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Cryostasis First-person shooter meets survival horror set on a frozen Soviet ice-breaker trapped in the ice on the North Pole. |
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#21
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#22
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Thanks for the config. I have a i7 920 @3.9 and 260 SLI and the falling icicles dropped the FPS to 8! I can't believe they set it that way. If my rig won't play it they shouldn't have released it. Are you going to do a higher end config? Putting everything off and at 1 seems a bit drastic. I am going to mess with the numbers and see how high I can put everything and still have it be playable. Thanks for showing which numbers to edit. And I'm glad they made the game so moddable.
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#23
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Maybe you could make a water grenade weapon while you're at it? lol That's my idea for a new weapon. Maybe a water balloon would work better? lol Quote:
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With spawning new enemies I don't know how that would affect the pacing of the game. Is there a way for enemies to open doors? Just imagine you just shot two baddies and you take a breath and relax and then BOOM! the door opens just as you were getting ready to walk out. lol I'm pretty sure that is possible. Or even open up the door behind you as you are leaving. It would make the game much better and more intense. Right now it is kind of like Doom 3 where only a couple of enemies are on the screen at one time. Or like on the movie screen when the boss pops out, maybe they could just appear in front or behind you. Last edited by shaq; 08-15-2009 at 04:19 AM. |
#24
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thanks for figuring the problem out. i totally forgot to change the resolution to a lower value before distribution. oh well, it's always the obvious that gets overlooked Quote:
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lol may be i could make nesterov use an icicle as a weapon? may be i could also use them regain his health by eating them? i like your weapon idea, but it wouldn't go well with the storyline of the game (ok, same goes for the watergun, but that's a bit more believable) are you sure there are that many rooms per level? i think a level rather has less than 20 of them and only the fewest even have enemies in them. Quote:
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the amount of water is hard to see, but it surpasses that of the gun in regular mode. one thing's for sure. there is no limitation in the drivers. it wouldn't make any sense. the driver's task is to give programmers access to the hardware. it's up to them to decide how they want to use it. take furmark for example. simple graphics, yet highly straining benchmark. then take fluidmark which is the equivalent for physics. the les sources of a card you use (polygon count for example), the more you have for other tasks (physics) so any limitation would kill the hardware's efficiency by forcing a balance. this would also make the drivers incompatible to new hardware, or overclocked regular models. Quote:
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speaking of intense games, try dark messiah of might and magic. there the enemies not just charge at you, but also follow you throughout the levels, up ladders and so on. there is basically no save location. pretty refreshing and quite surprising if you don't know about that. assassin's creed is similar, but less intense. |
#25
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You did 100000 or 100.000? So the bullet value does affect the water cannon? I thought it did because I lowered it to 2500 and it seemed to shoot out less water so I put it back to 10000. That's kinda funny that it leaks out like that. I think the water cannon is overpowered so if it leaked a little that would be good. It would force you to find icicles. If you could make it leak while still being able to shoot it that is. Maybe less ammo per icicle would be a better idea though.
I thought the drivers might limit the amount of total particles at once. And drivers are easily updated. I haven't really seen any physx demos/games that can max out a 260 as most people say a 9600gt is fine for everything. And it could be the physx drivers that is doing it. Because why can't we do 1000000 particles or even 10000000 particles and have a physx benchmark? That fluidmark never seems to work for me as I always get a black screen. I see the opening quote fine with AF off. Maybe it's when you have it on and then turn it off right before you start a new game? They must open doors somehow because remember on that echo where he is shooting the rifle and he goes into the room and runs out of ammo? If nothing else it might be possible to leave some of the doors open in the game and the ai could go though them then? Dark Messiah or Ass. Creed aren't as creepy so you lose out on the atmosphere. And in Doom 3 they do chase you and open doors at least. There are scripts for that game to make any enemies spawn spontaneously so it might be possible in theis game too. |
#26
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yeah, may be. funny that you think cryostasis is creepier than dark messiah. i found the latter way creepier with its orks, gloomy cave and big ass spiders. especially if you played it stealthily ( i just played it 3 weeks ago, so my memory is pretty fresh). i didn't find cryostasis creepy at all, because you know what to expect right from the start: walk through 5 empty rooms, find a switch, kill an enemy, find the exit. next level: start over. also the enemies were too weak and too few to really put pressure on you. if i died because they surprised me, then i knew better the next time and i could always heal after battle, so was little tension when i wandered through the game. in dark messiah however, i despised going through spider lairs, having to use up my valuable health potions. the necropolis was just amazing and those huge cyclopses.... dark messiah was waaaaaaay creepier lol |
#27
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Maybe I should reinstall Dark Mesiah then as I never finished it. lol I got bored a couple of hours into the game and quit.
