Garrulous Glaahk Seasons of Destiny Posted April 30, 2013 Share Posted April 30, 2013 I've been playing Bahssikava for the past few days, and I got to the Machinery area, where you have to redirect beams to power up power sources to open doors. Normally I'm fine with puzzles involving mirrors and/or beams, but the problem is that whenever I turn on a power source for any door other than the first one that lets you into the main hallway, it produces the lightning sound of something getting powered up every single turn. I even tried to walk past them in combat mode, but that made things worse by making the sound go off every time a party member takes a step. As a result of these repetitive zaps, it makes walking around in this area a real pain. Is there any way this can be remedied, or am I doomed to having to edit in beam projectors to turn on the final door to cut down on slowness? Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted April 30, 2013 Share Posted April 30, 2013 You could turn the sounds off. Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk Seasons of Destiny Posted May 1, 2013 Author Share Posted May 1, 2013 Well, yes, that WOULD eliminate the sound issue, but wouldn't the game still pause to try to play the now-muted sound? Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted May 1, 2013 Share Posted May 1, 2013 Turn the GAME'S sounds off. Then no sounds attempt to play. If you turn your COMPUTER'S sounds off, then the game still pauses to play the sound, but the computer doesn't send it through the speakers. Quote Link to comment Share on other sites More sharing options...
Garrulous Glaahk Seasons of Destiny Posted May 6, 2013 Author Share Posted May 6, 2013 Oh. I thought that would just act as a normal mute, and not eliminate the pause. I guess I'll just turn the sound off for that portion of the scenario from now on. It's still a little weird, though, that those power sources make the zap noise every step, whereas the power source in the first room doesn't. Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted May 6, 2013 Share Posted May 6, 2013 The idea is that certain power sources need continuous power, and certain ones don't. The ones that do need a terrain script that turns them off regularly. I set it so that they'd turn off every step, although in hindsight that probably wasn't necessary. It shouldn't slow you down a lot, though. I'm not sure why that's happening. But it's easily fixed. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted May 30, 2013 Share Posted May 30, 2013 The idea is that certain power sources need continuous power, and certain ones don't. The ones that do need a terrain script that turns them off regularly. I set it so that they'd turn off every step, although in hindsight that probably wasn't necessary. It shouldn't slow you down a lot, though. I'm not sure why that's happening. But it's easily fixed. While a sound is playing, the game is effectively on pause until it's finished. That means every step takes at least as long as it takes to play the sound. Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted May 31, 2013 Share Posted May 31, 2013 I know, but the sound is short. It's not long enough to slow the game down a lot by itself. If the game is spending time loading the sound and then transitioning — in other words, filling in silence around the sound — then I could imagine it slowing down the game a lot, but it shouldn't be doing that. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted May 31, 2013 Share Posted May 31, 2013 The sound isn't that short: long enough to be annoying when it plays every step, for sure. Quote Link to comment Share on other sites More sharing options...
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