Post by Nick_v6 on Nov 1, 2009 14:15:52 GMT -5
This is the first installment of the Technical Guide for The Quest to Find the Dark Hills. As time goes by, these threads will appear less chaotic and more structured.
This thread contains information pertaining to the Final Demo copy of The Quest to Find the Dark Hills.
I HAVE ONLY TESTED ON WINDOWS 7 PROFESSIONAL 64-BIT
I WILL TEST ON WINDOWS XP PROFESSIONAL 32-BIT SOON!!
*Results may change under a different version of Microsoft Windows
First and foremost there is still an issue with the fundamental programming of the game. It's not a serious threat to anyone's PC, but it needs to be noted so as not to cause alarm. The issue first appeared in the packaged game copies and has since been dealt with by running the raw .ASL file. The game causes high CPU usage to one processor during the cut scenes (shown below). The error use to occur all the time, but running it as the .ASL file seems to have contained it only to the cut scenes. Once pass the cut scenes, the CPU usage returns to normal levels.
Note that your output may differ. As I stated, it only runs up one processor. Since I have two, then it appears as ~50%.
Other things I have noticed are:
There are some commands that, when typed, may crash the game. I use to know them, but seem to have misplaced them. What happens is the game functions on a 'verb-noun' basis (not unlike .NET Framework) and if you type something in a way that conflicts with the programming, it may give up and crash. I will amend this post with those commands if I can find them or recreate them. If you stumble upon one of these, don't hesitate to post it.
This thread is also functioning as the FAQ page (unless we get bombarded with questions), so if you have any questions, post them here.
This thread contains information pertaining to the Final Demo copy of The Quest to Find the Dark Hills.
I HAVE ONLY TESTED ON WINDOWS 7 PROFESSIONAL 64-BIT
I WILL TEST ON WINDOWS XP PROFESSIONAL 32-BIT SOON!!
*Results may change under a different version of Microsoft Windows
First and foremost there is still an issue with the fundamental programming of the game. It's not a serious threat to anyone's PC, but it needs to be noted so as not to cause alarm. The issue first appeared in the packaged game copies and has since been dealt with by running the raw .ASL file. The game causes high CPU usage to one processor during the cut scenes (shown below). The error use to occur all the time, but running it as the .ASL file seems to have contained it only to the cut scenes. Once pass the cut scenes, the CPU usage returns to normal levels.
Note that your output may differ. As I stated, it only runs up one processor. Since I have two, then it appears as ~50%.
Other things I have noticed are:
- The key may appear outside of the bag after entering a new area.
- The command pick up all only works in the living room.
- And you cannot punch Tom, I've tried
There are some commands that, when typed, may crash the game. I use to know them, but seem to have misplaced them. What happens is the game functions on a 'verb-noun' basis (not unlike .NET Framework) and if you type something in a way that conflicts with the programming, it may give up and crash. I will amend this post with those commands if I can find them or recreate them. If you stumble upon one of these, don't hesitate to post it.
This thread is also functioning as the FAQ page (unless we get bombarded with questions), so if you have any questions, post them here.