Cool as man. Many thanks for responding. Best of luck for future game releases. :)
Klatu
Recent community posts
Hey there. Brilliant game. One of my faves. I come back to ask if I can have permission to upload a non-monetized Fallout 4 mod using some voice clips from your game? Full credit of course going to you for the voice assets. All-in-all only about 20-25 seconds of voice used. The mod is just a simple voice replacer for grunts and emotes. I would be very happy if you would allow me to share it. I would also plug this game in the description for anyone curious about it's origins.
Thanks for your time and the wonderful game.
Technically you could say I'm playing Beatrice, but not really since I ported Constance over from GOF 1.0 to ERAS who takes the place of Beatrice. She uses the same animation/model files as Beatrice so likely not an issue. I can send you Googledrive links to the save files but I'd prefer to PM you the links for reasons mentioned in the other post.
You can unequip officers easily enough by commenting out the the following function. In GOF this was done simply by toggling it to true.
SetNodeUsing("EQUIP_BUTTON" , true);
//SetNodeUsing("EXCHANGE_BUTTON" , bExchg);
But don't bother too much about it. I got kinda fed up with the game/mod. I put a lot of work into levelling my guys from scratch trying to min/max them. But then realized that the naval aspect in ERAS is not my thing and is every bit as disappointing as the character pacing/progression balancing. Especially as it relates to that stupid Parley system where ships can change sails mid-fight like it's a magical forcefield. If anything I'm going to back to GOF 1.0. While it is a shit-show on a technical level, it's simply a lot more fun to play. Even the ships look better in that version. Real world cabin spaces instead of a hundred clones with painted on windows.
I'll still send you the saves if you need them for diagnostic purposes but don't do it on my account. If only Maelstrom worked with GOF 1.0/1.1. Anyway, really appreciate all the help. You're about the only person to give it on this whole journey.
The problem strangely enough is the character models.. I loaded that same boarding event and switched on RT OSD. GPU never exceeded 10% CPU utilization is always high regardless of what the scene is, curiously it never actually maxed out. I then increased timescale and waited for corpses to despawn and gained a lot of frames. In fact, just looking at my fighters alone tanks the FPS from 120 to 55. Not normally a problem in other scenes. My guess is there is something in the deck scene that compounds what is already a very macabre issue.
What the hell is going on inside these character models? I can safely say its not a graphical constraint. Likely unnecessary but if you still need the save let me know how I can PM you the link. Couldn't see any option to PM on this site. Just don't have confidence that Google fully patched the privacy exploits in Googledrive links.
I just had my first substantial boarding event and it was unbearably laggy. I know this is an old game but I thought the 64bit engine would help in this regard. I had absolutely no lag playing GOF 1.0 so I'm a bit confused by this.
I haven't touched any graphical settings beyond setting resolution. I don't get how these ultra-low poly characters and ship models do so much damage to GPU/CPU cycles.
Any tips or tricks to increase performance?
System for reference:
3600x
2070 - super
16gb ram
SSD Installation
You're right, that system is quite convoluted, but I guess not uncommon for these older games.
To be honest I was a little sad that ERAS doesn't have real direct sail, it's more or less the same thing as in GOF 1.0, the only difference is that it auto-cycles your location in very much the same way a world map cycle would. The most disappointing aspect of that is it doesn't fully retain weather conditions when it does cycle/sync, which I thought would be the main point of it. So mechanically you could say the only real difference is that it just saves you from cycling the map manually. It does seem to do a better job of syncing your orientation relative to other entities. At least you don't get rubberbanded back half the distance you travelled like in GOF 1.0 lol.
Thanks for going through that but I think we have a misunderstanding. Some books don't work properly or at least consistently. Bribery for Beginner's for example won't give the Pchar the bonus unless the Treasurer slot is vacant. It will work only by giving the book to the treasurer. Other books don't seem to have this problem.
That was actually the first book I bought and so got the impression all books worked that way. But now I'm quite convinced there is a bug with that particular book and possible some others. Or perhaps it was a consequence of some condition or interaction I have yet to work out.
Would anyone know the correct way to Reinit items?
Being that until recently I couldn't access the debug window I've been using the following toggle:
bool bInitItems = true; toggle
Would it work if I added something like this to a Debug string? I'm not sure what the syntax would be like for that.
InitItems();
Also I would be eternally grateful if someone could point me to the condition/restriction that governs skill book bonuses. In Eras they made it so skill books only work on Pchar if the respective officer is not appointed. So every time you want to switch around officers you lose skill bonuses and tediously have to juggle books around.
It turns out having one incorrect character in Debugger.c will prevent the window from show at all. It will actually work with the normal syntax:
debugwindow = 1
Yeah I was a bit confused about that and tried different entries before I realized it was broken code. Something I would suggest if you ever update the release is to set these values up normally in addition to other fundamentals like the FPS lock. At least that would have saved me some headache lol.
