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Roby Atadero

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Everything posted by Roby Atadero

  1. Try verifying the integrity of the game cache in Steam. If that still fails, upload your output log (not error log) onto some file sharing site and post a link so we can check it out.
  2. We're looking into something that should reduce the memory used when transitioning scenes. Might help those who are hitting the 32 bit crash. Could get into a future patch sometime by the end of the month. Don't quote me in it though
  3. Try clicking "Verify Integrity of Game Cache" in Steam.
  4. This has been noted and is slated for Patch 1.04 (Patch 1.03 is the one coming out this week) and will be retroactive once loading your save game.
  5. We have a potential fix on our side that should speed up the "Loading Save Games" that shows up on the Main Menu to be about 95% faster. That will not be in patch 1.03 though. Maybe 1.04 or 1.05.
  6. - Save games should work fine across both Steam and GoG versions. - The save game fix for inactive traps increasing save game sizes is in the patch. - The stats bug for loading a game in the area where you collect a companion is fixed in the patch as well.
  7. The patch is currently being crunched on by QA. If everything checks out, then you'll probably get an update by end of day tomorrow.
  8. So, this will be fixed in the patch coming out (should be this week). Player traps that have been destroyed will no longer save their destroyed state in the save data. Also, we wrote a cleanup function that will remove any destroyed player traps from your save game when you first load it so you won't need to run any external save file cleaner. On our test, Depili's MobileObjects file went from 44MB to 4.5MB so it should reduce a lot of the bloat you are getting from player traps. There won't be any other save file reduction going into this patch but we'll keep investigating anything that looks like it shouldn't be there. If anyone notices anything that seems odd, let us know and we can look to get that cleaned out in the following patch.
  9. I'll send the suggestion to our forum handlers and see if they can get this going.
  10. - Yes - Assuming the fix checks out, Yes. - And many other ones.
  11. Having the patch come out sometime this week is still what the plan is. The exact date depends on when all the issues we've been looking to address are fixed and everything has been cleared by QA.
  12. Judging from your output log, the patch fix for the Raedric's Hold crash will fix this as well.
  13. The crash after logos issue is something we have on our radar and have recently brought up with Unity. We're hoping for a solution that doesn't require workarounds like most of the people here have already done. A handful of other recently released Unity engine games (Wasteland 2, Hearthstone, Kerbal Space Program, etc.) seem to be hit by the same issue where the game is crashing because of the uncl.ttf font for some reason (we don't use that font in our game). All of the other mentioned game forums that were hit with this issue seem to suggest doing the same thing: remove any uncl.ttf font in your OS's fonts directory. In the meantime, we're working with Unity to see what can be done to fix this issue.
  14. If you get the crash Hoyoku gets where the crashing system is "CSteamworks.dll" in the error log (which would happen right after an Achievement would be granted for backing the game), then you probably just need to update Steam to the latest version as the Steamworks library we are using doesn't seem to work on older versions of the Steam client.
  15. The next patch will include an options slider that effects msaa and will persist between level loads.
  16. We looked into this some more and it seems the map sometimes layers incorrectly and ends up becoming darker because of it. This has been fixed for the next patch. We also went ahead and lightened up the explored but not visible areas for more readability as well
  17. This is one of the issues on the top of our list currently. We have something in now for the next patch that should remove and unlock the summoned weapons in your inventory when you load a save game that has said issue. We're just working on making sure the cause of the issue has been fixed as well.
  18. We shouldn't be making any network calls...especially on the GoG version (no Steam calls to make). Though the file streaming class in Unity can be used to stream from the web too (even though we aren't doing that) so that looks like it might be the root of the cause. We're seeing what we can do about it.
  19. Hi, could you upload your save game somewhere we can download it and we can see what the issue is? Thanks!
  20. Yes, I use GoG and many problems too. (PS : Sorry for my bad english ^^' ) Just to be clear, are the issues you are seeing the VO delay and portrait viewing delay or just other issues in general?
  21. And as a note, we were able to reproduce the issue with a computer here that had Hamachi installed after this was noted so we will be looking into finding a way we can fix the build so it works fine without having to adjust network settings on your own computer.
  22. Well this had us scratching our heads a bit but interesting that network issues are seemingly cause the issue. The only thing that I can immediately think could have any communication with any network is us opening a connection with the Steam API. Does anyone here have this issue and is using GoG or some other service besides Steam?
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