I don't believe it's possible, a few of us have tried and nothing seems to work If you want to play the cracked version, simply copy your saves from the Random# folder in MyDocs\MyGames\Borderlands2 folder to the other Random# folder.
It doesn't work?
How strange, I'm using SMAA myself but the process is the same, D3D9.dll in the folder with the game exe, if it does give a log.txt file what does that say about it?
Yep, also using the SMAA "injector" here and it works like a charm.
I just deleted everything on the win32 folder except for the SMAA files (SMAA.fx, SMAA.h, log.log and d3d9.dll), copied the whole Borderlands folder to steam and let it complete the DL.
boundle (thoughts on cracking AITD) wrote:
i guess thouth if without a legit key the installation was rolling back we are all fucking then
If you have d3d9.dll in the .exe folder, the game doesn't start. No error, no messing about, just a microsecond hourglass icon and then nothing. log.log is empty too. It works perfectly on the cracked version though, just not the Steam legit.
JBeckman wrote:
That's really weird, I wonder what's causing that.
(Maybe some overlay, I have the Steam one disabled as I don't really use it but it still hooks up even so, can't be that problem then.)
Uhm, just an FYI, my sweetFX is actually working with legit, i got fraps AND overlay enabled
Tho in sweetFX there is an option to make it more compatible with the overlay.
Maybe setup sweetFX in the same way as the FXAA and see if that works then?
tolanri wrote:
sausje wrote:
Had a fun evening co-op, tomorrow we continue our BL2 co-op weekend
Some screenshots (non sweetfx vs sweetfx, both have outline disabled)
[...]
Looks great. Can you upload your sweetfx and game config please?
Tried with the original and B2 but just can't get into them. Guess it's because I think re-spawning enemies is a gameplay device of tools. Shame cos it runs nice and looks good.
Tried with the original and B2 but just can't get into them. Guess it's because I think re-spawning enemies is a gameplay device of tools. Shame cos it runs nice and looks good.
Re-spawning enemies is definitely something I really dislike in Borderlands games. The developers should have made it possible to avoid the same encounters unless the player chooses to do it intentionally for XP or loot.
You learn to avoid those constantly respawning spots. Once you figure out how the respawning works, it's less irritating. It still sucks since you regularly revisit areas for SQs, but I can overlook it.
Now thats a kickass sniper rifle. It shoots 3 bullets instantly (burst).
I think I've got ya beat on this one
Spoiler:
19 shot mag, either single shot or hold down to fire like a chain gun. If you're soloing you only need one (at max 2) head shots to pop a target. I've found sniper rifles with the three shot burst completely useless, they waste way too much ammo and have to be reloaded far too often.
This is a sniper rifle
It basically fires like an automatic rifle, you just keep pressing. Although it's not needed they go down after one shot to the head, they also buuuuuurn.
Well basically it's the same model as yours, only better (higher level), Vladof ftw
It was mentioned earlier and it works but as noted these are the only available console commands.
(And yeah it's that command but apparently you can't bind it like that.)
Yeah unfortunately I've only managed to trigger it from the console prompt, it's a bit cumbersome to toggle it on and off that way while trying to take screens but it's something at least.
(Also "Tiledshot" hides the gun model which is helpful.)
Just wanted to ask, if there is a way to hide the weapon, instead of stash it everytime
But i want to take screenshots with Steam, so that Tiledshot is not helpful.
But i managed to make a macro now with my good old X4 sidewinder lol
Will just switch to another weapon before screenshot, for about a second you won't see any weapon then.
I wonder why they chose to make the weapons so prominent in the field of view. It's literally right in your face. It becomes a bit ridiculous with RPGs.
I think I read the "bindings" UE3 system has been abandoned in this for their own. So it won't work.
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