Jump to content

Xaratas

Members
  • Posts

    902
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Xaratas

  1. If the cape is not white, it misses its physics. Ryzen 7 Geforce 1060, 6GB
  2. I got the flicker yesterday too, it happend on scrolling and some layers were confused, but i could not reproduce it. The animation loop after knock down occured to me too.
  3. Alt + F4 is the general hotkey for „exit program“ but it should not end in an access violation while doing that.
  4. I got one. Reproduce-able: Yes How: Open a chest and 3 item dialogs, press alt+f4, press esc while poe cleans up. Attached: 2 crashdumpfolder. exit_crash.zip
  5. Hi Cdiaz, good to see you here. I will add a few new ones. Ingame: The Quest Scroll on the top left corner is displayed N-times. Where N is the number of loads in the current game session. Which means that adds a bit up. The double fast scrolling affects container windows too. The chatter speech bubble is for me only displayed ~0.3sec. Way to short. On the Quest Window: The notes title Input cursor does not move, its stuck at the center The texture which parts the left and right pane is not clipped at the window border. The quest title is not at its place. The formationbar is not hidden when other windows appear. The single „line“ formation got somehow a „single file“ formation. The icons on it change at their will. Old friends: After being knock down, and standing up again after the combat the character repeats the last animation. It does not go back to Idle. Somehow this stash got placed in the void and is unreachable, but not "behind" the wall Chief Echoing-Strike can see around himself. The mouse is hidden on the scripted scene but the mouse cursor can still show the sneak detection circles
  6. I looked for the texts and quests and conversations and was surprised to find something new. The most obvious change is that its now json instead of xml. But then the rest, is a bit … non self explaining. I hope you can provide some Documentation. Questions: For the Conlang/Intext help where are the Texts? Why is there no marking to add a link in the Stringtable file? I tried to add my own text in Cyclopedia, but it did not work. How the heck can we get the GUIDs which are needed at all places? (Like this one: Boolean IsDead(Guid) ) Can you dump an export of them? *edit* Looks like the gamedata folder has a huge bunch of them. What the heck is up with the behavior bundle? Currently I can not make any sense of it, yes its the same Flowchart structure as in part 1, but … so many unnamed nodes. How does the voice over system work? There is currently no spoken line to look it up. Whats the folder and filename rule to get voice running? Has it to be in wwise format or would it take custom ogg/opus sounds?
  7. I encountered that one too. I played whit the keybindings before and a reset to default keybindings solved it. But i have no idea which key setting could be the culprit.
  8. Ok Obsidian Team, your game does no longer peg the CPU and GPU at 100%, which is really nice. Now it only pegs the GPU at 100%. So the amount of „My Laptop shut down“ should be reduced at launch, but please, can you find out and fix why the unity graphic loop can not idle? Would be so cool.
  9. First Impression: To many „Continue“ in the dialogcontrols, and no scrollback buffer. What was the reason for giving every line a clear panel? The Conlang tooltips are cool. I like them.
  10. Hm, i thought of making exactly that topic. So i will instead just hijack your thread. Greetings Madscientist. First start: Game starts in 1027x768, not in native Resolution. (ok, is in the readme post) Setting 4k was instant (no blinking or popup, thats nice) Inverted Logic between: a) Level Scaling and Critical Path only b) Enemy Spotted and Stop Party Movement one time you can set the subelement only when the parent is checked, the other time its inverted All description texts in the checkboxed optionsmenus update only on hover of the checkbox square, not when hover over the text. Most description texts for the sliders, for the contrary, only update on hover of the option title, not while hover over the slider (sometimes only a part of the slider is overlayed by the invisible active area) After selecting a difficulty (options menu) the other texts get nearly white, which looks very strange. The new game difficulty has the same strange color thing but with golden and gray text. The gamma slider is invered Keyboard Bindings: Binding the same key to the same option triggers the warning popup. Should be a no op. Texture of the panel sidebar has gaps. Looks like an off by 1 error. Image: https://www.sendspace.com/file/l36fsj (the forum has still the hang to recompress images …) Language selector is missing Character Creation: * All Races scale the body and move the camera, except godlike. Which put only a mask on and lets the same body stay. A second click scale something, but it looks not correct. Also after alt + tab the "something" is invisible except its shadow. Can the self cast shadow get more pixels? The detailpopup movement on drag is twice as fast as the mouse cursor movement. I can open the same detail popup multiple times, was that already in PoE? The scrollbar in the long texts for the subclass selection show only after a click on the text area. When toggling between tooltips the resize is done after show. Which leads to a visual bumb and can move popups dimensions out of the window. Portaits load on first show, there should be plenty of time before comming to that point to have them already loaded. The portait box starts to high On the summary there are 2 colors of blue for hover popup texts. Ingame: The little boat has to catch up after you read (~30 sec) and close the welcome screen. It bobs a few seconds at high speed before coming down to normal speed. Last one for today: Why the heck is that shadow(?) moving. Where does it come from?
  11. Looks like a full reinstall is necessary, maybe even a redownload. But gog does not publish checksums, so you never know if your files are bad. The new npc should be here: https://www.gog.com/game/pillars_of_eternity_deadfire_pack
  12. After locking for hints i found this: https://www.gog.com/game/pillars_of_eternity_deadfire_pack „Buy“ it, then its an additional 5mb download in PoE.
  13. Fantastic!! thanks so much. I am new to the PoE world and cannot wait to play this. Ah, trick, the 3.7.0 update is not the same as the Deadfire Pack. That is hidden here: https://www.gog.com/game/pillars_of_eternity_deadfire_pack
  14. So much GB to load … Need more bandwidth.
  15. The announcement says in Anslog Compass is a new NPC which sells you some stuff.
  16. Any chance one or two bugfixes sneaked in? Its 26 full builds more on the version number after all.
  17. Its out on Gog now. Version 3.7.0.1280
  18. > System.UnauthorizedAccessException: Access to the path "C:\Steam\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\data\localized\de\language.xml Can you open that file in an Editor? Can you modify it?
  19. Hm, ist ein Krit, wieso geht der da überhaupt auf Min? Hab ich da auch was verpasst?
  20. Ha, got a bit help with your answer. I can not speak Russian, but i can offer you German I know that Obsidian does not include the community fixes. But my point is that there are currently 2 Russian correction mods on nexusmods. Your with id 150 and one from Evo_83 with id 151. So instead of working on 2 separate corrections how about working together? Join the two sets in one git repository for example, as we have done for the German fixes.
  21. English Typos and such go here: https://forums.obsidian.net/topic/77064-translation-errors-missing-translations-english/ Thanks.
  22. ss7877 what is the difference to http://www.nexusmods.com/pillarsofeternity/mods/151 ? Can it be merged? Wouldn't it be nice to have all corrections in one set of files?
×
×
  • Create New...