It's not less pointless than dual wielding melee weapons. I'm pretty sure you get the damage bonus from the dual wielding skill for ranged weapons too.
Dual-wielding weapons also has the quirk (whether by art or accident, I don't know) that abilities on each weapon -- life and mana steal are the most obvious for this -- stack and apply to each individual weapon attack.
Like, for instance, if I have two pistols in my hands, and one of them has 50 life steal, and the other has 4 life steal and 5 mana steal, every time I fire a pistol -- doesn't matter which one -- I get 54 life and 5 mana back. I wonder if this also applies to other things like +element damage on melee hits or even gems.
If so, it more than makes up for the fact that dual wielding is just making two normal attacks with weapons.
korodullin on
- The Four Horsemen of the Apocalypse (2017, colorized)
I'm getting frequent crashes, pretty sure they're not hardware related since I've tried turning everything way down, and can run more demanding games, etc. Doesn't mean there can't be some hardware stuff this particular game doesn't like, of course.
This is my Ogre log:
18:47:27: Creating resource group General
18:47:27: Creating resource group Internal
18:47:27: Creating resource group Autodetect
18:47:27: SceneManagerFactory for type 'DefaultSceneManager' registered.
18:47:27: Registering ResourceManager for type Material
18:47:27: Registering ResourceManager for type Mesh
18:47:27: Registering ResourceManager for type Skeleton
18:47:27: MovableObjectFactory for type 'ParticleSystem' registered.
18:47:27: OverlayElementFactory for type Panel registered.
18:47:27: OverlayElementFactory for type BorderPanel registered.
18:47:27: OverlayElementFactory for type TextArea registered.
18:47:27: Registering ResourceManager for type Font
18:47:27: ArchiveFactory for archive type FileSystem registered.
18:47:27: ArchiveFactory for archive type Zip registered.
18:47:27: FreeImage version: 3.10.0
18:47:27: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
18:47:27: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2
18:47:27: DDS codec registering
18:47:27: Registering ResourceManager for type HighLevelGpuProgram
18:47:27: Registering ResourceManager for type Compositor
18:47:27: MovableObjectFactory for type 'Entity' registered.
18:47:27: MovableObjectFactory for type 'Light' registered.
18:47:27: MovableObjectFactory for type 'BillboardSet' registered.
18:47:27: MovableObjectFactory for type 'ManualObject' registered.
18:47:27: MovableObjectFactory for type 'BillboardChain' registered.
18:47:27: MovableObjectFactory for type 'RibbonTrail' registered.
18:47:27: Loading library .\RenderSystem_Direct3D9
18:47:28: Installing plugin: D3D9 RenderSystem
18:47:28: D3D9 : Direct3D9 Rendering Subsystem created.
18:47:28: D3D9: Driver Detection Starts
18:47:28: D3D9: Driver Detection Ends
18:47:28: Plugin successfully installed
18:47:28: Loading library .\Plugin_ParticleFX
18:47:28: Installing plugin: ParticleFX
18:47:28: Particle Emitter Type 'Point' registered
18:47:28: Particle Emitter Type 'Box' registered
18:47:28: Particle Emitter Type 'Ellipsoid' registered
18:47:28: Particle Emitter Type 'Cylinder' registered
18:47:28: Particle Emitter Type 'Ring' registered
18:47:28: Particle Emitter Type 'HollowEllipsoid' registered
18:47:28: Particle Affector Type 'LinearForce' registered
18:47:28: Particle Affector Type 'ColourFader' registered
18:47:28: Particle Affector Type 'ColourFader2' registered
18:47:28: Particle Affector Type 'ColourImage' registered
18:47:28: Particle Affector Type 'ColourInterpolator' registered
18:47:28: Particle Affector Type 'Scaler' registered
18:47:28: Particle Affector Type 'Rotator' registered
18:47:28: Particle Affector Type 'DirectionRandomiser' registered
18:47:28: Particle Affector Type 'DeflectorPlane' registered
18:47:28: Plugin successfully installed
18:47:28: Loading library .\Plugin_CgProgramManager
18:47:28: Installing plugin: Cg Program Manager
18:47:28: Plugin successfully installed
18:47:28: Loading library .\Plugin_OctreeSceneManager
18:47:28: Installing plugin: Octree & Terrain Scene Manager
18:47:28: Plugin successfully installed
18:47:28: Loading library .\ParticleUniverse
18:47:28: Installing plugin: ParticleUniverse
18:47:28: MovableObjectFactory for type 'PUParticleSystem' registered.
18:47:28: MovableObjectFactory for type 'BoxSet' registered.
18:47:28: MovableObjectFactory for type 'SphereSet' registered.