PS. It might also be nice to have two different preset files of Start.ini and Globals, configured by you to get the most out of the engine/mod.
Thanks for the insight. I think there are slight problems outside of that. Something I had not experienced, at least in GOF 1.0 is that in some instances you can be right next to an island direct from a world map cycle and the island won't render or register. I exited world map from Shores of Somana roughly half way between Hispaniola and the tip of Puerto rico and Puerto rico would not load. I sailed right under the island until I collided with it's invisible mesh. Normally this only happens in vanilla and GOF 1.0 when you don't cycle the map for long periods. But in that scenario I was well within range. I had to actually sail around the north face of the island to get it to cycle/refresh.
Is there perhaps anything I could set in Globals or another file that would alleviate both behaviours?
Is there any way or any chance of improving the Direct-Sail functionality so that the game doesn't chunk so hard on the thresholds of cells/grids?
I was a little disappointed that despite using the 64bit engine, the game still has a lot of problems synchronizing cells/grids. It works pretty well on short trips, but on long trips when you and your fleet exist in two different grids, the game starts stuttering like mad until the game forces a world map refresh.
I don't understand why the game struggles so hard to load just two grids/cells when there really isn't a lot going on inside them. I'm guessing this has more to do with the code than it does the engines ability to process more concurrent assets/resources.
The upshot is that I have found the culprit of the camera-snapping issue mentioned in the previous thread. Unfortunate that this sometimes happens in static locations.
The first attempts were made using base game + GOF 1.2 full release 1.0 patch from MODDB.
2nd attempt was made using just the 1.2 full release from MODDB without anything added but the Start.ini. (no base game)
I didn't know Maelstrom relies on a very specific version of GOF. My internet is really slow so it may take some time to get the version you suggested. Thanks for the help.
Hmm. Still having the same issue with a clean install of GOF 1.2 updated with full release patch.
System:
Maelstrom Engine™ 2.8.4 (64 bit)
Current dir: H:\Maelstrom\Games\COAS GOF 1.2 FULL
FileVersion: 4.2.8.24
Loading modules (folder: modules\)...
LoadLibrary fail for modules\\CameraDialog.dll, Error: 193
Module [ CameraDialog.dll ] skipped
Can't load library
LoadLibrary fail for modules\\DX8RENDER.dll, Error: 193
Module [ DX8RENDER.dll ] skipped
Can't load library
LoadLibrary fail for modules\\net.dll, Error: 193
Module [ net.dll ] skipped
Can't load library
---
Error:
COMPILE ERROR - file: characters\LSC_Q2Utilite.c; line: 2091
Missing variable name
Somewhat of a breakthrough, enabling FPS control in the ini file made mouse movement much more consistent/responsive. Vertical mouse movement still makes the character/camera wobble from side to side.
max_fps = 120
One other odd behaviour is that the camera in 3rd-person Sea periodically keeps snapping to different angles. Sometimes it snaps the angle around almost 180 degrees.
Hello,
Having some trouble with ERAS running 64bit. The camera control is very bad for some reason. The vertical axis is very wonky. It's impossible to move along the vertical axis without it wobbling from side to side. The biggest problem is that no matter what sensitivity I set the 3rd-person land camera is dreadfully slow and laggy. It takes 8 swipes of the mouse to rotate the camera 180 degrees.
Meanwhile the mouse cursor is very fast. 1st-person Sea camera is insanely fast, 3rd-person Sea very sluggish/slow. I have never played ERAS before so not sure where to look to resolve this.
I have tried setting the sensitivity in the camera file but it did not help.
; rotate sensitivity
sensitivity = 1.0
---------
The issue is most noticeable in first person free-cam. Moving the camera dead on a horizontal axis makes it jump up in the air like it's going over speed bumps.
I come from playing COAS GOF 1.0 and while the camera mouse acceleration is not great, its miles better and more consistent than in ERAS. This is a completely fresh install of ERAS from the Itchio website.
Would appreciate any tips or advice.
Hi there. Thanks a bunch for bringing this cool engine to us.
I have just downloaded and tested with ERAS 2 without an issue. I just cannot get GOF to work. In all instances of 32bit/64bit/DX9/DX8 the game cannot find START.ini. I copied over the ini file from ERAS and even tried making a new one based on ENGINE.ini but it doesn't like that either.
It then reports a main error that reads:
COMPILE ERROR - file: characters\LSC_Q2Utilite.c; line: 2091
Missing variable name
------
Also many problems in the system file:
[spoiler]
Maelstrom Engine™ 2.8.4 (64 bit)
Current dir: H:\Maelstrom\Games\COAS-GOF
FileVersion: 4.2.8.24
Loading modules (folder: modules\)...
