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AndreaColombo

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Everything posted by AndreaColombo

  1. When talking to Thulgar, there's a sentence that ends in an ellipsis preceded by a space and followed by none; it should be the other way around (ellipsis-space, not space-ellpsis). Sceenshot. In the cyclopedia entry for "Ogre", the word "reliable" should be "reliably": screenshot
  2. It feels kind of weird to refer to the English language as a "translation"—it really isn't—but I wanted to maintain the same format as all other language-related threads for the sake of convenience. Moderators are welcome to edit the thread's title if they see fit. This thread is meant to highlight typos, grammar and syntax mistakes found in the English game text. Fixing them should be pretty trivial for the devs, so hopefully each patch can bring textual improvements on top of bug fixes. I'll be using screenshots to illustrates errors I find. When you first meet Durance, one of his lines of dialog has an extra "if" that should be removed: screenshot When the Steward offers you the stronghold, there should be a space after the ellipsis highlighted: screenshot When you first talk to Helig, he says the magic keeping him alive took "great deal of preparation"—missing an "a" (should be "a great deal of..."): screenshot In the book about Dunryd Row there's a sentence where the subject is separated from its verb with a comma—needless to say that is never correct: screenshot I'll post more as I run into them. Anyone feel free to add any typos they find!
  3. When I opened this thread I thought 508 was the release version but apparently I was mistaken. Looks like I cannot edit my post any longer, however. Regardless, this is still an issue as of version 1.3.
  4. When I opened this thread I thought 508 was the release version but apparently I was mistaken. Looks like I cannot edit my post any longer, however. Regardless, this is still an issue as of version 1.3.
  5. When I opened this thread I thought 508 was the release version but apparently I was mistaken. Looks like I cannot edit my post any longer, however. Regardless, this is still an issue as of version 1.3.
  6. What's with the randomly varying movement speed? I don't think I've ever experienced it. That said, kudos to Obsidian for putting out two patches and two hot fixes so short after release
  7. Bester - my undying gratitue goes to you for making and maintaining a mod that has become an essential, sine qua non part of my playthroughs. Thanks! Bman654 - For the updater alone you deserve a statue. I was almost ready to give up in the game when you saved the day thanks!
  8. I'm with Luckmann on this one. If I have to choose between patches and IE mod, I'll give up on PoE altogether. It would be a shame, though, for O really like it. But yeah--IE mod is too basic to pass. Can't enjoy the game without.
  9. ISSUE: When a character wielding a pollaxe enters their combat stance, their left hand (which is supposed to hold the pollaxe from underneath) actually stays above the weapon, looking weird. SCREENSHOT: https://www.dropbox.com/s/lmv6rbuaxq1apl3/PillarsOfEternity%202015-04-08%2020-11-29-38.jpg?dl=0 TO REPRODUCE: Start a new game with a human-build godlike (haven't tried with other races, though I guess the bug may be reproduced with any race). Equip them with a pollaxe. Enter combat, pause, and zoom in. Observe that the character's left hand is above the pollaxe and doesn't touch it, instead of holding it from underneath as it should.
  10. Because the way SSAA works, it renders the game at a higher resolution internally and downsamples it to the target resolution prior to displaying it. Basically like nVIDIA's DSR (which is, in fact, a form of Ordered Grid SSAA). It works wonders on real-time 3D scenes because it applies texture anti-aliasing on top of geometry anti-aliasing; however, for 2D images like PoE's backdrops, it introduces blur (2D pictures must be upscaled to be rendered at a higher resolution and upscaling leads to blur).