18:47:28: ParticleUniverse: Particle Renderer Type 'Billboard' registered
18:47:28: ParticleUniverse: Particle Renderer Type 'Box' registered
18:47:28: ParticleUniverse: Particle Renderer Type 'Sphere' registered
18:47:28: ParticleUniverse: Particle Renderer Type 'Entity' registered
18:47:28: ParticleUniverse: Particle Renderer Type 'RibbonTrail' registered
18:47:28: ParticleUniverse: Particle Renderer Type 'Light' registered
18:47:28: ParticleUniverse: Particle Emitter Type 'Point' registered
18:47:28: ParticleUniverse: Particle Emitter Type 'Line' registered
18:47:28: ParticleUniverse: Particle Emitter Type 'Box' registered
18:47:28: ParticleUniverse: Particle Emitter Type 'Circle' registered
18:47:28: ParticleUniverse: Particle Emitter Type 'SphereSurface' registered
18:47:28: ParticleUniverse: Particle Emitter Type 'Vertex' registered
18:47:28: ParticleUniverse: Particle Emitter Type 'MeshSurface' registered
18:47:28: ParticleUniverse: Particle Emitter Type 'Position' registered
18:47:28: ParticleUniverse: Particle Emitter Type 'Slave' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Dummy01' registered
18:47:28: ParticleUniverse: Particle Affector Type 'LinearForce' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Gravity' registered
18:47:28: ParticleUniverse: Particle Affector Type 'ParticleFollower' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Vortex' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Randomiser' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Line' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Scale' registered
18:47:28: ParticleUniverse: Particle Affector Type 'GeometryRotator' registered
18:47:28: ParticleUniverse: Particle Affector Type 'TextureRotator' registered
18:47:28: ParticleUniverse: Particle Affector Type 'TextureAnimator' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Jet' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Align' registered
18:47:28: ParticleUniverse: Particle Affector Type 'FlockCentering' registered
18:47:28: ParticleUniverse: Particle Affector Type 'CollisionAvoidance' registered
18:47:28: ParticleUniverse: Particle Affector Type 'VelocityMatching' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Colour' registered
18:47:28: ParticleUniverse: Particle Affector Type 'SineForce' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Dummy02' registered
18:47:28: ParticleUniverse: Particle Affector Type 'SphereCollider' registered
18:47:28: ParticleUniverse: Particle Affector Type 'PlaneCollider' registered
18:47:28: ParticleUniverse: Particle Affector Type 'BoxCollider' registered
18:47:28: ParticleUniverse: Particle Affector Type 'InterParticleCollider' registered
18:47:28: ParticleUniverse: Particle Affector Type 'PathFollower' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnExpire' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnEmission' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnCount' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnEventFlag' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnCollision' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnVelocity' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnTime' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnPosition' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnClear' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnQuota' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnRandom' registered
18:47:28: ParticleUniverse: Particle EventHandler Type 'DoExpire' registered
18:47:28: ParticleUniverse: Particle EventHandler Type 'DoFreeze' registered
18:47:28: ParticleUniverse: Particle EventHandler Type 'DoPlacementParticle' registered
18:47:28: ParticleUniverse: Particle EventHandler Type 'DoStopSystem' registered
18:47:28: ParticleUniverse: Particle EventHandler Type 'DoEnableComponent' registered
18:47:28: ParticleUniverse: Particle EventHandler Type 'DoAffector' registered
18:47:28: ParticleUniverse: Particle EventHandler Type 'DoScale' registered
18:47:28: ParticleUniverse: Particle Extern Type 'Gravity' registered
18:47:28: ParticleUniverse: Particle Extern Type 'SphereCollider' registered
18:47:28: ParticleUniverse: Particle Extern Type 'BoxCollider' registered
18:47:28: ParticleUniverse: Particle Extern Type 'Vortex' registered
18:47:28: ParticleUniverse: Particle Behaviour Type 'Slave' registered
18:47:28: Plugin successfully installed
18:47:28: *-*-* OGRE Initialising
18:47:28: *-*-* Version 1.6.4 (Shoggoth)
18:47:28: Path for saving is ... C:/Documents and Settings/Bruger/Application Data/Runic Games/Torchlight/SAVE
18:47:28: Setting YRatio Init - 0.78125
18:48:09: CreateViewports AspectRatio message - 800 x 600
18:48:09: CreateViewports AspectRatio message AR - 1.33333
18:48:09: WindowResized message - 800 x 600
18:48:09: stored res is - 800 x 600
18:48:09: WindowResized AspectRatio message - 800 x 600
18:48:09: WindowResized AspectRatio message AR - 1.33333
18:48:09: WindowResized Setting YRatio - 0.78125
18:48:09: GAMEUI AspectRatio message - 800 x 600
18:48:09: GAMEUI AspectRatio message AR - 1.33333
18:48:27: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/ALCHEMIST/homunculus_set.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
18:48:28: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/ALCHEMIST/homunculus_set.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
18:48:31: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/ALCHEMIST/homunculus_set.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
18:48:32: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/ALCHEMIST/homunculus_set.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
18:49:05: Unable to find unit spawner for monster. Meaning the unit spawner didn't spawn this time either because of a bug or editor logic.
18:49:05: Unable to find unit spawner for monster. Meaning the unit spawner didn't spawn this time either because of a bug or editor logic.
18:53:59: Particles can't have sounds that loop. : MEDIA/PARTICLES/OBJECTS/WAYGATE.LAYOUT
18:55:04: WindowResized message - 800 x 600
18:55:04: stored res is - 800 x 600
18:55:04: WindowResized AspectRatio message - 800 x 600
18:55:04: WindowResized AspectRatio message AR - 1.33333
18:55:04: WindowResized Setting YRatio - 0.78125
18:55:05: WindowResized message - 800 x 600
18:55:05: stored res is - 800 x 600
18:55:05: WindowResized AspectRatio message - 800 x 600
18:55:05: WindowResized AspectRatio message AR - 1.33333
18:55:05: WindowResized Setting YRatio - 0.78125
There's some stuff about not finding some resources at the end, but I'm not sure that's causing any real problems.
I think the only thing I don't like is that the whole game takes place generally in one area. It makes me feel like I'm not progressing anywhere, even though I know it's all just psychological.
I'm eagerly anticipating the well-made user levels to branch out the game. But even still this one area thing is nostalgic if only for the Diablo I comparison.
EDIT: Demo lasts until you get to the first boss at the end of the mines.
If you mean
Brink
, that's where I stopped. And then I went through a
I'm getting frequent crashes, pretty sure they're not hardware related since I've tried turning everything way down, and can run more demanding games, etc. Doesn't mean there can't be some hardware stuff this particular game doesn't like, of course.
This is my Ogre log:
18:47:27: Creating resource group General
18:47:27: Creating resource group Internal
18:47:27: Creating resource group Autodetect
18:47:27: SceneManagerFactory for type 'DefaultSceneManager' registered.