LoadLibrary fail for modules\\CameraDialog.dll, Error: 193
Module [ CameraDialog.dll ] skipped
Can't load library
LoadLibrary fail for modules\\DX8RENDER.dll, Error: 193
Module [ DX8RENDER.dll ] skipped
Can't load library
LoadLibrary fail for modules\\net.dll, Error: 193
Module [ net.dll ] skipped
Can't load library
LoadLibrary fail for modules\\SCRIPT_LIBRIARY.dll, Error: 193
Module [ SCRIPT_LIBRIARY.dll ] skipped
Can't load library
41 loaded.
Reset...
Initializing CORE...
Creating atoms space: 128
done
Initialization complete
Starting DirectX 9
HARDWARE_VERTEXPROCESSING supported, Type = 1
ERROR: in compile shader grassexvs
error:
H:\Maelstrom\Games\COAS-GOF\memory(2,3): error X5326: Read of uninitialized components(*) in v3: *x/0 *y/1 z/2 w/3
H:\Maelstrom\Games\COAS-GOF\memory(5,3): error X5326: Read of uninitialized components(*) in v1: x/0 y/1 *z/2 *w/3
H:\Maelstrom\Games\COAS-GOF\memory(11,3): error X5326: Read of uninitialized component(*) in v2: x/0 *y/1 z/2 w/3
H:\Maelstrom\Games\COAS-GOF\memory(12,3): error X5326: Read of uninitialized components(*) in v3: *x/0 *y/1 z/2 w/3
H:\Maelstrom\Games\COAS-GOF\memory(12,3): error X5326: Read of uninitialized components(*) in v3: *x/0 *y/1 z/2 w/3
H:\Maelstrom\Games\COAS-GOF\memory(14,3): error X5326: Read of uninitialized components(*) in v1: *x/0 *y/1 z/2 w/3
H:\Maelstrom\Games\COAS-GOF\memory(20,3): error X5326: Read of uninitialized component(*) in v2: *x/0 y/1 z/2 w/3
H:\Maelstrom\Games\COAS-GOF\memory(21,3): error X5326: Read of uninitialized components(*) in v2: *x/0 *y/1 z/2 w/3
H:\Maelstrom\Games\COAS-GOF\memory(24,3): error X5326: Read of uninitialized component(*) in v0: x/0 *y/1 z/2 w/3
H:\Maelstrom\Games\COAS-GOF\memory(27,3): error X5326: Read of uninitialized components(*) in v0: *x/0 y/1 *z/2 w/3
H:\Maelstrom\Games\COAS-GOF\memory(29,3): error X5326: Read of uninitialized components(*) in v3: *x/0 *y/1 z/2 w/3
H:\Maelstrom\Games\COAS-GOF\memory(38,3): error X5326: Read of uninitialized component(*) in v3: x/0 y/1 *z/2 w/3
ERROR: in compile shader vs_particles
error:
H:\Maelstrom\Games\COAS-GOF\memory(1,2): warning X2015: vs_1_0 is no longer supported; using vs_1_1
H:\Maelstrom\Games\COAS-GOF\memory(2,5): error X5326: Read of uninitialized components(*) in v1: *x/0 *y/1 *z/2 *w/3
H:\Maelstrom\Games\COAS-GOF\memory(3,5): error X5326: Read of uninitialized components(*) in v2: *x/0 *y/1 *z/2 *w/3
H:\Maelstrom\Games\COAS-GOF\memory(4,5): error X5326: Read of uninitialized components(*) in v3: *x/0 *y/1 *z/2 *w/3
H:\Maelstrom\Games\COAS-GOF\memory(5,5): error X5326: Read of uninitialized components(*) in v2: *x/0 *y/1 *z/2 *w/3
H:\Maelstrom\Games\COAS-GOF\memory(7,5): error X5326: Read of uninitialized component(*) in v7: *x/0 y/1 z/2 w/3
H:\Maelstrom\Games\COAS-GOF\memory(8,5): error X5326: Read of uninitialized component(*) in v5: *x/0 y/1 z/2 w/3
H:\Maelstrom\Games\COAS-GOF\memory(10,5): error X5326: Read of uninitialized component(*) in v4: *x/0 y/1 z/2 w/3
H:\Maelstrom\Games\COAS-GOF\memory(23,2): error X5326: Read of uninitialized components(*) in v0: *x/0 *y/1 *z/2 *w/3
H:\Maelstrom\Games\COAS-GOF\memory(36,5): error X5326: Read of uninitialized components(*) in v6: *x/0 *y/1 *z/2 *w/3
ERROR: in compile shader vs_caustic
error:
H:\Maelstrom\Games\COAS-GOF\memory(1,3): warning X2015: vs_1_0 is no longer supported; using vs_1_1
H:\Maelstrom\Games\COAS-GOF\memory(3,3): error X5326: Read of uninitialized components(*) in v0: *x/0 *y/1 *z/2 *w/3
H:\Maelstrom\Games\COAS-GOF\memory(6,3): error X5326: Read of uninitialized components(*) in v0: *x/0 *y/1 *z/2 *w/3
H:\Maelstrom\Games\COAS-GOF\memory(8,3): error X5326: Read of uninitialized components(*) in v1: *x/0 *y/1 *z/2 w/3