  11. My 10% was purely academic; I was/am merely interested in understanding how the mechanics work and how DEX and armor affect recovery time. More to the point, I am investigating whether high DEX can compensate at least to a large degree for the recovery penalty you get from heavy armor. The idea is to have a fighter in heavy armor that attacks either as fast as, or just slightly slower than, a character in light armor or naked. How do you conduct your testing? It would be pretty rad to put together a chart where people can input DEX score, armor type, and weapon of choice and get their recovery time calculated (perhaps with a field to account for the talent that reduces recovery penalty)
  12. Ah, there's the information I was looking for: So DEX bonus does affect Recovery Time. According to this video, 2H weapons suffer from an additional +50% to recovery time so that would be 54 frames. Armor and DEX apply to the base value, however, which is 36 frames. So, for example: 2H weapon (base 36 frames, +50% for 2H), +20% armor, -10% DEX would be: 36 + [36*50%=18] + [36*20%=7.2] - [36*10%=3.6] = 57.6 frames All this because I'm studying the viability of a high DEX fighter
  13. Hi everyone, it's dumb math question time! I was wondering how exactly the bonus to action speed from Dexterity is calculated? I reckon it is a percentage but I don't get what the base number is to which it applies. I also reckon heavy armor applies to a penalty to your action speed—but again, not sure what the base number is. Additionally, how do the two interact? e.g. base number 10, armor -20%, dexterity +10% Do they offset each other prior to applying? I.e. (-20% +10% = -10%) so 10 * (1-10%) = 9 Do they apply one after the other? I.e. 10 * (1-20%) = 8 * (1+10%) = 8.8
  14. I can no longer repro this issue as of patch 1.3. This thread may be closed/marked as solved. Thanks.
  15. Would a kind soul dropbox me the latest version of the IE mod?
  16. I tried installing the Visual C++ thing but Reshade still makes the game crash for me
  17. Brandon, please extend my gratitude and kudos to the whole PoE team. The game has barely been out for one week and there's already a patch out. Your dedication and hard work don't go unnoticed and are greatly appreciated
  18. None; just the standard Windows message that asks me whether I want to quit the program or look for a solution online. Quite positive I'm missing the Visual C++ thing. I might try getting it this weekend. On other news, I messaged a dev about SMAA and its possible inclusion in PoE and this was the answer: Unfortunately, it's very unlikely we'll have the time to implement a minor graphical improvement like that in a patch. It looks neat, though, I'll remember it when we're working on the expansion. So hopefully the expansion will bring 3D-models-only SMAA to the table
  19. To Darren and the devs—I can't thank you enough for your dedication and support. Please don't let the nay-sayers bring you down. You have many loyal fans who appreciate your efforts and are well aware of how hard you are at work to bring us the best PoE experience possible.
  20. But does enabling msaa make a difference, say, on selection circles (for example)? It does for me if I set my screen to 1920x1080 (though of course that's suboptimal for a variety of reasons; I'd really rather have msaa that works at 2560x1440). However it does not remove jaggies from weapons—that's an issue I too experienced, even when setting my resolution to 1920x1080. AA not working at CC/level up/inventory is, I believe, a separate issue independent of screen resolution. It was noticed by backers during the beta as well.
  21. Kyonhism, thanks for pointing me to this thread. I would like to add a couple things to what has been said so far: The "msaa" console command accepts values up to 16, not just 8; however, as we know, the setting isn't remembered across area transitions. The devs have acknowledged the issue and promised an anti-aliasing slider in the game's graphic options with the next patch, which will tangentially fix the area-transition issue. As of the latest build, the IE mod includes a console command called ForceAA that accepts values from 0 to 8 and is remembered across area transitions. A handy workaround while we wait for the slider. Playing at 2560x1440 msaa doesn't seem do anything at all. However, setting my screen's resolution to 1920x1080 does allow to see a noticeable difference between msaa settings (NOTE: msaa still doesn't apply to character models at character creation, level up, or in the inventory screen even at 1920x1080). To those who can't make msaa to work: What resolution are you playing at? nVidia DSR doesn't work with Pillars of Eternity (the Unity engine doesn't seem to support it). I'm not a fan of post-processing anti-alising (which include FXAA) because of the way it smears and blurs textures; the same applies to pure downsampling, unfortunately. SSAA would be my preferred choice but nVidia only allows it for transparency and, in the case of Pillars of Eternity, sb5 already showed it blurs backgrounds. Right now, I would settle for hardware-based 8X MSAA that actually works, applies to all screens, and is remembered across area transitions. Keeping my hopes up high for the patch Last but not least, to be fair it is not true that devs don't care about these issues. They are aware but there are several crit-path or otherwise game-breaking bugs that rightfully take precedence over beautification. They are working really hard on this game and I'm confident these issues will eventually be addressed
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