18:47:27: Registering ResourceManager for type Material
18:47:27: Registering ResourceManager for type Mesh
18:47:27: Registering ResourceManager for type Skeleton
18:47:27: MovableObjectFactory for type 'ParticleSystem' registered.
18:47:27: OverlayElementFactory for type Panel registered.
18:47:27: OverlayElementFactory for type BorderPanel registered.
18:47:27: OverlayElementFactory for type TextArea registered.
18:47:27: Registering ResourceManager for type Font
18:47:27: ArchiveFactory for archive type FileSystem registered.
18:47:27: ArchiveFactory for archive type Zip registered.
18:47:27: FreeImage version: 3.10.0
18:47:27: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
18:47:27: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2
18:47:27: DDS codec registering
18:47:27: Registering ResourceManager for type HighLevelGpuProgram
18:47:27: Registering ResourceManager for type Compositor
18:47:27: MovableObjectFactory for type 'Entity' registered.
18:47:27: MovableObjectFactory for type 'Light' registered.
18:47:27: MovableObjectFactory for type 'BillboardSet' registered.
18:47:27: MovableObjectFactory for type 'ManualObject' registered.
18:47:27: MovableObjectFactory for type 'BillboardChain' registered.
18:47:27: MovableObjectFactory for type 'RibbonTrail' registered.
18:47:27: Loading library .\RenderSystem_Direct3D9
18:47:28: Installing plugin: D3D9 RenderSystem
18:47:28: D3D9 : Direct3D9 Rendering Subsystem created.
18:47:28: D3D9: Driver Detection Starts
18:47:28: D3D9: Driver Detection Ends
18:47:28: Plugin successfully installed
18:47:28: Loading library .\Plugin_ParticleFX
18:47:28: Installing plugin: ParticleFX
18:47:28: Particle Emitter Type 'Point' registered
18:47:28: Particle Emitter Type 'Box' registered
18:47:28: Particle Emitter Type 'Ellipsoid' registered
18:47:28: Particle Emitter Type 'Cylinder' registered
18:47:28: Particle Emitter Type 'Ring' registered
18:47:28: Particle Emitter Type 'HollowEllipsoid' registered
18:47:28: Particle Affector Type 'LinearForce' registered
18:47:28: Particle Affector Type 'ColourFader' registered
18:47:28: Particle Affector Type 'ColourFader2' registered
18:47:28: Particle Affector Type 'ColourImage' registered
18:47:28: Particle Affector Type 'ColourInterpolator' registered
18:47:28: Particle Affector Type 'Scaler' registered
18:47:28: Particle Affector Type 'Rotator' registered
18:47:28: Particle Affector Type 'DirectionRandomiser' registered
18:47:28: Particle Affector Type 'DeflectorPlane' registered
18:47:28: Plugin successfully installed
18:47:28: Loading library .\Plugin_CgProgramManager
18:47:28: Installing plugin: Cg Program Manager
18:47:28: Plugin successfully installed
18:47:28: Loading library .\Plugin_OctreeSceneManager
18:47:28: Installing plugin: Octree & Terrain Scene Manager
18:47:28: Plugin successfully installed
18:47:28: Loading library .\ParticleUniverse
18:47:28: Installing plugin: ParticleUniverse
18:47:28: MovableObjectFactory for type 'PUParticleSystem' registered.
18:47:28: MovableObjectFactory for type 'BoxSet' registered.
18:47:28: MovableObjectFactory for type 'SphereSet' registered.
18:47:28: ParticleUniverse: Particle Renderer Type 'Billboard' registered
18:47:28: ParticleUniverse: Particle Renderer Type 'Box' registered
18:47:28: ParticleUniverse: Particle Renderer Type 'Sphere' registered
18:47:28: ParticleUniverse: Particle Renderer Type 'Entity' registered
18:47:28: ParticleUniverse: Particle Renderer Type 'RibbonTrail' registered
18:47:28: ParticleUniverse: Particle Renderer Type 'Light' registered
18:47:28: ParticleUniverse: Particle Emitter Type 'Point' registered
18:47:28: ParticleUniverse: Particle Emitter Type 'Line' registered
18:47:28: ParticleUniverse: Particle Emitter Type 'Box' registered
18:47:28: ParticleUniverse: Particle Emitter Type 'Circle' registered
18:47:28: ParticleUniverse: Particle Emitter Type 'SphereSurface' registered
18:47:28: ParticleUniverse: Particle Emitter Type 'Vertex' registered
18:47:28: ParticleUniverse: Particle Emitter Type 'MeshSurface' registered
18:47:28: ParticleUniverse: Particle Emitter Type 'Position' registered
18:47:28: ParticleUniverse: Particle Emitter Type 'Slave' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Dummy01' registered
18:47:28: ParticleUniverse: Particle Affector Type 'LinearForce' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Gravity' registered
18:47:28: ParticleUniverse: Particle Affector Type 'ParticleFollower' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Vortex' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Randomiser' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Line' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Scale' registered
18:47:28: ParticleUniverse: Particle Affector Type 'GeometryRotator' registered
18:47:28: ParticleUniverse: Particle Affector Type 'TextureRotator' registered
18:47:28: ParticleUniverse: Particle Affector Type 'TextureAnimator' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Jet' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Align' registered
18:47:28: ParticleUniverse: Particle Affector Type 'FlockCentering' registered
18:47:28: ParticleUniverse: Particle Affector Type 'CollisionAvoidance' registered
18:47:28: ParticleUniverse: Particle Affector Type 'VelocityMatching' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Colour' registered
18:47:28: ParticleUniverse: Particle Affector Type 'SineForce' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Dummy02' registered
18:47:28: ParticleUniverse: Particle Affector Type 'SphereCollider' registered
18:47:28: ParticleUniverse: Particle Affector Type 'PlaneCollider' registered
18:47:28: ParticleUniverse: Particle Affector Type 'BoxCollider' registered
18:47:28: ParticleUniverse: Particle Affector Type 'InterParticleCollider' registered
