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@UCyborg

Please get in contact with GOG so the Creeper phrase fix (and maybe some other fixes) could be included in the game by default.
New patch is working great so far in both games. Only issue I've had is some random lag when transformed into the creature in Ties That Bind. Seems to happen during the first two scripted parts, the one in the prison and the one in the theater. Also seems to lag during that part where you have to break the wall to get out of the theater, even when I'm not transformed. Gonna try with the performance counter off and see if that fixes it.

Edit: Nope didn't help. Noticed it happened rarely during normal game play segments as well though, but only for a second or two and only once or twice. The first scripted transformation in the prison didn't lag as much the second time and I tested it again and it didn't lag at all, but the part in the theater still lagged quite a bit but not the part where you have to build up your insanity gauge to break the wall. Wierd. Seems the best place to test it would be the part in the theater where the game teaches you how to use the tranformation. Hope that helps a bit.

Edit 2: Just noticed that The Suffering 1 still seems to save in the game folder despite having per user config and save enabled. Ties That Bind saves in my Documents/My Games folder but the first game does not and the save I made is in the save folder in the games directory. I have my computer set up with my OS files on the C: drive and my games and save data and such on the D: drive. Not sure if that might be the cause.

Edit 3: Seems I fixed the lag in Ties That Bind. I had to disable the performance counter in the config file in my documents/my games folder as well. Everything runs fine now. Only issue left is the first game not saving per user. Still, now I can play both games without any performence issues, so that's great.

Edit 4: Was wondering if the new save location would effect Ties That Bind from detecting a complete save from the first game. Seems it does. If you use the per user save it doesn't detect the save from the first game, or more specificly the cfg file, though that might be due to the first game not saving in my documents for somereason, gonna make a folder called The Suffering in my documents and try it again. If I disable the per user save for Ties That Bind it works fine though. Also, seems the lag isn't fixed, I probably just got lucky that one time, which means it isn't something that will always happen in the scripted event at the theater. I think it's related to a lot of visual and/or audio effects happening at once, but I'm not sure. Seems to happen more often when there are a lot of enemies spawning and attacking at once.

Edit 5: Created a folder called The Suffering in my documents/my games and put the unspeakable.cfg file in there and Ties That Bind recognized the file and let me choose a starting morality without beating the game. Still can't figure out the lag in the second game, but it seems to happen a lot more when a lot of enimies are spawning and when I'm transformed, which is likely why the issue occurs more frequently during the scripted event in the prison and the theater.
Post edited August 06, 2018 by SinForged
Man, please DO NOT EVER REMOVE FEATURES, EAX is implemented and difference can be heard, it works like charm with Creative Sound Cards and Creative Alchemy or with Windows XP. Bring back EAX option with next update please.
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Voodooman: Man, please DO NOT EVER REMOVE FEATURES, EAX is implemented and difference can be heard, it works like charm with Creative Sound Cards and Creative Alchemy or with Windows XP. Bring back EAX option with next update please.
I actually just ordered an External Creative Sound Card so a version of the mod with EAX support would be nice. Originally you could just delete the Indirect Sound files and use Creative and EAX would work apparently, but now that the sound fix is part of the modded files I assume there is no way to use EAX with the current version of the mod. Would be nice to have the option, plus it would give me a good game to try EAX out in and see if it's all it's cracked up to be. I'd be more then happy to test both versions of the mod if needed.

Edit: Not sure how the sound fix is implemented, but maybe have a toggle for the sound fix in the torque.ini file like some of the other fixes, that way if someone has a creative sound cards and wants to just use Creative Alchemy they can. Always nice to have more options. Also, Voodooman does EAX work in Ties That Bind? Because if it's just the first game, you can enable EAX in the audio options in game, I think. The mod just makes the checkbox for EAX in the Riot Engine Config unclickable, from what I can tell it doesn't remove EAX, so you should still be able to enable it in the first game, or for the second game just enable it before installing the mod and copying your config file to the new save location (or don't use per user saves.). That should enable it. However I'm not sure if Creative Alchemy will still work with the mod now that the sound fix is included in it, which is why it would be best to be able to disable the sound fix, for people who want to use creative alchemy.

Edit 2: Also, the reverb only works with creative alchemy right now, correct? I belive there used to be reverb in the opening cutscene in The Suffering 1, but it's not restored with the patch. If creative alchemy still works correctly with the patched version, then I suppose there isn't any problem, but I don't know if it does. I'll test it out once my sound card gets here.

Edit 3: Just finished up hooking up my sound card and tested the first game with the patch and creative alchemy. Works like a charm.

Edit 4: Seems the reverb isn't in the opening cut scene. Strange thing is, it doesn't seem to work without the patch either. Gonna test this a bit more.

