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Posted: 02 May, 2014 2:12
by Jofuss
Wingard wrote:I dont even know what OpenAL is
Image
oalinst.exe

I do know I got some random weird audio glitches before I installed it. It may not actually be the problem in your instance though... Who knows?

Let us know if it fixes it!

Posted: 02 May, 2014 2:40
by riesa
Joff, one tip... He was ironic 'bout OpenAL ;P

Posted: 02 May, 2014 2:44
by Jofuss
riesa wrote:Joff, one tip... He was ironic 'bout OpenAL ;P
Hmm? I'm sorry I don't understand :(

Posted: 02 May, 2014 7:22
by Constance
It seems you can't run the game at all if OpenAL isn't installed, at least with version beta 1.041 (the other versions I only tested on computers where it was already installed, as it's also part of the requirements for Thief's unofficial NewDark engine upgrade).

Posted: 02 May, 2014 10:24
by Wingard
riesa wrote:Joff, one tip... He was ironic 'bout OpenAL ;P
I was not :o


And i had it installed actually (checked in list of "add/remove programs").

Well its not that big of a deal i guess, who cares what Cain has to say... :)

Posted: 02 May, 2014 14:36
by blankname
oalinst.exe just extracts two dlls into the windows directory: OpenAL32.dll & wrap_oal.dll

if these two dlls were provided with the game instead of oalinst.exe, there would be less troubles and compatibility issues

Posted: 02 May, 2014 15:29
by Jofuss
blankname wrote:if these two dlls were provided with the game instead of oalinst.exe, there would be less troubles and compatibility issues
That would likely be against the terms of the license to use them though...
but I am not a lawyer

Or perhaps they need to be registered with windows as well to be able to be called or something...
but I am not a programmer

:)

small belt bug

Posted: 03 May, 2014 7:29
by Nomic
minor bug with belt...if a belt is reduced to 0 durability and then repaired the belt slots are still not available, you must unequip and re-equip the belt to access the belt slots again.

Nothing major :D

Posted: 03 May, 2014 11:01
by BrightLord
If someone is interested in how new spell damage calculation system will work:

http://www.speedyshare.com/uqj2p/spelltest2.xlsx

Posted: 03 May, 2014 12:03
by Constance
Again, maybe I just don't see how to use this file hoster properly, but is there a way to get the files without installing/using their downloader ? :/

Posted: 03 May, 2014 12:49
by BrightLord
Try clicking on file name :oops:

Posted: 03 May, 2014 13:12
by andronnik
The Bonus fire damage (2-4), where does it come from? Will it depend on the staff's physical dmg? So a staff with 2-4 has 2-4 bonus fire dmg, staff with 8-16 has 8-16 bonus fire dmg?

And what does MUL mean? (Coef Mul and Class Mul)

Posted: 03 May, 2014 13:14
by andronnik
Constance, just click on the "spelltest2.xlsx", left from the [4.41 KB] icon.

Posted: 03 May, 2014 13:32
by BrightLord
Bonus elemental damage will come from affixes on items that give elemental damage.

Like magic Staff with +2-8 Fire damage. Changing mechanics like that would also cause many items to be changed. +Elemental damage affix would be as popular on staves as +Damage is on other weapons.

Mul is variable that can be used as multiplier or divider.
Class mul value can be different for all hero classes so for example Rogue gets less bonus magic damage from magic stat then Sorceror does.
Coeficent means how effective is skill or spell at using +Damage to spells.
1.0 means full bonus.

All these changes will allow to balance sorcerors damage as it will be more dependand on gear and greatly reduce amount of resists and immunes on monsters while keeping high difficulty level.

Posted: 03 May, 2014 14:26
by andronnik
BrightLord wrote:All these changes will allow to balance sorcerors damage as it will be more dependand on gear and greatly reduce amount of resists and immunes on monsters while keeping high difficulty level.
That sounds nice!!!