18:47:28: ParticleUniverse: Particle Affector Type 'PathFollower' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnExpire' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnEmission' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnCount' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnEventFlag' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnCollision' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnVelocity' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnTime' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnPosition' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnClear' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnQuota' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnRandom' registered
18:47:28: ParticleUniverse: Particle EventHandler Type 'DoExpire' registered
18:47:28: ParticleUniverse: Particle EventHandler Type 'DoFreeze' registered
18:47:28: ParticleUniverse: Particle EventHandler Type 'DoPlacementParticle' registered
18:47:28: ParticleUniverse: Particle EventHandler Type 'DoStopSystem' registered
18:47:28: ParticleUniverse: Particle EventHandler Type 'DoEnableComponent' registered
18:47:28: ParticleUniverse: Particle EventHandler Type 'DoAffector' registered
18:47:28: ParticleUniverse: Particle EventHandler Type 'DoScale' registered
18:47:28: ParticleUniverse: Particle Extern Type 'Gravity' registered
18:47:28: ParticleUniverse: Particle Extern Type 'SphereCollider' registered
18:47:28: ParticleUniverse: Particle Extern Type 'BoxCollider' registered
18:47:28: ParticleUniverse: Particle Extern Type 'Vortex' registered
18:47:28: ParticleUniverse: Particle Behaviour Type 'Slave' registered
18:47:28: Plugin successfully installed
18:47:28: *-*-* OGRE Initialising
18:47:28: *-*-* Version 1.6.4 (Shoggoth)
18:47:28: Path for saving is ... C:/Documents and Settings/Bruger/Application Data/Runic Games/Torchlight/SAVE
18:47:28: Setting YRatio Init - 0.78125
18:48:09: CreateViewports AspectRatio message - 800 x 600
18:48:09: CreateViewports AspectRatio message AR - 1.33333
18:48:09: WindowResized message - 800 x 600
18:48:09: stored res is - 800 x 600
18:48:09: WindowResized AspectRatio message - 800 x 600
18:48:09: WindowResized AspectRatio message AR - 1.33333
18:48:09: WindowResized Setting YRatio - 0.78125
18:48:09: GAMEUI AspectRatio message - 800 x 600
18:48:09: GAMEUI AspectRatio message AR - 1.33333
18:48:27: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/ALCHEMIST/homunculus_set.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
18:48:28: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/ALCHEMIST/homunculus_set.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
18:48:31: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/ALCHEMIST/homunculus_set.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
18:48:32: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/ALCHEMIST/homunculus_set.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
18:49:05: Unable to find unit spawner for monster. Meaning the unit spawner didn't spawn this time either because of a bug or editor logic.
18:49:05: Unable to find unit spawner for monster. Meaning the unit spawner didn't spawn this time either because of a bug or editor logic.
18:53:59: Particles can't have sounds that loop. : MEDIA/PARTICLES/OBJECTS/WAYGATE.LAYOUT
18:55:04: WindowResized message - 800 x 600
18:55:04: stored res is - 800 x 600
18:55:04: WindowResized AspectRatio message - 800 x 600
18:55:04: WindowResized AspectRatio message AR - 1.33333
18:55:04: WindowResized Setting YRatio - 0.78125
18:55:05: WindowResized message - 800 x 600
18:55:05: stored res is - 800 x 600
18:55:05: WindowResized AspectRatio message - 800 x 600
18:55:05: WindowResized AspectRatio message AR - 1.33333
18:55:05: WindowResized Setting YRatio - 0.78125
There's some stuff about not finding some resources at the end, but I'm not sure that's causing any real problems.
Looks like it can't find some files. Did you try uninstalling and re-downloading?
No, I might do that. I'm not sure it's actually crashing because of that, though, it might just be some stuff that's missing during the loading that doesn't have any real impact. I see that kind of thing in most Ogre logs people are posting. Of course, most people only post logs if they're having problems.
Anyone know if your characters are stored in a separate location, or can be backed up?
Grislo on
This post was sponsored by Tom Cruise.
0
GnomeTankWhat the what?Portland, OregonRegistered Userregular
edited October 2009
Those can't find resource errors in the OGRE.log aren't crashes, they are simply OGRE telling you it couldn't find something you requested. It's unlikely this is stopping the game from running, it's just a data issue somewhere. It's not an entirely uncommon problem in OGRE apps, where everything is refereed to by name and very loosely coupled.
Neither of those OGRE logs I see would indicate why you are crashing, so the crash (especially in Lone's case) is deeper, possibly in the video driver.
No, I might do that. I'm not sure it's actually crashing because of that, though, it might just be some stuff that's missing during the loading that doesn't have any real impact. I see that kind of thing in most Ogre logs people are posting. Of course, most people only post logs if they're having problems.
Anyone know if your characters are stored in a separate location, or can be backed up?
Characters are in <AppData>\runic games\torchlight\save
Just back all that data up and you should be able to restore your saved games.
Those can't find resource errors in the OGRE.log aren't crashes, they are simply OGRE telling you it couldn't find something you requested. It's unlikely this is stopping the game from running, it's just a data issue somewhere. It's not an entirely uncommon problem in OGRE apps, where everything is refereed to by name and very loosely coupled.
Neither of those OGRE logs I see would indicate why you are crashing, so the crash (especially in Lone's case) is deeper, possibly in the video driver.
