Just returned from Tenerife where I spent the Easter with my girlfriend, or should I say fiancé, because we also got engaged there.
George Wright is with Square Enix / Eidos actually.
That it was left out in the UI is one thing ... but how can you leave it out of the config? Carmack only showed how to do keybinding right over a decade ago ... it takes a lot of obstinacy to fuck something up so basic for which the proper implementation is both obvious and very little work. I can't believe anyone would go "well lets hard code keybinding for now and then we will start to slowly replace arbitrary keys with a rational binding mechanism as the game evolves ... that will really save us development time and not come back to bite us in the ass".Humus, I would like a big favour
could you ask the guy who did the keybindings why he left out weapon pickup and the horn (I'd be really interested in hearing his explanation)
and then could you slap him....
... that quote is what threw me. This isn't something broken with the game. If you as a random secret agent went to an island that wasnt' expecting you, the first few weeks of your mayhem would probably go relatively uncontested. But once they've figured out that you and/or others are puposefully starting insurrection just because you can, don't expect them to be so easy on youAs it stands I'm waiting for a patch to address the issue
Other than dynamically generated ones like Diablo, do any games allow you to change the difficulty mid-game?
That it was left out in the UI is one thing ... but how can you leave it out of the config?
Typically it's just a case of upping damage / armour / enemy numbers isn't it?
What config are you talking about? Our settings file? It's binary so it's not easily user editable anyway.
Why on earth not use a simple text file though?
Hello Humus, congrats for this awe engine. Really really fast and beauty.
I have some questions:
- I had problems with demo (SLI + CUDA), then I purchase the game and I see the same problems. Then I see a patch for demo that "solves problems with CUDA effects in SLI". When this patch arrives to full game? (problem is with SLI enabled, enhanced water don't work and bokeh filter results in black background).
- SSAO and HBAO work great in terms of performance, but sometimes (when moving across hundred meters) performance decrease for a second (only with SSAO or HBAO enabled). Seems that engine recalculate some hundred meters surface AO and then it has to recalculate new location. It's a SLI related problem? Do you solve this in future patch?
Thanks a lot.