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Extremely dark caves
Evey time i enter a cave, from the entrance the cave looks bright and i can see everything, but as i enter the cave the lights fade away and i descend into a complete darkness, this happens with my on board ati xpress 1200 vga and my nvidia 8400 gs 512 mb vga, my visual settings are as follows
DistanceHigh=3
DistanceLow=3
ResourceCache=4
ObjectDetails=4
ShaderQuality=2_0
TextureQuality=3
TextureFilter=1
VegetationQuality=3
VegetationViewRange=4
ShadowQuality=0
LensFlare=0
Bloom=0
DepthOfField=0
RimLight=0
Antialiasing=0
i also have try by enabling the shadowquality, lensflare, bloom, depthoffield, and rimlight, but the damn caves still became a total darkness as i enter it, anyone know how to overcome this (other than acquiring a new vga that is).
one other thing every time i take Kliff through the main entrance of Reddock he get killed (instant death, not caused by other npc or animals) and i found his corpse lying either near the aggressive wild boar or the orc patrol, and this happens in any version of community patches, i got this problem for a long time and i don't really care, but since it always happen that way i wonder did anyone else experience this.
all the above happens with or without the testmode.
Geändert von firefly1981 (20.12.2009 um 06:34 Uhr)
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use a god damn torch.or light spell.or just swing ur sword around...works every time
btw happens to me 2 ,but i don't make a thread about darkness.OR better yet..go to the store...but a flashlight and point it on your screen.who knows...might work.
i play 1.73 and Kliff is fine.anyways the pathfinding of the NPCs sucks badly....
Geändert von DarkHermes (20.12.2009 um 12:37 Uhr)
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@Firefly- Have you tried fiddling with the Brightness/Gamma settings at all?
Ach Fry, Ich hab dich mehr als der Monde, die Sterne...das...fail.
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 Zitat von Korianous
@Firefly- Have you tried fiddling with the Brightness/Gamma settings at all?
i have but changing those option only make the game overall brightness increase and the caves are still dark.
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I don't see the big problem with illumination of caves because "extremely dark caves" not so much in the Gothic 3 world. When you enters into darkness just use a torch or "Light" spell (as DarkHermes said). In early versions of game, i.e. when it was still possible to buy from the weapon traders flame sword, in extremely dark places of caves I usually took it in the hand.
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Adds to the realism of the game. Its not a bug, but an actual feature. In some caves, you have to use a torch. Also, if you take a look from inside some caves, when you exit, the light outside is too bright for a few moments. Its a very realistic feature that I enjoyed, its like your eyes are getting used to the bright light when you exit a dark place. And the pitch black caves and ruins are another of those elements which really add up to the atmosphere of the game, I just love these. IMO, if the Genome wouldn't have so many bugs, it could be a popular engine, since it's quite powerful for its generation and pretty well optimised (Considering the resolutions, G3 wasn't that poorly optimised, even before CP1.7. The Oblivion engine for example couldn't handle as many NPCs in one place or maps the size of Gothic 3. Plus the fact that I could run Gothic 3 before CP1.7 on medium details in a 1024x768 resolution without problems, but if I change the resolution in Oblivion to anything higher than 640x480, I'd be forced to lower the graphic settings to minimum, else the game would be unplayable.)
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 Zitat von Th13f
Also, if you take a look from inside some caves, when you exit, the light outside is too bright for a few moments. Its a very realistic feature that I enjoyed, its like your eyes are getting used to the bright light when you exit a dark place.
Wasn't that a risen, not a g3 feature?
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 Zitat von WernerTWC
Wasn't that a risen, not a g3 feature? 
Its in G3 as well, as is in Risen and will be in Arcania. You can notice it briefly when you approach the exit, in G3 its not implemented correctly and it happens a bit too early. Its not visible in every cave, precisely because of that.
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