Yeah, and there's nothing in my system log (at least the computer management > event viewer control panel) so I dunno. I think the only way to find out anything useful would be to have the source code and see exactly what procedure causes the access violation. (which I assume is not happening)
I may have to not get this through Steam as my GF is probably going to play it as well, and you can only have one person logged onto steam at a time, correct?
Plus I'm really hoping the license I get from Runic will work with the upcoming Mac version, this seems like a good macbook game.
I may have to not get this through Steam as my GF is probably going to play it as well, and you can only have one person logged onto steam at a time, correct?
Plus I'm really hoping the license I get from Runic will work with the upcoming Mac version, this seems like a good macbook game.
Yes, you can only be logged in to your Steam account from one machine at a time. If I leave Steam on at work, it will kick me off from my work PC when I get home and login there.
I may have to not get this through Steam as my GF is probably going to play it as well, and you can only have one person logged onto steam at a time, correct?
Plus I'm really hoping the license I get from Runic will work with the upcoming Mac version, this seems like a good macbook game.
Yes, you can only be logged in to your Steam account from one machine at a time. If I leave Steam on at work, it will kick me off from my work PC when I get home and login there.
But you can run Steam in offline mode and play the game.
Aha fuck I want to buy it even though I can only play on my old comp but not through steam because people have been having issues and now you can't purchase on the main site.
Is there any downside to buying on Steam apart from the big issues that people are having that are getting fixed? (I am not having any issues with the demo being on steam personally, my problem seems to be video drivers.) I do prefer Steam if there's no reason not to.
Aha fuck I want to buy it even though I can only play on my old comp but not through steam because people have been having issues and now you can't purchase on the main site.
Is there any downside to buying on Steam apart from the big issues that people are having that are getting fixed? I do prefer Steam if there's no reason not to.
Is Steam causing the issues or is it the game itself? I'm playing it on Steam and have had no problems so far.
I'm such a packrat that I've already had to make separate mules to store my gems/ember, unique weapons, unique armor, and sets.
I've found myself pretty short on cash because I have a bad habit of transmuting green equipment into gems, and I'm at the point where vanilla/grey items arent worth the space to sell them (even if I get the pet to do it - he'll come back from town with like 500g)
This is a pretty rad game. It feels like it skews more toward Diablo 1 than Diablo 2, which I really like.
I still have no idea how to configure my stats/skills, though. I'm the warrior guy, so if it's anything like Diablo 1, I should just go for strength with defense on the side? Although I guess, also like Diablo 1, it's possible to be a decent caster even as a warrior.
What about skills, though? The three trees are dual wield, defense and aura/aoe stuff, am I right? And you ultimately get just enough points to fill one entire tree?
Cherrn on
All creature will die and all the things will be broken. That's the law of samurai.
I really like the subtle touches, they totally nailed the feel of casting and melee. I don't much care for the quest windows though, the text work looks unbelievably cheap. Not that it matters much in a game like this, I'm very much looking forward to the editor tools too.
This is a pretty rad game. It feels like it skews more toward Diablo 1 than Diablo 2, which I really like.
I still have no idea how to configure my stats/skills, though. I'm the warrior guy, so if it's anything like Diablo 1, I should just go for strength with defense on the side? Although I guess, also like Diablo 1, it's possible to be a decent caster even as a warrior.
What about skills, though? The three trees are dual wield, defense and aura/aoe stuff, am I right? And you ultimately get just enough points to fill one entire tree?
Strength with Defense on the side, yes. Really, I'd only put points into Magic or Dexterity if you come across a super-awesome item that requires a higher stat than you have.
I think you get more than enough points to fill one tree. Remember you get skill points for both Experience levels and Fame levels. That's a lot of points. From what I can tell the first tree is if you want to just hack and slash, the second tree is if you want to have awesome special attacks and the third tree is if you want to do special magic stuff like summon.
EDIT: Also be aware that the skill "trees" in this game aren't trees. All you need to take a skill is the proper level. You don't need to buy the earlier stuff to get the later stuff.
Rocketlex on
While you were asleep, your windows told me all your secrets.
Does dexterity do anything besides help ranged weapons like the tooltip suggests? (I mean aside from equipment requirements.) Crit chances or anything?
Does dexterity do anything besides help ranged weapons like the tooltip suggests? (I mean aside from equipment requirements.) Crit chances or anything?
I would assume it doesn't, because there's a skill that increases crit chance.
Right. In general, your equipment is WAY more important than your stats, to the point where the primary function of your stats really seems to be qualifying for better equipment.
Not that I'm complaining.
Rocketlex on
While you were asleep, your windows told me all your secrets.
There is one thing I would like to see if they are considering adding functionality. It'd be great to have the ability to highlight only magic / rare / unique / sets with alt instead of everything. It's something from Titan Quest that I miss in this.
BethrynUnhappiness is MandatoryRegistered Userregular
edited October 2009
It seems odd that the Ice Elementals in the Black Fortress do 2-3 times the damage of their other elemental counterparts (more than enough to one-shot you in general).
Im only 7-8 levels in and i am a level clearer (on hard)... what am i supposed to do with the 10k gold i already have?
Enchant your weapons, mainly. Go to the enchanter guy and let him do his thing a few times... you can get some really great boosts to already good weapons.
Of course, he can accidentally wipe out all the enchants on your weapon too, which is painful.... but it's a risk vs reward type of thing. I had that happen to this really sweet bow I found... enchanted it a couple times to make it even better, and suddenly had a bow with absolutely no enchants. His mistake at least didn't wipe out the sockets he'd added though. Luckily I still had plenty of cash, so had him enchant it some more and eventually got it back up to being a very nice weapon. Made me a bit gun-shy, and so I've resolved to not do any enchants unless I have a reserve of cash and a back-up weapon in case things go horribly wrong.
Despite my own initial mis-givings about this game, I went ahead and purchased it. The thread title is pretty apt... I start playing and completely fucking forget to do anything else.
