Update on Oct 16 - Many Bug Fixes, Optimization, Clearer Gameplay

Tales of Rein Ravine

Tales of Rein Ravine is an indie horse game that aims to challenge its players with unique real-life inspired riding, as well as tell an intriguing equestrian story to a young adult audience.

[b]This update contains several bug fixes[/b] - Music sounding weird or starting over when running fixed - SteamVR should no longer open when starting the game - Glitching through gates and stable walls should no longer be possible - Horse rental options will no longer repeat two days in a row - Anti-aliasing setting not doing anything when turning on TSR fixed [b]Other improvements[/b] - You can now choose the exact dialogue when interacting with objects. This should make it clearer to find what you have to do at the start of the game. - Added more instructions to Cherry Peak on how to find the lesson timetables. - Performance optimizations on all levels but mainly on the University map - if your game was previously crashing while loading the level, this problem might now be fixed, since it's lighter to load. - Added a Screen Percentage setting - if your game looks blurry and pixelated, check that the percentage setting is at 100%. The percentage setting only affects the graphics significantly when you have Anti-Aliasing set to [i]Fast [/i]or [i]Off[/i]. - Motion blur effect when riding in first person has been removed at least for now entirely. It might come back later as an optional setting after it's been improved. - Added a Vertical Sync setting, for those that experience screen tearing. You might also want to try changing your graphics card's own Vsync settings for Tales of Rein Ravine - a couple of players reported that they had improved performance after turning it off. [b]Possibly fixed issue?[/b] - I'm aware of an issue where players with an Intel integrated graphics card get recommended a 30.0.101.1340 driver model, despite already having a newer one. This looks to be an known issue with the game engine version that TORR currently uses. I added some code that [i]should[/i] bypass the graphics card check in this build, but if it still doesn't work, the game will have to be migrated to a newer engine version at some point (a bigger task unfortunately).