Edit 5: Can't seems to get the reverb to work, even with creative alchemy... Not sure if it's the mod or my set up. Without the mod the game is all messed up with missing walls and such, so I don't know if the sound works without the mod. Voodooman, I have a Sound BlasterX G5, do know if this external card works with The Suffering and/or EAX? I also tried the universal version of alchemy and tired this: http://forums.thedarkmod.com/topic/18249-tutorial-how-to-setup-eax-for-tdm-on-any-soundcard/ Didn't work either. Also tried installing OpenAL and OpenAL SDK. Nothing. Kinda disipointed I can't get the EAX effects to work after all this...
Post edited August 12, 2018 by SinForged
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UCyborg: Download: Google Drive (updated 30th June 2018)

I made a patch for these two games. Comparing GOG re-release with the retail release, the changes to the games (excluding DRM removal and unpacking of executable files) are increased field of view (which is originally hardcoded, FOV adjustment should be dynamic) and ability to select resolutions with aspect ratio greater than 4:3.

They also included older version of IndirectSound, which doesn't work properly and tends to make things crashy. The game has been patched to not require IndirectSound anymore, so it's best to delete dsound files from game folders.

The list of changes in this patch, straight from the ReadMe:

Common:

-Fixed the bug with game interpreting available hard disk space value incorrectly, preventing users from saving the game and the config file from being updated if they have more than 2 TB of free space on their hard drive.

-Widescreen support; all supported resolutions are selectable, FOV is adjusted according to the screen's aspect ratio, HUD and in-game FMVs are adjusted as well so they don't stretch with wide aspect ratios.

-Resolutions available in fullscreen mode are also available in windowed mode.

-Game's own threads are bound to run on the CPU's first core, this reduces the probability of 'black texture bug' occurrence.

-Game will now use the audio device selected in Riot Engine Configuration dialog instead of always using default device.

-Hardware accelerated DirectSound buffers are no longer explicitly requested and the default limit of sound buffers has been increased to prevent sound dropouts on typical modern PC.

-EAX option has been disabled in Riot Engine Configuration in Sound tab (EAX effects are not implemented).

-Added frame rate limiter which defaults to limiting the game to run at 59 FPS to workaround bugs that occur at higher frame-rates and provides better mouse response when monitor runs at 60 Hz and VSync is enabled.

-Game will set monitor's refresh rate to 60 Hz when in fullscreen mode.

-Mouse acceleration is disabled by default, but can be restored with a config option.

-Removed bad DirectX check, game will launch without error or DirectPlay pop-up dialog on Windows 8+ if DirectPlay isn't present (which is the default).

-Made game's message loop more conventional (PeekMessage called without message filtering) to workaround the bug in Windows' Desktop Window Manager, which causes oddities in windowed mode; window being declared unresponsive and replaced with a ghost window after 5 seconds when it loses focus. It even happens that the DWM tries to replace the game window with a ghost window during normal gameplay.

-Use GetMessage in the message loop for the Riot Engine Configuration dialog rather than PeekMessage, this normalizes CPU usage of said dialog.

-Embedded manifest in executables:
-Marked as compatible with all existing Windows versions.
-Marked as high-DPI aware.
-Marked as UAC (User Account Control) aware.

-Registry settings are written to HKEY_CURRENT_USER instead of HKEY_LOCAL_MACHINE.

-User files are redirected to Documents folder, in "My Games\The Suffering [TTB]".

-Removed all calls to RegFlushKey (not needed).

-Removed the call to OutputDebugString that was needlessly made every frame.

-Reordered icons in the .exe's resource so the Torque icon is the main one instead of the Riot Engine logo.

Prison Is Hell specific:

-Selecting anything but the first entry in the Display Driver drop-down list in Riot Engine Configuration dialog will no longer result in the empty Display Mode list, so the game can now be made to run on any monitor, not just the primary one.

-Fixed the bug with user gamma setting not being applied at game startup.

-Textures now appear clearer when looked at from the distance.

-Don't grab keyboard exclusively when in fullscreen; Start key works and Alt-Tab behaves normally on modern Windows versions.

-Added window caption.

-Disabled screenshot feature (F10 key) since it crashes.

Ties That Bind specific:

-Registry settings are stored in a separate value called SettingsDX106 rather than SettingsDX105, which is used by the first game since the binary structures between the games aren't 100% compatible between each other.

-Added file (Common\System\System.odu) that turns off censorship of Creeper's famous part of dialog (for English version only).

The patch also comes with config file called Torque.ini. Options are described in included ReadMe.

BTW, the game is distributed with a bunch of redundant files, some were used during development. Of those files, you may want to delete dbghelp.dll. This particular DLL is from Windows XP era and while not directly referenced by the game, it still gets loaded by something else. Deleting it will make the system version being loaded instead of the outdated version.

From my testing, it's the most important that the game doesn't run too fast. I've noticed anti-aliasing options in Riot Engine configuration dialog don't seem to do much, if anything at all visually, so it might be the best to turn it off and play with graphics drivers settings instead. One option is forced FXAA. For NVIDIA cards, it's possible to use Dynamic Super Resolution feature, which works well as an alternative to traditional anti-aliasing. Not sure about texture filtering options' effects neither.
Thank so much <3 god bless!!
EAX isn't implemented in either game. EAX checkbox just sets some bit in a variable holding certain sound settings, but the said bit is not checked by any code, so the game behaves exactly the same way regardless of whether the bit is set or not. So there's no point in keeping the checkbox functional since it doesn't do anything useful.

