Dying Light (WB+Techland)
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kazuma_kiryu




Posts: 152
Location: Japan (日本); South Africa.
PostPosted: Wed, 10th Feb 2016 14:24    Post subject:
demde wrote:
How long is the Following DLC?


Six hours of game play.
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Zotten




Posts: 588

PostPosted: Wed, 10th Feb 2016 14:43    Post subject:
kazuma_kiryu wrote:
demde wrote:
How long is the Following DLC?


Six hours of game play.


Nah, it is at least double that if you play all the quests.
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ixigia
[Moderator] Consigliere



Posts: 65123
Location: Italy
PostPosted: Wed, 10th Feb 2016 16:44    Post subject:
JBeckman wrote:
ixigia wrote:
Shame on me, didn't remotely think about saving the saves goddammit xD. I'll just see the glass half full, as an incentive to finally replay the whole package on hard, since the normal difficulty used to get way too soft in the second half of the game.

hellishere wrote:
The chromic aberration is killing me .. huh

*flips table*
I take the old mod isn't working anymore then? Razz Sad That would be a shame, it still worked with the 1.62 version, but I imagine this one is a different kind of beast.


I updated the CA removal mod to be compatible with the shader changes when I took these screenshots. Smile
http://www.nfohump.com/forum/posting.php?mode=quote&p=2858102

Or just this:
http://www8.zippyshare.com/v/Fn1KgQsv/file.html

Replace data3.pak in the DW folder (The default is just a empty placeholder btw.) and that should be all.
(In-game AA most likely has to be disabled and if that doesn't work either enable or disable film grain, it tends to vary a bit which settings combination you have to use and I don't know exactly why that is.)

Film grain if disabled can be re-enabled via for example ReShade if desired, AA can also be done via downsampling and/or SMAA/FXAA via ReShade as well.

Awesome, thanks a lot! I'll try it out this evening since the isopackage is still downloading. Indeed I remember that disabling the film grain was required to activate the modification, which is a win-win scenario, since I hate film grain as well Very Happy Laughing

KopyKat007 wrote:
BettyShikle wrote:
ixigia wrote:
Shame on me, didn't remotely think about saving the saves goddammit xD. I'll just see the glass half full, as an incentive to finally replay the whole package on hard, since the normal difficulty used to get way too soft in the second half of the game.

prepare your anus,nighttime with the new update is very different from normal retail

Anus prepared! Pffchh

Damn right!
When it comes to the amount of challenge in a game...

Cool Face Laughing
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demde




Posts: 6538
Location: Lake Karachay
PostPosted: Wed, 10th Feb 2016 17:29    Post subject:
Zotten wrote:
kazuma_kiryu wrote:
demde wrote:
How long is the Following DLC?


Six hours of game play.


Nah, it is at least double that if you play all the quests.

Nice then so a lot of content for me Very Happy


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fable2




Posts: 6056

PostPosted: Wed, 10th Feb 2016 17:36    Post subject:
here are some saves of mine for the main game (post campaign, pretty much every thing done)
https://drive.google.com/file/d/0B0x69DeNDfq6eW94cTNfMXZMdk0/view?usp=sharing


P.S:reloededededededed version btw Razz
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Bob Barnsen




Posts: 31973
Location: Germoney
PostPosted: Wed, 10th Feb 2016 20:59    Post subject:
Seriously, those fucking night stalkers rape me so hard, even on Hard Mode only.
Destroying a Hive is so intense as i will get swarmed by at least two of those fuckers, who kill me in 3-4 hits. Laughing Mad

Any tips against them? I keep using the UV flashlight to stun them for a brief moment and to get in one shotgun shot. Still takes at least 3 shots.
And if there is more than one of them at a time, i can already say goodbye and rage that i against lost a huge amount of the legendary exp skill tree. Embarassed
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BettyShikle




Posts: 2737
Location: Tardland
PostPosted: Wed, 10th Feb 2016 21:14    Post subject:
You`re supposed to clear the Hives at night,they will be empty then Laughing

As a tactic against the spiked fuckers: drop a flare behind them and another on your position,they will freak out most of the time and be confused. gives you some time to make em kaputt (needs to be timed good and always having a flare burning while fighting is a must)


paxsali wrote:

Now, I don't know what hardware costs in Poland, I guess it's cheaper because everything is stolen from Germany and resold...
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Bob Barnsen




Posts: 31973
Location: Germoney
PostPosted: Wed, 10th Feb 2016 21:24    Post subject:
Nice, will try those at nights then. I hope you didn't joke on me, and there are even more there then. grinhurt