Loved the demo, kept screwing around with all sorts of weapons mixes. Lots of stuff coming up which I want to buy but... yeah. Going to have to get this.
Does dexterity do anything besides help ranged weapons like the tooltip suggests? (I mean aside from equipment requirements.) Crit chances or anything?
From the manual
Strength
Strength affects the damage that your character can inflict upon a monster in hand-to-hand combat. This attribute defines the Destroyer class. If your character has a high Strength attribute, you can equip large and powerful handheld weapons with devastating force. These weapons include axes, maces, clubs, swords, hammers and polearms. You can view your Strength Stat Points, Melee Damage and Melee Critical Strike percentages by moving the gauntlet cursor over the Strength attribute numbers on the Character Sheet menu.
Dexterity
Dexterity affects hand-eye coordination while using ranged weapons to strike distant enemies. This attribute is vital for the Vanquisher class. Adventurers with a high Dexterity attribute are effective with ranged weapons and can often eliminate charging enemies before those foes attack. Ranged weapons include bows, pistols, rifles and crossbows. To review your Dexterity Stat Points, Ranged Damage and Ranged Critical Strike percentages, roll the gauntlet cursor over the Dexterity attribute numbers on the Character Sheet menu.
Magic
While most gamers associate Magic with casting spells, the Magic attribute in TORCHLIGHT can also affect the Elemental Magic strength in the weapons that your character equips and uses in battle. A high Magic attribute is vital for the Alchemist class. Characters with high Magic Stat Points often inflict more spell and magic weapon damage than other adventurers, but these spells consume mana. You can examine your Magic Stat Points and Weapon Elemental Damage by moving the gauntlet cursor over the Magic attribute numbers on the Character Sheet Menu.
Defense
A high Defense number is important for all character classes in TORCHLIGHT, but the Destroyer class depends on Defense just as much as Strength in hand-to-hand melee combat. A high Defense number allows your character to absorb more damage in combat before health points are lost. There are two ways to improve your Defense attributes—by spending Stat Points when your character gains a level and by buying or finding stronger armor. You can review your Defense Stat Points, Amount of Damage Absorbed and Block Chance percentage by moving the gauntlet cursor over the Defense attribute numbers on the Character Sheet menu.
Basically, you look at the skills you're aiming to use, and if they draw power from attributes, raise those. Some builds, like Trapper Vanquishers, need no attributes at all, so you can just raise whatever you please.
korodullin on
- The Four Horsemen of the Apocalypse (2017, colorized)
Does dexterity do anything besides help ranged weapons like the tooltip suggests? (I mean aside from equipment requirements.) Crit chances or anything?
Posts
Dual-wielding weapons also has the quirk (whether by art or accident, I don't know) that abilities on each weapon -- life and mana steal are the most obvious for this -- stack and apply to each individual weapon attack.
Like, for instance, if I have two pistols in my hands, and one of them has 50 life steal, and the other has 4 life steal and 5 mana steal, every time I fire a pistol -- doesn't matter which one -- I get 54 life and 5 mana back. I wonder if this also applies to other things like +element damage on melee hits or even gems.
If so, it more than makes up for the fact that dual wielding is just making two normal attacks with weapons.
- The Four Horsemen of the Apocalypse (2017, colorized)
Last report I saw was this friday is the expected ETA for the tools.
This is my Ogre log:
18:47:27: Creating resource group Internal
18:47:27: Creating resource group Autodetect
18:47:27: SceneManagerFactory for type 'DefaultSceneManager' registered.
18:47:27: Registering ResourceManager for type Material
18:47:27: Registering ResourceManager for type Mesh
18:47:27: Registering ResourceManager for type Skeleton
18:47:27: MovableObjectFactory for type 'ParticleSystem' registered.
18:47:27: OverlayElementFactory for type Panel registered.
18:47:27: OverlayElementFactory for type BorderPanel registered.
18:47:27: OverlayElementFactory for type TextArea registered.
18:47:27: Registering ResourceManager for type Font
18:47:27: ArchiveFactory for archive type FileSystem registered.
18:47:27: ArchiveFactory for archive type Zip registered.
18:47:27: FreeImage version: 3.10.0
18:47:27: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
18:47:27: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2
18:47:27: DDS codec registering
18:47:27: Registering ResourceManager for type HighLevelGpuProgram
18:47:27: Registering ResourceManager for type Compositor
18:47:27: MovableObjectFactory for type 'Entity' registered.
18:47:27: MovableObjectFactory for type 'Light' registered.
18:47:27: MovableObjectFactory for type 'BillboardSet' registered.
18:47:27: MovableObjectFactory for type 'ManualObject' registered.
18:47:27: MovableObjectFactory for type 'BillboardChain' registered.
18:47:27: MovableObjectFactory for type 'RibbonTrail' registered.
18:47:27: Loading library .\RenderSystem_Direct3D9
18:47:28: Installing plugin: D3D9 RenderSystem
18:47:28: D3D9 : Direct3D9 Rendering Subsystem created.
