The Saboteur map bug (self.gaming) submitted 5 years ago by MrNagasaki When I play the PC version of 'The Saboteur' in any resolution higher than the 1280-resolutions, the layers on the map aren't lined up (hard to describe) anymore, making it essentially useless. I just installed the Origin version of this game as there is no patch installer. The config.ini or did you use the 'Saboteur Video Settings' config tool? Map bug allover again after buying the GOG version (despite having it on.
We all think bad things about The Saboteur. It’s terribly optimized - some geometry/FX/whatever nVidia crap makes it’s average framerate oscillating around 35-12 frames per second. But there’s more, and I’ve experienced that [before the] last time I played it. I’ll illustrate my observations with a gameplay footage.
• Cue for action stops before actual action stops. Wasn’t that suppose to be fixed with last update? • Do you see what I see ti “Evolved Thrall totem”? • Thrall Brute “phasing” through door. • What the hell is wrong with characters stucking in doorways?
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• Players constantly fall down because of framerate issues. • Fun fact: door to this stash location open after the battle - wonder how one would use it (one who can’t hover, fly, long-jump). By respawning? • Notice how Caldarius’ charge stops on nothing, in the middle of a ramp. • Now nitpicking. The challenge: how is that there’s not enough Varelsi around to comlete it (idle red dot is probably a missing Varelsi, btw probably stuck in a geometry- observe this from time to time). Design of portal frame buildings 4th edition pdf.
BTW There are many actual challenges’ issues on many missions, like The Algorithm, where challenge to eliminate numerous Spawners show up when there is actually only a few/no Spawners left to kill. Or The Archive, pickups challenge, when there’s virtually no pickups left around • Or The Saboteur again - the one for picking up some shards, when there are not enough shards around left. What, I should fly up somehow to reach the upper platform shards? 10.Notice persistent Varelisi scaven alpha debuff visualization showing up out of nowhere - I had missions where it persisted even till the very end of a mission! • There’re a persistent Varelsi slow-down field ocurrences. Also: it could not be Varelsi Maligner that casted it - then who did?
12.What’s with the space between pipes- my character should be able to pass it. • It’s rather doubtful that some puny Summoned Thrall and a Brute were able to deal with that duo - probably another framerate issues. • Funny how Bonecrushers shockwave goes down the stairs while Caldarius’ charge stops at any random bullshitty edge piece. Did I miss something, doing something wrong? What’ll support do with this?
Zadymek: Fun fact: door to this stash location open after the battle - wonder how one would use it (one who can’t hover, fly, long-jump). By respawning? There is another spot that a large chest can appear - down some stairs in the bottom of the very next area. Was playing last night and grabbed the one from the upper platform (Kleese can fly - just!) and the lower one wasn’t there, but other times when no-one has gone up top it has been. Makes me wonder if it’s random, or if the game actually moves it? Lucky for me I played Marquis who, more lucky me, was able to shoot Thrall through one of tiny spaces between bypass doors pieces. Wonder what I’ll discover next.
That time I also checek more cautiously mentioned above space between pipes, and ■■■■ robo was able to pas it, though at straight angle not the sharp one like on the footage. PS Also then was able to reach said loot spot, just needed to make a precise jump from one specific place. Though it still does not explain why, why would door leading there from a duct open after the fight in first control room. PPS During my last The Saboteur run I also noticed some displacements in loot cases’ locations, bet that’s what you say - RNG places them on a map. Zadymek: but had another one - a Thrall sunk into the floor and it sunked into one of closed rooms in first “control room”.
The Saboteur map bug (self.gaming) submitted 5 years ago by MrNagasaki When I play the PC version of 'The Saboteur' in any resolution higher than the 1280-resolutions, the layers on the map aren't lined up (hard to describe) anymore, making it essentially useless. I just installed the Origin version of this game as there is no patch installer. The config.ini or did you use the 'Saboteur Video Settings' config tool? Map bug allover again after buying the GOG version (despite having it on.
We all think bad things about The Saboteur. It’s terribly optimized - some geometry/FX/whatever nVidia crap makes it’s average framerate oscillating around 35-12 frames per second. But there’s more, and I’ve experienced that [before the] last time I played it. I’ll illustrate my observations with a gameplay footage.
• Cue for action stops before actual action stops. Wasn’t that suppose to be fixed with last update? • Do you see what I see ti “Evolved Thrall totem”? • Thrall Brute “phasing” through door. • What the hell is wrong with characters stucking in doorways?
Our comprehensive library of free Visio stencils and templates will get you started and our paid products including will take you to the next level of professional drawing for engineering and technical sales. We are the best source for free download of network equipment Visio stencils that we develop for Cisco Systems, Juniper Networks, Alcatel-Lucent, Leviton, Panduit, Tripp Lite and more. Visio stencil patch panels. Whatever kind of Visio stencil, template or shape or even that you need for technical diagrams - you can find it on ShapeSource. The industries we support with Visio stencils and include network, building controls, security, floor plan, energy, oil and gas, and manufacturing.
• Players constantly fall down because of framerate issues. • Fun fact: door to this stash location open after the battle - wonder how one would use it (one who can’t hover, fly, long-jump). By respawning? • Notice how Caldarius’ charge stops on nothing, in the middle of a ramp. • Now nitpicking. The challenge: how is that there’s not enough Varelsi around to comlete it (idle red dot is probably a missing Varelsi, btw probably stuck in a geometry- observe this from time to time). Design of portal frame buildings 4th edition pdf.
BTW There are many actual challenges’ issues on many missions, like The Algorithm, where challenge to eliminate numerous Spawners show up when there is actually only a few/no Spawners left to kill. Or The Archive, pickups challenge, when there’s virtually no pickups left around • Or The Saboteur again - the one for picking up some shards, when there are not enough shards around left. What, I should fly up somehow to reach the upper platform shards? 10.Notice persistent Varelisi scaven alpha debuff visualization showing up out of nowhere - I had missions where it persisted even till the very end of a mission! • There’re a persistent Varelsi slow-down field ocurrences. Also: it could not be Varelsi Maligner that casted it - then who did?
12.What’s with the space between pipes- my character should be able to pass it. • It’s rather doubtful that some puny Summoned Thrall and a Brute were able to deal with that duo - probably another framerate issues. • Funny how Bonecrushers shockwave goes down the stairs while Caldarius’ charge stops at any random bullshitty edge piece. Did I miss something, doing something wrong? What’ll support do with this?
Zadymek: Fun fact: door to this stash location open after the battle - wonder how one would use it (one who can’t hover, fly, long-jump). By respawning? There is another spot that a large chest can appear - down some stairs in the bottom of the very next area. Was playing last night and grabbed the one from the upper platform (Kleese can fly - just!) and the lower one wasn’t there, but other times when no-one has gone up top it has been. Makes me wonder if it’s random, or if the game actually moves it? Lucky for me I played Marquis who, more lucky me, was able to shoot Thrall through one of tiny spaces between bypass doors pieces. Wonder what I’ll discover next.
That time I also checek more cautiously mentioned above space between pipes, and ■■■■ robo was able to pas it, though at straight angle not the sharp one like on the footage. PS Also then was able to reach said loot spot, just needed to make a precise jump from one specific place. Though it still does not explain why, why would door leading there from a duct open after the fight in first control room. PPS During my last The Saboteur run I also noticed some displacements in loot cases’ locations, bet that’s what you say - RNG places them on a map. Zadymek: but had another one - a Thrall sunk into the floor and it sunked into one of closed rooms in first “control room”.