Never though about using flares against them. Very Happy


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harry_theone




Posts: 11254
Location: The Land of Thread Reports
PostPosted: Wed, 10th Feb 2016 21:29    Post subject:
Are you guys talking about the expansion? I remember it was that way in the main game as well, the hives are empty because they are out hunting. Jeez Bob, how did you survive the ending if you never used flares? (Unless you didn't play so far yet) Razz
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Bob Barnsen




Posts: 31973
Location: Germoney
PostPosted: Wed, 10th Feb 2016 21:31    Post subject:
Laughing
Well first i played the game back then on normal mode, and it was a breeze mostly.
Secondly its several years now since i played it, so i can't remember all the mechanics. Very Happy


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KopyKat007




Posts: 299
Location: Canada
PostPosted: Wed, 10th Feb 2016 21:37    Post subject:
Bob Barnsen wrote:
Laughing
Well first i played the game back then on normal mode, and it was a breeze mostly.
Secondly its several years now since i played it, so i can't remember all the mechanics. Very Happy



But, but, the game is only a year old... O RLY? Devil Troll


sabin1981 wrote:
Haha, yes.. I meant the place of many ass-kickings Very Happy
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h0rnyfavn
Serial Humper



Posts: 13885

PostPosted: Wed, 10th Feb 2016 21:48    Post subject:
Reaction


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madness




Posts: 13322

PostPosted: Wed, 10th Feb 2016 22:01    Post subject:
They did say the made the night ones even more dangerous now in the Enhanced version
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KopyKat007




Posts: 299
Location: Canada
PostPosted: Wed, 10th Feb 2016 22:47    Post subject:
Theres a new mod on Nexusmods that disables Chromatic Aberration and takes away the yellowish color in DL:

http://www.nexusmods.com/dyinglight/mods/164/?

Quote:
As the title says. I've modified two files a little bit, to remove the chromatic aberration filter material. But it also removes that yellow, warm, saturated color feel. It's because of a file named : postprocess__c___o_.mat . Which i bet it can be found in the encrypted inaccessible rpack files. It is a simple filter. When used by the game, it gives that yellow color and also chromatic aberration all over the screen.

I took advantage of the new feature added to the game, Post Processing filters (which allows you to change to various color filters) and made a small enable / disable of chromatic aberration. Make sure to create a BACKUP of the file you intend to replace. Instructions below :

1. Download
2. Extract the file and copy it
3. Go to your Dying Light install folder, then open folder DW
4. In this DW folder, paste the Data3.pak file you just extracted. If prompted, click OK to replace.
5. You are done!

Now you can start your game and by default the chromatic aberration filter will be removed. IF you want that filter back, then go to Options>Game and the option called Post Processing, you can simply select Black & White filter.Now chromatic aberration along with the yellow filter will be back.It's default mode basically without having to manually delete it. Remember this is a modification, not official supported feature.


sabin1981 wrote:
Haha, yes.. I meant the place of many ass-kickings Very Happy
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h0rnyfavn
Serial Humper



Posts: 13885

PostPosted: Wed, 10th Feb 2016 22:57    Post subject:
Huh..what about VAC? Doesn't it check files integrity? And if it doesn't.. ..could we change durability this way?


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Steelone




Posts: 1524

PostPosted: Wed, 10th Feb 2016 23:34    Post subject:
h0rnyfavn wrote:
Huh..what about VAC? Doesn't it check files integrity? And if it doesn't.. ..could we change durability this way?


You can, but you won't be able to play with other players. If any files are modded or substituted into Data3.pak file then the game separates you.
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KopyKat007




Posts: 299
Location: Canada
PostPosted: Thu, 11th Feb 2016 01:05    Post subject:
Yes, keep in mind that if using mods do not play online since you could potentially get VAC banned.


sabin1981 wrote:
Haha, yes.. I meant the place of many ass-kickings Very Happy
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vurt




Posts: 13903
Location: Sweden
PostPosted: Thu, 11th Feb 2016 02:15    Post subject:
How big is this when installed (this enhanced/expansion Ed.)?
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Mikey5449
Superdad



Posts: 3413

PostPosted: Thu, 11th Feb 2016 02:25    Post subject:
vurt wrote:
How big is this when installed (this enhanced/expansion Ed.)?

A little over 19 gigs is what I see.


couleur wrote:
Everything I don't understand is a mental disorder. Laughing

couleur wrote:
If the illegals are drowning its their fault for attempting to cross the river in the first place. Especially the children. /s

russ80 wrote:
Who cares about gameplay. It's one of the few next-gen looking titles out there so BRING IT ON.
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Drowning_witch




Posts: 10818
Location: Strawberry fields
PostPosted: Thu, 11th Feb 2016 02:25    Post subject:
vurt wrote:
How big is this when installed (this enhanced/expansion Ed.)?


