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Everything posted by Roby Atadero
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[480] Spawn bug from NeoGAF
Roby Atadero replied to Sensuki's question in Backer Beta Bugs and Support
Also, all old backer beta saves will be invalid on launch so you shouldn't hit this issue on the launch build. -
[480] Spawn bug from NeoGAF
Roby Atadero replied to Sensuki's question in Backer Beta Bugs and Support
It appears you have the WorldMap script on both the Global and InGameGlobal object in your save game. You must have loaded a pretty old save (that had WorldMap on Global) , noticed it failed, went to the main menu, started a new game and the old WorldMap on Global just never got deleted. And thus, your playthrough with that save is messed up. But if you start from scratch without ever loading an old old save first, then this wouldn't fail from what I see. -
[480] Spawn bug from NeoGAF
Roby Atadero replied to Sensuki's question in Backer Beta Bugs and Support
Is this save game a fresh new game since 480 or was this loaded from an older version? -
[480] Mac - Game Crashes When Loading Area
Roby Atadero replied to sirminscalot's question in Backer Beta Bugs and Support
You may be hitting an out of memory / garbage collection on transition crash that we believe was fixed last week. Unfortunately, that fix is not in 480. -
[480] Spawn bug from NeoGAF
Roby Atadero replied to Sensuki's question in Backer Beta Bugs and Support
Can you grab a save game from one of these peeps? -
[480] Bug with Modified Asset Bundle Behaviour
Roby Atadero replied to Sensuki's question in Backer Beta Bugs and Support
They would work after save load since the save load system is loading them directly from the prefab. In Character Creation / Level up, they are being created from the progression tables. -
[480] Bug with Modified Asset Bundle Behaviour
Roby Atadero replied to Sensuki's question in Backer Beta Bugs and Support
Without much thought, I would say try looking into the "*AbilityProgressionTable unity3d" asset bundles and see if those need to be rebuilt as well. -
That's not something I have heard mentioned until today, so I wouldn't count on it for release. I know it might sound small to do but, there are a lot of small suggestions requested weekly on here and by the dev team. If we tried to cram all of them in, we would never have time to fix the bigger bugs and issues. Even as of right now, we still have a sizable list of bugs and improvements we still want to address. But on a positive note, we have post release patches planned out and will be working on an expansion soon after. So feel free to keep offering out suggestions and they may end up getting shuffled into the mix somewhere. Though it may not seem like it sometimes, the devs are constantly reading a lot of the stuff posted on here.
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Any "Missing String" bugs you find in English on the backer beta just mean they weren't correctly marked as "Export for Backer Beta". In the non-beta build, they show up fine. We didn't want to ship all of the strings in the entire game in the beta for spoiler purposes.
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Just FYI, from what I have seen in the code checkins, that disengagement issue with overlapping characters has been fixed.
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[480 Mac] Crash when saving the game in Ogre's Lair
Roby Atadero replied to Stilpon's question in Backer Beta Bugs and Support
Can you attach the output_log.txt file that the game creates after this happens? -
I don't know what our plans are going forward but, I do know we are shipping with the version of Unity we are currently using (4.6). Just for some insight, last time we upgraded Unity, Dyrford Crossing mouse collision handling broke on a lot of little plant containers (as is with beta version 435). It took us a few weeks to diagnose the problem and find a solution. But that's the kind of unknown mystery that can crop up from upgrading and why it would be dangerous as of right now to do so.
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[435] Sinful post-processing effects marring the 2D Backgrounds
Roby Atadero replied to Sensuki's question in Backer Beta Bugs and Support
It's hooked up to the player specifically. -
[435] Sinful post-processing effects marring the 2D Backgrounds
Roby Atadero replied to Sensuki's question in Backer Beta Bugs and Support
I'm pretty sure that is the "you are fatigued" effect. -
[435] Freeze on interaction with Character Creator
Roby Atadero replied to Supreme's question in Backer Beta Bugs and Support
A download link should be fine...assuming you aren't up to some trickery. -
[435] Freeze on interaction with Character Creator
Roby Atadero replied to Supreme's question in Backer Beta Bugs and Support
Also, any output logs from the game would be helpful. -
Being able to see descriptions without deselecting other abilities is currently logged on our side.