18:47:28: D3D9: Driver Detection Starts
18:47:28: D3D9: Driver Detection Ends
18:47:28: Plugin successfully installed
18:47:28: Loading library .\Plugin_ParticleFX
18:47:28: Installing plugin: ParticleFX
18:47:28: Particle Emitter Type 'Point' registered
18:47:28: Particle Emitter Type 'Box' registered
18:47:28: Particle Emitter Type 'Ellipsoid' registered
18:47:28: Particle Emitter Type 'Cylinder' registered
18:47:28: Particle Emitter Type 'Ring' registered
18:47:28: Particle Emitter Type 'HollowEllipsoid' registered
18:47:28: Particle Affector Type 'LinearForce' registered
18:47:28: Particle Affector Type 'ColourFader' registered
18:47:28: Particle Affector Type 'ColourFader2' registered
18:47:28: Particle Affector Type 'ColourImage' registered
18:47:28: Particle Affector Type 'ColourInterpolator' registered
18:47:28: Particle Affector Type 'Scaler' registered
18:47:28: Particle Affector Type 'Rotator' registered
18:47:28: Particle Affector Type 'DirectionRandomiser' registered
18:47:28: Particle Affector Type 'DeflectorPlane' registered
18:47:28: Plugin successfully installed
18:47:28: Loading library .\Plugin_CgProgramManager
18:47:28: Installing plugin: Cg Program Manager
18:47:28: Plugin successfully installed
18:47:28: Loading library .\Plugin_OctreeSceneManager
18:47:28: Installing plugin: Octree & Terrain Scene Manager
18:47:28: Plugin successfully installed
18:47:28: Loading library .\ParticleUniverse
18:47:28: Installing plugin: ParticleUniverse
18:47:28: MovableObjectFactory for type 'PUParticleSystem' registered.
18:47:28: MovableObjectFactory for type 'BoxSet' registered.
18:47:28: MovableObjectFactory for type 'SphereSet' registered.
18:47:28: ParticleUniverse: Particle Renderer Type 'Billboard' registered
18:47:28: ParticleUniverse: Particle Renderer Type 'Box' registered
18:47:28: ParticleUniverse: Particle Renderer Type 'Sphere' registered
18:47:28: ParticleUniverse: Particle Renderer Type 'Entity' registered
18:47:28: ParticleUniverse: Particle Renderer Type 'RibbonTrail' registered
18:47:28: ParticleUniverse: Particle Renderer Type 'Light' registered
18:47:28: ParticleUniverse: Particle Emitter Type 'Point' registered
18:47:28: ParticleUniverse: Particle Emitter Type 'Line' registered
18:47:28: ParticleUniverse: Particle Emitter Type 'Box' registered
18:47:28: ParticleUniverse: Particle Emitter Type 'Circle' registered
18:47:28: ParticleUniverse: Particle Emitter Type 'SphereSurface' registered
18:47:28: ParticleUniverse: Particle Emitter Type 'Vertex' registered
18:47:28: ParticleUniverse: Particle Emitter Type 'MeshSurface' registered
18:47:28: ParticleUniverse: Particle Emitter Type 'Position' registered
18:47:28: ParticleUniverse: Particle Emitter Type 'Slave' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Dummy01' registered
18:47:28: ParticleUniverse: Particle Affector Type 'LinearForce' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Gravity' registered
18:47:28: ParticleUniverse: Particle Affector Type 'ParticleFollower' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Vortex' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Randomiser' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Line' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Scale' registered
18:47:28: ParticleUniverse: Particle Affector Type 'GeometryRotator' registered
18:47:28: ParticleUniverse: Particle Affector Type 'TextureRotator' registered
18:47:28: ParticleUniverse: Particle Affector Type 'TextureAnimator' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Jet' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Align' registered
18:47:28: ParticleUniverse: Particle Affector Type 'FlockCentering' registered
18:47:28: ParticleUniverse: Particle Affector Type 'CollisionAvoidance' registered
18:47:28: ParticleUniverse: Particle Affector Type 'VelocityMatching' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Colour' registered
18:47:28: ParticleUniverse: Particle Affector Type 'SineForce' registered
18:47:28: ParticleUniverse: Particle Affector Type 'Dummy02' registered
18:47:28: ParticleUniverse: Particle Affector Type 'SphereCollider' registered
18:47:28: ParticleUniverse: Particle Affector Type 'PlaneCollider' registered
18:47:28: ParticleUniverse: Particle Affector Type 'BoxCollider' registered
18:47:28: ParticleUniverse: Particle Affector Type 'InterParticleCollider' registered
18:47:28: ParticleUniverse: Particle Affector Type 'PathFollower' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnExpire' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnEmission' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnCount' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnEventFlag' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnCollision' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnVelocity' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnTime' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnPosition' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnClear' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnQuota' registered
18:47:28: ParticleUniverse: Particle Observer Type 'OnRandom' registered
18:47:28: ParticleUniverse: Particle EventHandler Type 'DoExpire' registered
18:47:28: ParticleUniverse: Particle EventHandler Type 'DoFreeze' registered
18:47:28: ParticleUniverse: Particle EventHandler Type 'DoPlacementParticle' registered
18:47:28: ParticleUniverse: Particle EventHandler Type 'DoStopSystem' registered
18:47:28: ParticleUniverse: Particle EventHandler Type 'DoEnableComponent' registered
18:47:28: ParticleUniverse: Particle EventHandler Type 'DoAffector' registered
18:47:28: ParticleUniverse: Particle EventHandler Type 'DoScale' registered
18:47:28: ParticleUniverse: Particle Extern Type 'Gravity' registered
18:47:28: ParticleUniverse: Particle Extern Type 'SphereCollider' registered
18:47:28: ParticleUniverse: Particle Extern Type 'BoxCollider' registered
18:47:28: ParticleUniverse: Particle Extern Type 'Vortex' registered
18:47:28: ParticleUniverse: Particle Behaviour Type 'Slave' registered
18:47:28: Plugin successfully installed
18:47:28: *-*-* OGRE Initialising
18:47:28: *-*-* Version 1.6.4 (Shoggoth)
18:47:28: Path for saving is ... C:/Documents and Settings/Bruger/Application Data/Runic Games/Torchlight/SAVE
18:47:28: Setting YRatio Init - 0.78125
18:48:09: CreateViewports AspectRatio message - 800 x 600
18:48:09: CreateViewports AspectRatio message AR - 1.33333
18:48:09: WindowResized message - 800 x 600
18:48:09: stored res is - 800 x 600
18:48:09: WindowResized AspectRatio message - 800 x 600
18:48:09: WindowResized AspectRatio message AR - 1.33333
18:48:09: WindowResized Setting YRatio - 0.78125
18:48:09: GAMEUI AspectRatio message - 800 x 600
18:48:09: GAMEUI AspectRatio message AR - 1.33333
18:48:27: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/ALCHEMIST/homunculus_set.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
18:48:28: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/ALCHEMIST/homunculus_set.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
18:48:31: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/ALCHEMIST/homunculus_set.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
18:48:32: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource MEDIA/WARDROBE/ALCHEMIST/homunculus_set.skeleton in resource group General or any other group. in ResourceGroupManager::openResource at C:\svn\Projects\ogre161\OgreMain\src\OgreResourceGroupManager.cpp (line 764)
18:49:05: Unable to find unit spawner for monster. Meaning the unit spawner didn't spawn this time either because of a bug or editor logic.