I think Cryostasis is creepier especially with the axe. It has weight to it and feels like you are actually using it. Another idea for a mod would be just using the axe and take the guns away from the AI or only drop very few rounds for the guns. I think if there were more enemies though it would be more fun especially if someone could get them to open the doors. I think you would find it creepy then. lol And a bunch of the enemies spawn right in front of you after some of the echoes so spawning should be possible. |
#28
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ah i see. well, if dark messiah bored you, then it most likely is not for you. i found it to be a great first person action adventure that had a cool and very varied fighting system, especially since you can use your own style of fighting, be it magic, force or sneakiness. throw in great level design and stunning visuals and you get a pretty unique medieval game. actually, i only wanted to see how the graphics would look maxed out on my gtx and ended up beating it and i didn't regret it. still looks great despite its age.
i like your idea with the axe. that wouldn't need a mod though, as all you'd have to do is just limit yourself to that weapon. and i agree, more flexible and mobile enemies add a lot of creepiness to a game. that's why dark messiah ranks way higher on my list in that regard. i remember how it surprised me when i attacked an enemy from a tower, just to find him climb up a ladder to kill me. others jumped huge gaps to get to me in other parts, so cryostasis sure would profit from it. today i outsmarted cryostasis' ai, which lead me to believe that it would take a lot more than just to open doors and spawn more enemies. remember the start of level 2? you run down a ladder and get a mental echo, where an engineer is being attacked by a servant. the servant then attacks you in your time. i ran back and up the ladder, having to crouch to get past some icicles, while this guy just ran through them. i dropped down and ran as far into the level as i could without taking the next weapon (the valve). i just stayed around the corner next to the valve. i heard the servant coming, but he never got to me. when i risked a peek, he was standing there, his back being turned to me, staring at the stairs...i attacked him from behind and he didn't even react, other then falling down dead. so my conclusion is, that the ai is really limited. enemies spawn directly ahead of you and apparently the ai is limited to send an attack order to the enemy. once they lose you, that seems to render them useless, so there would have to be a lot more work done to make them chase you, or even gang up on you in an intelligent fashion, for example like in stalker. Last edited by Xiaopang; 08-17-2009 at 12:27 AM. |
#29
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Many thanks for the mods Xiaopang, especially the second one. Previously I could only get an average of around 20 fps (even on the lowest settings with your config mod), but since trying the init mod I can play the game at a comfortable 35fps average.
I've played the first two areas so far and haven't encountered any problems. For some reason I get the best performance on Shader 4.0, which is handy as it means I can play at 800x600 without black horizontal borders. Anyway, thanks again. Hopefully one day I can play this at max settings with all the fancy effects turned on.... [Core 2 Duo @ 2.8 Ghz // 4GB RAM // ATI Radeon HD 4650] |
#30
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I think the AI needs to see you before they will chase. Have you ever managed to get to the next room after they see you and see if they follow? There are a couple of times in the game where there are two enemies or more at once and they all go after you. Are scripts between games similar? Maybe it would be possible to copy some scripting over from a game with better AI? If nothing else just doubling the amount of enemies at once would suffice, but I thought it would be awesome if they opened the doors on you. As you approach the door you see the handle move and hear the creaking of it opening. It could be the boss, the welder dude or the spider. And as you run back to get ready another one approaches from the door behind you. lol I just ordered a GTX 295 because of the great Bing cashback offer so I will try the game with the 295 for graphics and a 260 for PhysX. Maybe I can run it at 1080p with caustics and reflections back on. If not the GT300 should and I get 90 days to step up to it. Last edited by shaq; 08-19-2009 at 12:22 AM. |
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