Renzatic on 14/1/2011 at 17:58
Yup, the patch installed no problem with the GOG version. The game does seem more stable under Windows 7, though it didn't do much to fix the framerate issues I have with the game, even with the new renderer fix.
Now I wanna see what people do with the source code.
edit:
Quote Posted by Jason Moyer
The GOG version was a more recent (exclusive) build than the ones available via other sources prior to today though. I'd imagine that it depends on what files this new patch is changing.
Didn't they eventually get around to releasing 1.19 to everyone else?
Jason Moyer on 14/1/2011 at 18:10
I don't believe so, no. I think other people rar'd up the files that were different between 1.18 and the GoG 1.19 but nothing official that I've seen.
Edit 31337.23b: And the new patch is working great. On a side note, I never noticed you could leave the old dude in his cell before. Does he still show up for the goblin fight later?
june gloom on 14/1/2011 at 18:52
This could be my excuse to finally get into the game. I got held up by the goblin-never-showing-up bug or whatever it was last time.
Sulphur on 14/1/2011 at 20:53
Yay, I bought Arx during the Christmas sale. But I have about exactly slightly over a zillion fucking games to complete my backlog before I even get 'round to downloading it from GOG.
mothra on 14/1/2011 at 21:02
this prompted me to do a new replay. I forgot so much about it, fireball here I come.
gog.com 1.19 + new patch:
win 7 x64 / dual core: the white flickering I had is gone but I still got 3fps in some places
win xp / single core laptop: works like a charm and the HUD does not rescale after quckload.
So win7 still aint working but a few annoying bugs seem to have been fixed for me. Thanks a lot to arkane. one of the all time greats.
N'Al on 14/1/2011 at 21:06
Quote Posted by Sulphur
I have about exactly slightly over a
zillion fucking games to complete my backlog before I even get 'round to downloading it from GOG.
You. Don't. Say.
:p
Renzatic on 14/1/2011 at 21:10
It might not be win7, but the dual cores causing you problems. I'm experiencing something similar on my dualie 7 machine. It's not unplayable, but I get a huge framerate hit when I open the character book, and have weird random speed issues where it goes really fast, then really slow while I'm walking around.
I'm thinking forcing affinity before it launches might fix the problem. I'll give it a go when I get home later tonight, and see how it does.
Sulphur on 14/1/2011 at 21:14
Quote Posted by N'Al
You. Don't. Say.
:p
I am a consumerist whore. :(
lost_soul on 14/1/2011 at 21:35
Holy crap! You mean to tell me that people actually still release source code these days? I will have to check this game out now, especially if it is on gog.
Yakoob on 15/1/2011 at 10:22
Heh, just poking at the source code and the devs names ALL their projects / files after greek mythology:
Quote:
Athena/ source code (.cpp); also includes sound-related files (.h)
DANAE/ Arx Engine source code (renderer, game code, etc.)
EERIE/ math-related source code, geometry utilities, mesh animation and texturing
HERMES/ HDD I/O management (load/save functions)
Mercury/ DirectX devices management (D3D, inputs)
Looking at it first made me "wtf is this shit." Sure Im using creative names for my own engine but, fuck me if "Stage" or "Actor" isn't a billion times more descriptive than "Mercury"
EDIT: severe dearth of commenting. Except this:
Code:
//////////////////////////////////////////////////////////////////////////////////////
// @@ @@@ @@@ @@ @@@@@ //
// @@@ @@@@@@ @@@ @@ @@@@ @@@ @@@ //
// @@@ @@@@@@@ @@@ @@@@ @@@@ @@ @@@@ //
// @@@ @@ @@@@ @@@ @@@@@ @@@@@@ @@@ @@@ //
// @@@@@ @@ @@@@ @@@ @@@@@ @@@@@@@ @@@ @ @@@ //
// @@@@@ @@ @@@@ @@@@@@@@ @@@@ @@@ @@@@@ @@ @@@@@@@ //
// @@ @@@ @@ @@@@ @@@@@@@ @@@ @@@ @@@@@@ @@ @@@@ //
// @@@ @@@ @@@ @@@@ @@@@@ @@@@@@@@@ @@@@@@@ @@@ @@@@ //
// @@@ @@@@ @@@@@@@ @@@@@@ @@@ @@@@ @@@ @@@ @@@ @@@@ //
// @@@@@@@@ @@@@@ @@@@@@@@@@ @@@ @@@ @@@ @@@ @@@ @@@@@ //
// @@@ @@@@ @@@@ @@@ @@@@@@@ @@@ @@@ @@@@ @@@ @@@@ @@@@@ //
//@@@ @@@@ @@@@@ @@@ @@@@@@ @@ @@@ @@@@ @@@@@@@ @@@@@ @@@@@ //
//@@@ @@@@@ @@@@@ @@@@ @@@ @@ @@ @@@@ @@@@@@@ @@@@@@@@@ //
//@@@ @@@@ @@@@@@@ @@@@ @@ @@ @@@@ @@@@@ @@@@@ //
//@@@ @@@@ @@@@@@@ @@@@ @@ @@ @@@@ @@@@@ @@ //
//@@@ @@@ @@@ @@@@@ @@ @@@ //
// @@@ @@@ @@ @@ STUDIOS //
//////////////////////////////////////////////////////////////////////////////////////
EDIT2:
Code:
inline float TRUEVector_Normalize(EERIE_3D * v)
{
register float len = TRUEVector_Magnitude(v);
register float l2 = 1.f / len;
v->x *= l2;
v->y *= l2;
v->z *= l2;
return len;
}
"WTF Why is the normalize func multiplying each component by 12? ............ wait, it's L - 2... fucking arcane, come on now!"
EDIT 3:
Code:
//*************************************************************************************
// void InitPlayer()
//-------------------------------------------------------------------------------------
// FUNCTION/RESULT:
// Init Local Player Data
//*************************************************************************************
void ARX_PLAYER_InitPlayer()
{
char tex[256];
strcpy(tex, "Beware of the EXE that sleeps... :) ");
...