18:49:05: Unable to find unit spawner for monster. Meaning the unit spawner didn't spawn this time either because of a bug or editor logic.
18:53:59: Particles can't have sounds that loop. : MEDIA/PARTICLES/OBJECTS/WAYGATE.LAYOUT
18:55:04: WindowResized message - 800 x 600
18:55:04: stored res is - 800 x 600
18:55:04: WindowResized AspectRatio message - 800 x 600
18:55:04: WindowResized AspectRatio message AR - 1.33333
18:55:04: WindowResized Setting YRatio - 0.78125
18:55:05: WindowResized message - 800 x 600
18:55:05: stored res is - 800 x 600
18:55:05: WindowResized AspectRatio message - 800 x 600
18:55:05: WindowResized AspectRatio message AR - 1.33333
18:55:05: WindowResized Setting YRatio - 0.78125
There's some stuff about not finding some resources at the end, but I'm not sure that's causing any real problems.
If you mean
Looks like it can't find some files. Did you try uninstalling and re-downloading?
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
Anyone know if your characters are stored in a separate location, or can be backed up?
Neither of those OGRE logs I see would indicate why you are crashing, so the crash (especially in Lone's case) is deeper, possibly in the video driver.
Characters are in <AppData>\runic games\torchlight\save
Just back all that data up and you should be able to restore your saved games.
However, only in the dungeon. Not necessarily in combat, or in any heavy load. It won't crash in town.
Also, it seems that I can play a new character just fine.
It started after I got to the Lost Fortress bit, around map 25ish? I'm beginning to suspect that there's something about that which makes me crash.
Yeah, and there's nothing in my system log (at least the computer management > event viewer control panel) so I dunno. I think the only way to find out anything useful would be to have the source code and see exactly what procedure causes the access violation. (which I assume is not happening)
I may have to not get this through Steam as my GF is probably going to play it as well, and you can only have one person logged onto steam at a time, correct?
Plus I'm really hoping the license I get from Runic will work with the upcoming Mac version, this seems like a good macbook game.
Yes, you can only be logged in to your Steam account from one machine at a time. If I leave Steam on at work, it will kick me off from my work PC when I get home and login there.
But you can run Steam in offline mode and play the game.
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
Is there any downside to buying on Steam apart from the big issues that people are having that are getting fixed? (I am not having any issues with the demo being on steam personally, my problem seems to be video drivers.) I do prefer Steam if there's no reason not to.
Is Steam causing the issues or is it the game itself? I'm playing it on Steam and have had no problems so far.
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
- The Four Horsemen of the Apocalypse (2017, colorized)
I still have no idea how to configure my stats/skills, though. I'm the warrior guy, so if it's anything like Diablo 1, I should just go for strength with defense on the side? Although I guess, also like Diablo 1, it's possible to be a decent caster even as a warrior.
What about skills, though? The three trees are dual wield, defense and aura/aoe stuff, am I right? And you ultimately get just enough points to fill one entire tree?
Strength with Defense on the side, yes. Really, I'd only put points into Magic or Dexterity if you come across a super-awesome item that requires a higher stat than you have.
I think you get more than enough points to fill one tree. Remember you get skill points for both Experience levels and Fame levels. That's a lot of points. From what I can tell the first tree is if you want to just hack and slash, the second tree is if you want to have awesome special attacks and the third tree is if you want to do special magic stuff like summon.
EDIT: Also be aware that the skill "trees" in this game aren't trees. All you need to take a skill is the proper level. You don't need to buy the earlier stuff to get the later stuff.
I would assume it doesn't, because there's a skill that increases crit chance.
Not that I'm complaining.
Granted, set items don't seem to be all that great, but I love collecting them.
- The Four Horsemen of the Apocalypse (2017, colorized)
Enchant your weapons, mainly. Go to the enchanter guy and let him do his thing a few times... you can get some really great boosts to already good weapons.
Of course, he can accidentally wipe out all the enchants on your weapon too, which is painful.... but it's a risk vs reward type of thing. I had that happen to this really sweet bow I found... enchanted it a couple times to make it even better, and suddenly had a bow with absolutely no enchants. His mistake at least didn't wipe out the sockets he'd added though. Luckily I still had plenty of cash, so had him enchant it some more and eventually got it back up to being a very nice weapon. Made me a bit gun-shy, and so I've resolved to not do any enchants unless I have a reserve of cash and a back-up weapon in case things go horribly wrong.
Despite my own initial mis-givings about this game, I went ahead and purchased it. The thread title is pretty apt... I start playing and completely fucking forget to do anything else.
From the manual
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
Pretty much.
- The Four Horsemen of the Apocalypse (2017, colorized)
Oh, that seems counter-intuitive. Oh well. Thanks!
EDIT: I, uhh..I can't find an Application Data folder.
Danke!
I don't want to forget about this game, though.