Creative ALchemy just gives echoey/reverby sound everywhere when it uses "Native OpenAL renderer" instead of "Creative Software 3D Library". Its log file indicates which one is used.

It's just a bug in ALchemy or Creative's OpenAL DLL ALchemy may use (ct_oal.dll), it's not real EAX.

Regarding lag in theater in The Suffering: TTB, using IndirectSound may reduce it. The game's sound code is weird and Microsoft's DirectSound implementation appears to be the bottleneck. Disabling 3D sound buffers is also an option for cases when one doesn't have surround sound system or anything for surround sound virtualization via headphones.

The code for redirecting saved games and config file to Documents\My Games works the same way for both games, just PerUserConfigAndSavedGames=1 must be set in Torque.ini located each game's folder. It's already set correctly in Torque.ini that comes with the patch. When that option is enabled, everything else is read from Torque.ini in each user's personal folder.

The Suffering: TTB will look for config file of the first game in user's personal folder if PerUserConfigAndSavedGames=1 is set in Torque.ini TTB's installation folder. It is assumed PerUserConfigAndSavedGames=1 is set for both games.

Can't see the reason why the first game wouldn't save under Documents with correct settings.
Post edited August 22, 2018 by UCyborg
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UCyborg: EAX isn't implemented in either game. EAX checkbox just sets some bit in a variable holding certain sound settings, but the said bit is not checked by any code, so the game behaves exactly the same way regardless of whether the bit is set or not. So there's no point in keeping the checkbox functional since it doesn't do anything useful.

Creative ALchemy just gives echoey/reverby sound everywhere when it uses "Native OpenAL renderer" instead of "Creative Software 3D Library". Its log file indicates which one is used.

It's just a bug in ALchemy or Creative's OpenAL DLL ALchemy may use (ct_oal.dll), it's not real EAX.

Regarding lag in theater in The Suffering: TTB, using IndirectSound may reduce it. The game's sound code is weird and Microsoft's DirectSound implementation appears to be the bottleneck. Disabling 3D sound buffers is also an option for cases when one doesn't have surround sound system or anything for surround sound virtualization via headphones.
Have you tried using DSOAL? It wraps DirectSound3D and up to EAX 4.0 calls to OpenAL Soft. I tried it with the first game and I was able to get full headphone HRTF. Maybe it would fix the lag issues in Ties That Bind, too.
I can't reproduce that lag problem anymore. Back when I first released the patch, I noticed it would happen when forcing the entire game process to run on single core and IndirectSound happened to have positive effect. Though the patch doesn't do that anymore for the entire process, just the 2 game's own threads.

Doesn't happen when manually setting process affinity to single core with Process Hacker neither. There has been another change, I disabled some broken code that delayed certain sounds or events when 3D sound buffers are enabled, so that could have something to do with it.
Post edited September 11, 2018 by UCyborg
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Berzerk2002: @UCyborg

Please get in contact with GOG so the Creeper phrase fix (and maybe some other fixes) could be included in the game by default.
What did they say when you contacted them about the issue? I noticed for some other games there are also forum threads with community made patches/workarounds and such.
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UCyborg: What did they say when you contacted them about the issue?
Only the general "We'll see what we can do but can't promise anything" standard message. You should get in contact with them and see if some of the fixes etc. could be implemented. As the creator of the patch you'll probably not get ignored like normal customers here.
Ah, I suspected a response among those lines. What little experience with support teams I have in general has been similar.

I'll shoot them a message to see what they have to say. It seems none of their staff hangs on this particular forum, they could at least sticky this thread. These games have some serious issues and it'd be nice if you got the fully patched version right away. I noticed this thread is one of the first the results on Google if you search for "the suffering gog", that's nice.
I patched the game. But i'm still experiencing crashes. any ideas what i can do?

Edit: It also seems the background sounds run extremely fast. It's like the audio runs at light speed then crashes the game.
Post edited September 15, 2018 by Malachon
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Malachon: I patched the game. But i'm still experiencing crashes. any ideas what i can do?

Edit: It also seems the background sounds run extremely fast. It's like the audio runs at light speed then crashes the game.
Did you delete dsound files from your game folder? You should.
May i ask how you were able to edit the game's files? I've been trying on and off for years now to work on the game.
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chernobyl360: May i ask how you were able to edit the game's files? I've been trying on and off for years now to work on the game.
Using OllyDbg, Resource Hacker and Hex Workshop.

BTW, I haven't got any response yet from GOG support.

Edit: Well, some guy responded that he'll forward my suggestion to the product team a week ago and that's where it ended.
Post edited October 16, 2018 by UCyborg