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Hi,
Original Outcast had problems with walking in the mud on faster PC's - you basically crawled at the speed of a slug. The solution was to run CPUkiller in the background, but that affected the fluidness of the framerate. Is this problem fixed in the GoG version? Because if it is, I'm so buying it!
This question / problem has been solved by wierzbowskiimage
If you mean something like the watery sections in Shamazaar where the farmers are growing stuff, i can walk them just fine.
If you mean something else, sorry, never played this before and i'm still walking around Shamazaar ;)
My CPU is an Intel I7-920 2,6 Ghz btw.
From a post on the CD audio:
http://www.gog.com/en/forum/outcast/cd_audio/perm=9/#p_b_9

It works! Fantastic!
Now just a few hours to see if Twon-Ha:s are rideable as well...

Another issue was for me that Ulukai gets stuck in the swamps. Is this still a problem?

we manage to fix that :)

Also, rideable Twon-Has are mentioned in that thread.
Post edited April 20, 2010 by lexic0n777
Actually i have the same problem - i get stuck in those mud-water areas all the time, always after dialogs, somethings while jumping, while falling.. basically always. And walking is indeed a problem too, because enemies can run through it without slowdown, but oneself can only "walk" at snail speed.
on a Q6600 / vista x64 ;P
Besides that it works fine (audio/Graphics/everything else ,p) so it would be nice if there was a fix..
There is a community developed patch that fixes both the mud walking and Twon-Ha issues here: [url=]http://www.planet-adelpha.net/Forum/viewtopic.php?t=121&postdays=0&postorder=asc&start=0[/url]
That is indeed great news! Thanks.
The GOG version already has this patch included. But it doesn't fix the issue for me. I still walk-slowly/get stuck in mud. Though i do not know whether that walk speed is normal or not - but its substantially slower than NPC walk speed. Even if it is normal, i still get stuck all the time ;(
CPU-Killer only causes stuttering, no slow-down (and even while stuttering the issue prevails)
It ain't a major issue though....
I always thought that was a feature of the game as Cutter with all his equipment would walk slower in the riss muddy fields, and I seem to remember that was the case in 2000 when I played the game on my computer at that time... ;)
Post edited April 21, 2010 by corto1976
I figured that too, but the "stuck in mud" part is definitely not a gameplay feature ;p
You do walk much slower in the mud than on land, and I'm certain that's intended, as the walking animation is also different. Though, if you can't walk in mud at all, I guess you've encountered a problem.
And yes, the talan walk much quicker through mud. Considering how long they've been working in the fields, they probably just got used to it ;) Besides, once you get your "noble steed", traveling over land and through mud gets a lot more comfortable.
Yep this true, riding certainly solves that issue. ;P
I may be completely mistaken on this, but I'm pretty sure I recall being able to run in the mud back in the day.
I don't think the animation is determined by being the mud, I think the game has a adaptive system for the run/walk animation and that being slower in the mud due to the bug simply alters the displayed animation to match - not that the animation is indicative of being slow in the mud as normal.
---Update---
Found an old gameplay vid someone uploaded and they were running in the mud.
Skip to 5:00: http://www.youtube.com/watch?v=-nA2WZbsPcc
I'm pretty sure that's how I remember it. However, upon reading through the linked patched thread - they say that walking in the mud is how the game was intended, and that you can run in the mud with an alternate version of the fix but that's not how it originally was. Perhaps that alternate version of the patch is applied in the above video.
It seems that the mud movement speed is based on framerate - with lower framerates actually letting you move faster. Perhaps the game just ran slowly on my machine back in the day that's why I could run.
Post edited April 22, 2010 by Sweetz
Hah, so I was right, the Community fix (which the GoG Version includes) fixed it wrong. I am fairly certain that the game always allowed running in mud - because in a very very old demo version i remember doing this escort mission for the Shaman in the Temple world, and i could follow him without problem. But this was many many years ago and the game ran horrible.
In the GoG Version (and community fix) this same quest involves he running 50km in front and oneself barely able to keep up. Clearly not how "escort" missions should be.
Post edited April 22, 2010 by eRe4s3r
I'm still not convinced that it wasn't intended this way. After all, why would there even be the possibility of mud slowing you down, due to a bug or otherwise, if the developers didn't make it work differently than the usual land?
I think it only enhances the gameplay, anyway. It encourages you to stay on the defined paths, and in combat you may have to decide between walking in the mud, where there is often cover, but you have a harder time dodging enemy shots, or being more mobile but without cover on land.
Well tis true.. but you can fight on your "noble stead" and then mud doesn't slow you down at all ;)
Shouldn't larger animal with rider be slower in mud than smaller animal? Maybe it didn't work right in the release version then and that leaves us now, with no idea how it was intended. I wish we could ask a developer ;p