Thelvyn on 28/11/2012 at 09:07
Quote Posted by Bonusbartus
Anyone using the OpenAL hardware sound option in thief 2 V1.19?
I had a bluescreen on my soundcard driver twice, in exactly the same spot,
Lord Beltzer's Mansion, right at the start, you enter the underwater tunnel, then in the part where you move UP it hangs.
Haven't had time to test with another sound option though. Don't know if I should have asked this in the FM thread for that particular mission, but wondering if any similar problems have been found?
everything else looks to be working great, anti-aliasing, bloom, postprocessing... I switched on almost all options I could find just to test, running at 100fps 1680x1050, on a Radeon HD6870. win7 X64
I just tried this, 1.19 open al 48 channels eax on windows 7 ultimate 64bit 1920x1080 everything max radeon hd 6850 1gb and it works fine for me. Same map. There was a crackle as I approached the surface a transition or something maybe. No crash though.
Bonusbartus on 28/11/2012 at 10:24
Quote Posted by Thelvyn
I just tried this, 1.19 open al 48 channels eax on windows 7 ultimate 64bit 1920x1080 everything max radeon hd 6850 1gb and it works fine for me. Same map. There was a crackle as I approached the surface a transition or something maybe. No crash though.
Did you use "Hardware" or "Hardware OpenAL" as sound driver?
did you change anything to the cfg file regarding the openal setting?
I think my Xonar DG should be able to do Hardware openAL instead of generic software...
After I ran creative alchemy on the game to enable EAX the game crashes as soon as I load a mission with hardware sound device... even after removing the setting with alchemy :(
Thelvyn on 28/11/2012 at 11:01
Quote Posted by Bonusbartus
Did you use "Hardware" or "Hardware OpenAL" as sound driver?
did you change anything to the cfg file regarding the openal setting?
I think my Xonar DG should be able to do Hardware openAL instead of generic software...
After I ran creative alchemy on the game to enable EAX the game crashes as soon as I load a mission with hardware sound device... even after removing the setting with alchemy :(
Its just "Hardware acceleration OpenAL" there is no in game option to choose the driver.
Currently using "Realtek High Definition Audio" - Realtek® ALC887 8-Channel High Definition Audio CODEC I have an Asus M5A97 LE R2.0 with an FX6100 @4.0ghz
I also use a Logitech G930 Headset and AMD HDMI Output with no problems(Depending but mostly the headset).
I havent touched the sound options in the cfg.
I had another Asus board with a different Realtek chipset that worked fine also, I just upgraded over the weekend :)
Sounds to me like your driver is the issue, I have never used creative alchemy so I can not comment on that, I gave up on creative a long time ago too many issues with their drivers.
The last card I had was a sound blaster Live! and it used to freeze my system all the time, removed creative card and problem went away.
Now I am not suggesting you do that but if software works and hardware doesnt why dont you just use software ? Whatever works.
Bonusbartus on 28/11/2012 at 11:58
Quote Posted by Thelvyn
Sounds to me like your driver is the issue, I have never used creative alchemy so I can not comment on that, I gave up on creative a long time ago too many issues with their drivers.
The last card I had was a sound blaster Live! and it used to freeze my system all the time, removed creative card and problem went away.
Now I am not suggesting you do that but if software works and hardware doesnt why dont you just use software ? Whatever works.
Would be the first time for me since leaving the soundblaster Live! era too, to have any driver issues. I did notice some posts on the net that users where mentioning crappy drivers for the xonar DG, but I did't have any problems before.
I haven't had time to do the same test with sound set to software :P going to try that today.
Pheonix on 29/11/2012 at 05:28
Has anyone else had problems with easily allerted AI with the new patch. I originally had the problem with an FM (couldn't play on expert since it included the "don't be detected" objective.) In that an AI was being alerted by other AI's and not by Garrett. I figured it was a problem with the FM (which I played the first time with v1.19.) Now, however, I'm playing through the original games again and ran into the problem with "Assassins". I've gone ghost through the entire mansion without a hitch, I get down to the strong room and am sitting in the shadow. He had just pulled the summons cable, so I make sure I'm well hidden and am waiting for the servant to come and leave. The servent comes in, sets down the tray "into" the shelf (another minor bug, a lot of items seem to get placed into other items instead of on them,) when Ramirez jumps, turns to the servant and starts saying things like "who are you," "what are you doing her," etc... He runs and hits the alarm, the servant runs away screaming "there's an intruder," then Ramirez starts searching around for me. Ok, I assume, I did something off, maybe, though I cannot think of anything, and restore my save. Same thing happens, over and over again. So, I start the mission from scratch, this time I make may way straight to Ramirez. I have done absolutely "nothing" that could be taken as questionable. Save the game in the alcove outside the counting room, and wait. Sure enough, in comes the servant, and it all happens again. Ok, so now I go around the corner, wait, and sure enough after a bit of time, alarms go off, and the servant goes running (couldn't see/hear what was going on this time.) Sitting outside the main basement door, the same thing happens, unless I'm a fair distance away. then I can see the servant calmly walk down the tunnel, time passes, then he calmly walks back. I had to ghost the whole level, then wait halfway between the kitchen and the door, then rush down and get all the stuff in the strong room (including the belt pouch,) then back to the halfway point before he called the servant again.
When I played it through the first 3 times (v1.07, v1.33, & v1.37-Gold,) I don't remember having anything like this issue. I distinctly remember being very carful in the strong room, and actually waiting through the summons of the servant at least twice each time.
Stefan_Key on 29/11/2012 at 14:30
Quote Posted by Pheonix
Has anyone else had problems with easily allerted AI with the new patch. Now, however, I'm playing through the original games again and ran into the problem with "Assassins".
Having the same issue in the "Assassins" mission, with a guard carrying a key (I already have the similar keys but I want to rob the guy), he patrols from the basement to the first floor. A very touchy fella, indeed. :sweat:
Pheonix on 30/11/2012 at 04:59
Yeah!!!!
** Doing a little dance here, look away if you don't want to go blind **
Ok, done dancing :) It's safe to look again. Seems to be working fine now. As a little test, I camped myself in the corner and sat there for about an hour (watched a TV show,) and he never once caused Ramirez to alert. Thanks a lot!! Now to try that FM, if I can remember the name :( Something about escape or escape something..... They say memory is the second thing to go, but I'm afraid I don't remember what the first thing is :(
Apiai on 1/12/2012 at 14:27
Quote Posted by R Soul
I think ropes adjust their length to fit the terrain, so they're not too long. This patch is an update to T2 engine, not T1, so presumably T2 uses different numbers.
I've found a way to solve ropes issue in Torben Fm.
I've add this command in user.bnd : bind p
unstick_playerWhen i use this against the wall, it's like i fly in the air. It really helps !