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epu

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About epu

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    https://twitter.com/epu
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    erik.purins

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  • Location
    Alameda, CA
  • Steam
    poopzombie
  • Interests
    Video and board gaming, pnp rpgs, build and release engineering, home improvement, sewing, art education, paper making, print making.

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  1. I gave up in October. I'm sorry to see it hasn't been addressed yet; I am the best market for this product (a patient RPG lover who grinds through and replays for content, and has worked on a game before), and I haven't revisited the title or bought add-ons. And I have a lot of patience. But I have a family, and only time to play a small number of games annually to the length of play hours they deserve. Some thoughts; The level save menu is a different problem from the level data / persistent item problem. Probably the level save menu is an easier fix; cap the number of save slots to 1
  2. I haven't correlated anything yet on OSX. Is that your platform also? I just noticed the new update (I don't think steam news feed items have been updated in awhile, the last entry is 6/9/15), I haven't tried 2.0.2 yet. Those timings were for 2.0.1. I'll poke around at this again tonight.
  3. Time to bust out dtrace/profiler and see just what in god's green earth is going on in there. Here's a set of IO read/write timings from the main menu, to my current progress in game. That's getting into the load game menu, followed by the level load. It's the output of the command 'sudo iosnoop -p <PID> -A | ts "[ %Y-%m-%dT%H:%M:%S ]" | tee ~/iosnoop.log.0', where <PID> is the running game's pid. This is something you should be able to run on OSX, and maybe linux. Probably not on windows If you want to get a rough feel for what's happening, it's still a little challen
  4. Confirming that the 2.0.1 steam patch has removed my skeleton references if I resave (the .lvl file I am active in is cleaned up ok). Load times haven't gotten better for me on OSX 10.10.5 / mid-2011 macbook air.
  5. I wanted to add my objective and subjective experience on a mid-2011 macbook air. Saving games in Noonfrost (which I hadn't been timing before) feels very fast in 2.0.1 steam build, compared to the 1.0.6 steam builds. Loading files from Act III (Blood Sands and Noonfrost) takes about the same average time (23 seconds and 29 seconds respectively). The load game menu continues to take about 1 minute to load with the number of saves I have (253 saves). I'm not sure if the load optimizations don't apply under OSX, or if my machine is so old that the performance bottleneck is somewhere else.
  6. Hey there, Just upgraded to the 2.0.1 steam patch, and wanted to thank you for addressing the zombie chanter skeletons. When I reload blood sands at that point, save the game, and search for skeletons in the zipped archive's .lvl segment that I am active in, I don't find any references. I wanted to share that load speed in blood sands is about the same (saving feels faster now though, but I hadn't been measuring it before). Previous to the update, loading the blood sands took 23 seconds on average. This is slightly up to 24 seconds (after resaving the world using the 2.0.1 game).
  7. Thanks for adding the information to the internal issue. Let me know if I can be of any help verifying faster loads when/if a fix comes through. Kind regards, -e
  8. Hey team and fans, I was experiencing long load times in Blood Sands, and found multiple threads about extra chanter trap nodes in save files, and extra summoned helpers. This thread seems like it was answered in April, but it's a different save game component / subfile. This other thread talks about 20 hours slow loading, but I'm at 70+ hours having never completed the game yet - it's brutal going. I did some string counting inside my blood sands save file, and inside the unzipped contents, region AR_1305_Blood_Sands.lvl, I have 600+ summoned skeleton references (cre_skeleton_chan
  9. Checking on the status of this. I'm in Act III in Blood Sands, and my loads are starting to become intolerable. I scanned through an uncompressed save file, and I have 600+ chanter skeleton summoner references, in one blood sands save alone, without Kana or my custom adventurer chanter in my party. I'd be especially interested in these making the next patch. This is OSX 1.0.6.1619 -steam
  10. Ah. My chanter's (I have 2 of them) summoned skeletons are maybe being dragged around? If I grep the unzipped blood sands file's strings for cre_skeleton_chanter_summon, there are 624 copies of the string in just the blood sands save alone. Are these from the "If Their Bones Still Slept" chanter rime? I don't have Kana in my party currently (although I used him throughout Act I and Act II). Here's a copy of just the one blood sands save
  11. I'm on OSX running 1.0.6.619 -steam, and I am also experiencing this. I'm going to thin out my save games (got bit by cloud restoring them after I manually deleted them from finder) and then time the load/saves. I'm currently in Blood Sands in Act III with all companions, 2 hired adventurers. If I get more info, I'll post saves.
  12. Thanks for the workaround! This is still open in 1.0.6.0617 -steam (save and screenshots). I had swapped in 2 party members in Caed Nua also, and Sagani/Ituumak are one of the active party before the swap.
  13. I'm seeing exactly the bug referenced in this other thread. I just confirmed that pumping the formation button again re-assigns the party to the right formation position. You can load the save, walk left, and then press the custom formation slot 1 button, and everyone lines up again.
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