25.3 gb on steam, mentioned it a few pages back. that's the game+season pass.
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vurt




Posts: 13903
Location: Sweden
PostPosted: Thu, 11th Feb 2016 02:27    Post subject:
thanks.
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dodger2020




Posts: 3537

PostPosted: Thu, 11th Feb 2016 04:46    Post subject:
Plaza release is 30.7 gigs.

5.74gb is speech other than english.
7.2gb is DLC (again, with a couple of gigs being non-english speech)
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KillaSeven




Posts: 1015
Location: Germany
PostPosted: Thu, 11th Feb 2016 04:47    Post subject:
God, that quest where you have to kill 4 of these screaming child zombies... I searched almost an hour for the last one


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Bob Barnsen




Posts: 31973
Location: Germoney
PostPosted: Thu, 11th Feb 2016 07:55    Post subject:
grinhurt Yea one fucker kid was hidden well, where the entrace to it's house was a bit away.

-----

The upgraded crossbow and if you invest your legendary points into the bow skill make that weapon soooo fun! Currently does ~1200 damage and one shots most zombies in one headshot. Even those bigger slow ones with a big club.
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m3th0d2008




Posts: 9881
Location: Outhouse
PostPosted: Thu, 11th Feb 2016 08:40    Post subject:
Damn... they must've optimized it alot since the last time I played that non-patched ISO demo.

Game runs amazing now, maxed out on the very same hardware. Very happy Very Happy


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h0rnyfavn
Serial Humper



Posts: 13885

PostPosted: Thu, 11th Feb 2016 09:48    Post subject:
@m3th0d2008
Quote:
non-patched ISO demo.


Afaik they downgraded graphics Laughing


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JBeckman
VIP Member



Posts: 35114
Location: Sweden
PostPosted: Thu, 11th Feb 2016 09:50    Post subject:
h0rnyfavn wrote:
@m3th0d2008
Quote:
non-patched ISO demo.


Afaik they downgraded graphics Laughing


Yeah some of the NPC models are a bit worse and there may or may not be a bug with missing vegetation in some places, notably one of the medium size bush models.
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Steelone




Posts: 1524

PostPosted: Thu, 11th Feb 2016 10:03    Post subject:
JBeckman wrote:
h0rnyfavn wrote:
@m3th0d2008
Quote:
non-patched ISO demo.


Afaik they downgraded graphics Laughing


Yeah some of the NPC models are a bit worse and there may or may not be a bug with missing vegetation in some places, notably one of the medium size bush models.


I seem to remember when the game first came out there was some draw distance issue. Didn't they reduce the draw distance massively on PC in the first patch or something similar?
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JBeckman
VIP Member



Posts: 35114
Location: Sweden
PostPosted: Thu, 11th Feb 2016 10:09    Post subject:
Yeah one of the early updates changed the max draw distance value from 8.46 or what it was to 2.26 but you could and still can change it manually if you want, I use 10.0 myself.
(If you change any of the visual options it'll reset to 2.26 however so you have to exit the game and change it back again.)

But this with the vegetation is a different issue where it seems at least one vegetation model might have been removed entirely although it could be a bug but chances are it's one of those over aggressive optimization passes that some games receive.
(Would be nice to have it as a optional setting or something, vegetation density slider or what it could be.)


EDIT: This guy took some comparison images of both the NPC changes and the vegetation changes in the normal game campaign.
http://forums.guru3d.com/showpost.php?p=5230159&postcount=61


EDIT: Another vegetation comparison.
http://forums.guru3d.com/showpost.php?p=5230342&postcount=73

EDIT: And another NPC comparison.
http://forums.guru3d.com/showpost.php?p=5230422&postcount=83
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Steelone




Posts: 1524

PostPosted: Thu, 11th Feb 2016 10:33    Post subject:
JBeckman wrote:
Yeah one of the early updates changed the max draw distance value from 8.46 or what it was to 2.26 but you could and still can change it manually if you want, I use 10.0 myself.
(If you change any of the visual options it'll reset to 2.26 however so you have to exit the game and change it back again.)

But this with the vegetation is a different issue where it seems at least one vegetation model might have been removed entirely although it could be a bug but chances are it's one of those over aggressive optimization passes that some games receive.
(Would be nice to have it as a optional setting or something, vegetation density slider or what it could be.)


EDIT: This guy took some comparison images of both the NPC changes and the vegetation changes in the normal game campaign.
http://forums.guru3d.com/showpost.php?p=5230159&postcount=61


EDIT: Another vegetation comparison.
http://forums.guru3d.com/showpost.php?p=5230342&postcount=73

EDIT: And another NPC comparison.
http://forums.guru3d.com/showpost.php?p=5230422&postcount=83


Sounds like the NPCs are intended to be higher quality but some seem to have come off slightly worse due to the new shader.
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