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kkarski

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Everything posted by kkarski

  1. I'm clueless. The suggestions I provided earlier didn't fix the problem. The worst thing is I have no idea what causes the slowdowns. Sometimes the dialogue/inventory window makes everything slow, sometimes not. Sometimes the combat slows down to a crawl when the PC is active, sometimes it goes on normally without a single lag. I turned the background sounds off, and there seems to be some improvement, though I'm not really sure if it's not my imagination. For those of you who insist that GMA is too weak to handle G5 graphics - it isn't Trust me. I think the problem lies in poor handling of the OpenGL architecture via the Intel driver. Another thing that wasn't posted yet and that may be helpful to Jeff - when I open inventory or dialogue starts, there is a brief flash in the background and several strange shapes appear as if, dunno, opening a window would reset the rendering. It is related to the GMA, as there is no such thing on my mac mini with an old Radeon inside.
  2. Two things that helped on my computer (I've got GMA too). Check it out and post if it helped: 1. Go into your graphics properties, there's something like "3W settings", at least in my language version. There're OpenGL settings there, set the "Driver Memory Footprint" to "high" 2. Set the color depth in G5 settings to the color depth of your system, if you use 32 bit set it to "Always use 32bit". Hope it helps, it didn't kill the lag completely but now it lags only for a second or so when the effects kick in or when the dialogue starts, probably when buffering. Don't turn off the effects, it doesn't increase the performance.
  3. Well, Jagged Alliance is a classic and has all the gameplay elements that you've mentioned. No, there is no mac version, but if you have bootcamp or any software to emulate a PC with, you can easily run them on emulated Winblows. I think it's worth the hassle. I've no idea if there is a demo. If you're interested in trying it out, I'd suggest starting with Jagged Alliance 2, as the first part has DOS graphics that are a bit too much for a modern gamer to take.
  4. Quote: Originally written by The Crimson Coyote: What ever.... Well, my earlier idea (shock points etc) was for a stand alone game idea based off of a engine similar to BoA. only problem is I cant program... I have this idea you see. I think its a great idea, and although its not the fantasy stuff that you are all familiar with, it would make a good Multiplayer or mini game. Its an Armed Defenders Tactical Combat Simulation game with a few RPG elements. Its based more around the Devastation of gun fire, and the use of cover and what ever one can use to prevent there Team from getting slaughtered as they try to under go missions. One thing is, the game is played entirely in a combat mode system similar to Avernum's combat system. The game is more oriented on sneaking up on your foe and cutting his throat or using flash bombs on a room to knock everyone out. Rather than the system of Creating characters, I have this idea, you hire randomly created and skilled characters. as you play though the game, you loose people so you have to replace them (no Load save stuff) If you loose all your men, you have to hire a new team. I really think some one should try to create the game, even as a Freeware game. Ever played Jagged Alliance?
  5. The problem is probably the fact that you usually use a higher resolution than the game uses. You could try changing the resolution manually to 1024x768 before running the game. Maybe Vista doesn't properly execute the instructions from the application to do it by itself. You could mention it in the tech support forum. If it's a Vistawide bug, then perhaps Jeff would put a fix to that in the next patch (if he'll issue one)
  6. The thing that can be easily introduced to almost every RPG and would make it a bit closer to what Synergy wants (and what I want too) would be to cut down profits gained from combat. I remember playing a usermade NWN module in which killing enemies gave you very little XP, and as such the module encouraged you to look for other options than combat - it was profitable for the player to try using stealth, or searching for another route, or using diplomacy if possible. It would also enlarge the "Role" in "RPG". When you have several possibilites and all of them give you the same benefits, the powergamer that always skulks inside won't tempt you, and you can try to make decisions like your character would - an evil fighter would make a roar and charge the enemies, a stealthy rogue would slip past them or assasinate their leader, a mage could make some sort of diversion with his illusions etc. etc.
  7. @Synergy: While your ideas are interesting, they are nigh-on-impossible to implement in a cRPG. The lethality factor which, as you stated, would require careful planning of every step from a player, would turn out to be an irritating save-load nightmare. Making a game where it is too easy to die renders all the planning useless at some point - you can't take everything into consideration and just imagine how frustrated you would be if your great plan would turn green just because a giant hurled a rock at you, lethally, instead of charging you in melee as you predicted. Then you would reload and create another plan which would work, taking the rock-hurling giant into consideration this time. If it happens a couple of times during gameplay, OK. But if the world would have such a degree of realism, it would be a horribly common case. My point is, even with excellent planning, in a game like that there always will be a chance that you'll die, even if you have an excellent party pitting against two goblins, a stroke of bad luck and your PC lies dead. There are a couple of FPS shooters on the market (quite popular) in which you die from a single enemy shot. My friend plays it often on the net, and from what I've seen the majority of his gameplay is waiting for respawning instead of having fun shooting at other people. And you should've heard him swearing when he plays, my ears bleed at the very thought The same would apply to a realistic cRPG. Unless the game would have a suitably toned down difficulty, it would be only swearing, reloading and trying again. I don't see how the game could give the player information based on which he could sufficiently (having a good chance of winning without reloading) prepare for the battle. Besides, if it would, where's the realism? It's exactly the same - in Avernum, you don't die easily but still you can if you act recklessly. The same would happen in a game where you can die from one arrow shot but you always know where the archer will be. Like someone before said, what you want is a PnP RPG. There you have countless possibilities in which you can resolve a battle; you can make feints, try to outwit your enemy or deceive him, you can set up a successful ambush because there is nothing to limit you, just your imagination. In a cRPG on the other hand, there are many limits - the AI has it's limits, the game engine and system has it's limits. And with these limits in mind, requiring careful planning of every battle from a player would be like making him to play chess every time he faces enemies.
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