Archiv verlassen und diese Seite im Standarddesign anzeigen : Problem with movement in G3 FG
LouisCyphere
14.01.2009, 07:41
I dunno, but do You also have problem with movement of NH?
if I run more than 5 sec in one direction, when i relese W button, NH still runs for about 5-10 seconds...unplayable!
It's get worse if I make a left or right turn!! omg
Any Help?
My specs:
5000+ BE
4 gb ddr2 800
3870 512
asrock ALiveNF6G-DVI
I had the same problem with G3 once and simply reinstaled the game.That fixed the problem.
LouisCyphere
14.01.2009, 14:01
i've tried two-three times...but same shit...
I had the same with Hellgate London. I't was quite random, and re-start of computer always fixed it. Very annoying.
Try the following:
Start the game and load any savegame.
Change to Windows and open task manager with ctrl + alt + del
You should find Gothic 3 in the task-list. Right click on Gothic 3 and choose "change to progress".
Choose the progress "Gothic 3" and right click on it again.
Change the priority from "higher than normal" to "normal".
Change back to game and have a look for any changing.
If this helped, open ge3.ini and change the value "Threads.Priority" to "0".
LouisCyphere
14.01.2009, 19:07
i have vista x32
nope, that didn't work....
i have vista x32
nope, that didn't work....
Ok. Than try the following: Minimize the repeat rate:
open windows control panel --> keyboard
choose the repeat rate as least as possible
save and test it in the game
If Vista or not shouldn't play any role.
Quite possibly the keyReleased() or similar event either gets overrun or ignored for some reason. The game gets it that you press the key down, but never quite receives the information of it going up. Dont know if they have event buffer of some sort...
But if an interruption of some sort happens at a suitable time, it could just halt the event handler from acting, and another event might just make it first.
But why doesnt repeated keydown-keyup scheme work then?...
Unknown is the logic of G3.
Hard to say anything for the way they might have implemented the stuff, but always worth an educated guess.
Should be fixed with simply restarting the app.
Hard to think any other reason for this.
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