H:\Maelstrom\Games\COAS-GOF\memory(16,3): error X5326: Read of uninitialized components(*) in v3: *x/0 *y/1 z/2 w/3
H:\Maelstrom\Games\COAS-GOF\memory(27,12): error X2022: scalar registers cannot be masked
ERROR: Techniques: Found duplicate technique name: rain
ERROR: in compile shader vs_sea2
error:
H:\Maelstrom\Games\COAS-GOF\memory(2,3): error X5326: Read of uninitialized components(*) in v0: *x/0 *y/1 *z/2 *w/3
H:\Maelstrom\Games\COAS-GOF\memory(8,12): error X2022: scalar registers cannot be masked
H:\Maelstrom\Games\COAS-GOF\memory(9,3): error X5326: Read of uninitialized components(*) in v1: *x/0 *y/1 *z/2 *w/3
H:\Maelstrom\Games\COAS-GOF\memory(14,3): error X5326: Read of uninitialized components(*) in v0: *x/0 *y/1 *z/2 *w/3
H:\Maelstrom\Games\COAS-GOF\memory(93,3): error X5326: Read of uninitialized components(*) in v2: *x/0 *y/1 z/2 w/3
ERROR: in compile shader vs_sea2sunroad
error:
H:\Maelstrom\Games\COAS-GOF\memory(2,3): error X5326: Read of uninitialized components(*) in v0: *x/0 *y/1 *z/2 *w/3
H:\Maelstrom\Games\COAS-GOF\memory(8,12): error X2022: scalar registers cannot be masked
H:\Maelstrom\Games\COAS-GOF\memory(9,3): error X5326: Read of uninitialized components(*) in v1: *x/0 *y/1 *z/2 *w/3
H:\Maelstrom\Games\COAS-GOF\memory(14,3): error X5326: Read of uninitialized components(*) in v0: *x/0 *y/1 *z/2 *w/3
H:\Maelstrom\Games\COAS-GOF\memory(53,3): error X5326: Read of uninitialized components(*) in v2: *x/0 *y/1 z/2 w/3
ERROR: in compile shader vs_sea3
error:
H:\Maelstrom\Games\COAS-GOF\memory(2,3): error X5326: Read of uninitialized components(*) in v0: *x/0 *y/1 *z/2 *w/3
H:\Maelstrom\Games\COAS-GOF\memory(8,12): error X2022: scalar registers cannot be masked
H:\Maelstrom\Games\COAS-GOF\memory(9,3): error X5326: Read of uninitialized components(*) in v1: *x/0 *y/1 *z/2 *w/3
H:\Maelstrom\Games\COAS-GOF\memory(14,3): error X5326: Read of uninitialized components(*) in v0: *x/0 *y/1 *z/2 *w/3
H:\Maelstrom\Games\COAS-GOF\memory(60,3): error X5326: Read of uninitialized components(*) in v0: *x/0 *y/1 *z/2 *w/3
H:\Maelstrom\Games\COAS-GOF\memory(70,3): error X5326: Read of uninitialized components(*) in v1: *x/0 y/1 *z/2 w/3
H:\Maelstrom\Games\COAS-GOF\memory(74,3): error X5326: Read of uninitialized components(*) in v2: *x/0 *y/1 z/2 w/3
H:\Maelstrom\Games\COAS-GOF\memory(76,3): error X5326: Read of uninitialized components(*) in v2: *x/0 *y/1 z/2 w/3
[/spoiler]
Additionally I received a DirectX error pop-up that reads:
DirexctX June 2010 SDK - Command line option syntax error
Seems I am doing something very wrong here lol.
I really like the direction this game is going. Characters are super sexy.
I have a small suggestion or wish to make:
It would be awesome if you could command Ruca to face the glass window in her room as you coerce her into letting you boop her from behind, with an over the shoulder view of people watching in shock from the adjacent building- This could either allude to her being an exhibitionist of sorts or simply blinded by lust. We could get a nice shot of her perfect breasts pressed against the glass, as an onlooker perspective.
Anyway, loving the game so far. Hope it gets worked on some more.
I would advise against it. There a few things more annoying than having your gameplay experience constantly interrupted. Though I think I speak for a lot or players when I say I would rather just purchase a game outright rather than being disturbed by adds. It's intrusive, it ruins immersion, distracts train of thought, And has a high probability of irritating it's audience to a point that they develop a negative association with the adds and the dev.