Isaac wrote:JKos wrote:And that's weird that those dialogs do cause such a bad fps for you, I have a really old computer (core 2 duo, HD4600) and I don't have that problem.
It is strange; I never had that problem either, and I'm on a Phenom 965 PC running XP64 with an GeForce 280.
*Looking forward to part six, and beyond.

I'm running a big box computer that's at least 2 years old, with an integrated chipset, and I didn't have an issue with the frame rate, either...I'm thinking it's the recording software, too (just from my own experience).
And on the subject of poor frame rates: There is something that needs to be said. Remember waaaaay back around April of '12 when the original game first came out? Remember how many people couldn't get past level 2 or 3 (I was one of them) because the optimization wasn't very good, and timers for switches and pit traps were ticking at slower speeds for different people, even in small, enclosed rooms?
Now, think again to the moment you first stepped out into the main hub of this mod. Think about the vast negative space, the
precisely plotted torches and crowerns, the sheer size of it all...and ask yourself how in the world such a thing is even possible.
I have some of the oldest files of the ORRR2 on my hard drive, and those frame rates ain't pretty. It is a testament to Diarmuid's incredible tenacity, dedication, drive and, (most likely) obsessive-compulsive behavior (

) that this thing runs as smoothly as it does, particularly in the hub areas.
Knowing Diarmuid, he's going to downplay this...but I'm here to tell you: This was an insane task, and he worked for countless hours
just on optimization, sometimes updating the early file multiple times a day.
This is not to take away from the amazing work that
all the designers did (and the additional work that others took on as well), but every time I enter the hub, I still scratch my head in awe, and I cannot keep myself from stopping to stare at it - and I've been seeing it for a little over a year now. "Nice work, Diarmuid" doesn't do it justice, but...nice work, Diarmuid. This would have been just another collection of puzzle rooms without you tying it all together and giving players something they've never seen before.