cursed



Posts: 87805

PostPosted: Mon, 30th Apr 2012 13:34    Post subject:
Mister_s wrote:

@russ80: I've only opened four chests so far (thievery at 30), but all I had to do was go left right left right and it opened. I didn't even know untill now there was some thought behind it.


Don't worry, once you get to 45/60+ chests.. you'll start seeing that they require thought and precision. I LOVE the chest unlocking minigame, even if there is no penalty for failure, because at least it's eleventy gazillion times more interactive than any previous PB picklocking attempts.
Back to top
Page 73 of 99 All times are GMT + 1 Hour
NFOHump.com Forum Index - PC Games Arena Goto page Previous  1, 2, 3 ... 72, 73, 74 ... 97, 98, 99  Next
Signature/Avatar nuking: none (can be changed in your profile)  


Display posts from previous:   

Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB 2.0.8 © 2001, 2002 phpBB Group