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About the first expansion
Roby Atadero replied to Sanquiz's topic in Pillars of Eternity: General Discussion (NO SPOILERS)
Paradox, though, is a different matter... Let's just say, it's a good thing the kickstarter campaign compelled Obsidian to promise not to do it. Obsidian hired Paradox to manage production and distribution. Otherwise Paradox has no vote in any kind of matters, including production of DLCs and expansions. Also, Kickstarter did not make Obsidian "promise" anything about DLCs, except that an expansion will get made. If Obsidian suddenly decided to do 10 DLCs with one clothing item in each, nothing would stop them. But it's not Obsidian's style, so I'm not going to worry about that. You do realize they are "selling" 8$ forum tags, which are just cosmetic and essentially a vanity item like DLC horse armor and skins. I have no problem with it, everyone is free to spend their money however they choose. But I wouldn't rule it out as Obsidian's style. The expansion is an actual expansion (new areas, characters, etc.). This was already announced and decided during the Kickstarter campaign before partnering with Paradox. Do not fear, it's not "red boots" or other simple things like that. Personally, I don't know any real details about it yet so can't elaborate on what it all involves/contains. And those "$8 forum tags", that whole thing was started by the community to help us receive more funding during the Kickstarter campaign. We just decided to give them recognition in the forums in return for helping us out some more. (Thanks again Obsidian Order of Eternity!) -
The range of zoom amount seems very limited
Roby Atadero replied to Oxford_Guy's topic in Backer Beta Discussion
I should note, there are console commands that are not considered "cheat" commands. Things like setting the zoom range are not a cheat command. -
The range of zoom amount seems very limited
Roby Atadero replied to Oxford_Guy's topic in Backer Beta Discussion
There are indeed Steam achievements. There will be a console command that unlocks all of the "cheat" commands. If you enable that, your playthrough will no longer be able to achievements (you can reload your game prior to enabling cheats and still be able to get achievements). The zoom range is currently closest = pixel perfect (no seeing the background textures scaled/pixelated). You just have a very high DPI screen so your characters are likely small at pixel perfect. We're looking into maybe adding a DPI based zooming option in one of the patches (always make closest zoom make my character around ~1.5 inches on screen). Probably would only work on full screen mode though. -
[435] THAT ITEM DESCRIPTION BUG I WAS TALKING ABOUT
Roby Atadero replied to Sensuki's question in Backer Beta Bugs and Support
Going through the code submissions, looks like BMac fixed this a few days after the latest beta build went out. So this should be fixed on our side now. -
[435] THAT ITEM DESCRIPTION BUG I WAS TALKING ABOUT
Roby Atadero replied to Sensuki's question in Backer Beta Bugs and Support
Did you have the "IE mod" installed both times? I'm not seeing anything in the output log pointing to an exception as I was expecting / hoping to see. Tons of messages about corrupt level data though which may be the mod just not playing nice. Quite possibly could be an error with the game proper but couldn't tell just by the log. -
[435] Change of text alignment in the loading screen
Roby Atadero replied to ushas's question in Backer Beta Bugs and Support
This was an issue for all platforms (and only for the load screen starting from the main menu). This has since been fixed on our side. Thanks! -
[435] Poor Quality Loading Screen Images
Roby Atadero replied to Sensuki's question in Backer Beta Bugs and Support
The texture optimizations on the load screen images were accidentally set to force to nearest power of 2 in the Unity settings. This has been fixed so the images stay their native resolution (1280x720) not (1024x512). There have been a number of audits and tricks being done on all textures to reduce in game usage size. The loading screens were just a small number of them but seem to be the ones that had a wrong setting checked on them. So, the full resolution images are back in the game on our side. -
If you have something weird like that, saving your output log prior to continuing could help us diagnose what the issue was.