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Darren Monahan

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Everything posted by Darren Monahan

  1. Is anyone else getting this? I've tried multiple Windows PC's, Macs, and several Linux boxes and don't ever see the path duplication, nor do any of our QA machines and a few programmer machines that we checked. None of them have the extra TempSaveData folders, nor the duplicate path with backslashes on Linux, and we haven't had any other reports of save game looping that fits this description. Some questions: 1) Did you ever have the backer beta installed on these two computers? 2) Do you have any VM software on your computers? If so, the long 5 minute launch is probably due to an issue in Unity with extra network adapters. A workaround is to turn them off temporarily. Once we get a fix from them, we'll integrate it. 3) On your Linux machine, have you installed Wine and tried playing the Windows version on it before? 4) Is there any software you're using on the two machines in common? Any daemon tools type things or anything that may interfere at the hardware level? 5) Are you trying to play the same save games between the two machines using Steam cloud? If you disable Steam cloud on both of them, and try to play a new game and save, do you still get the folder issues?
  2. If that doesn't work, are you running EVGA Precision software by chance? Certain versions of that software seem to cause crashes with Eternity and turning that off prevents the crash.
  3. These are the patch notes for 1.04, which is now available on Steam. It may be a bit before it's available on GOG and Origin, as they manually put it up. We are now working on patch 1.05 and will launch the beta for it during the week of April 20th. We're continuing to read through support threads and e-mails. Thank you, everyone! Update for GOG Linux Users: 1.04 is available on GOG, but not as a patch - unfortunately you have to download the full version of the game. GOG doesn't support patching for Linux for Pillars of Eternity unfortunately. They have the file version listed as 1.2.0.3. Items, Spells, and Abilities AoE indicators should now properly resize if the caster has a sub 10 Intellect score. Fixed an issue with over-time aura spells not applying the correct value on the final tick. Knock Down will now correctly be applied for the full duration of the effect. Mantle of The Dying Boar will now trigger at 33% Endurance with the effect of 5 Endurance a tick. Talisman of the Unconquerable will now give a 1.25 Focus multiplier instead of .25. Blooded should trigger properly in all cases now. Boar Animal Companion bonus damage should now work as intended. Prone Reduction mod should now work correctly. Quests and Companions Fixed Aloth and Kana speaking when they weren't in the party in one of the last levels. Sagani's fox-specific banters now require the appropriate items in the player inventory. Falanroed's dialogue no longer displays a script node. Durance will now properly discuss your dream with you if you've already discussed his staff. Relaxed some constraints on Durance's quest conversation. This allows all characters, regardless of background or stats, to finish his quest. Players can now loot the nest in Oldsong. Fixed an invalid conditional check in one of Pallegina's conversations. Heritage Hill tower will be fully revealed when exploring the map. Fixed spawn issue in a scripted interaction near the end of the game. Fixed an invalid creature spawn in the Ogre Lair in Od Nua. Sagani no longer references the antagonist by name before you know it. A container in the Catacombs of Od Nua will now remember if it was looted. The "Master's Tools" quest will now work if you have the required items before starting the quest. The "A Two Story Job" scripted interaction will not require a second grappling hook to climb down from the window if one was already used to climb up. General Fixes Fix for camera movement problems when the game is paused or in a cutscene. Fix to retroactively restore party movement in saves that display movement speed problems. Made some fixes to movement speed problems that were being reported (e.g. Boots of Speed). Fixed stacking health problems with the gul's "Vomit Blood" ability. This fix should retroactively fix your saved games. Optimized Save/Load game system for better performance. Optimized how scene transitions are handled for better memory usage on 32-bit machines. This may allow players to transition to new areas without running out of memory. Sound Sets from hired companions will now be properly restored when adding them to the party from the stronghold. "All Stronghold Upgrades" achievement now checks 25 upgrades instead of 26. This will properly reward the achievement if you already have fully upgraded your stronghold. The "Kill All Dragons" achievement will now properly fire if they are killed indirectly (like by a trap). This is a retroactive fix and will be rewarded if the dragons are already dead. Fixed issue where store prices were getting exceptionally large after receiving a discount. Fixed issues with gaining infinite XP from bad Stronghold data. World time will not get very large in some cases after Save/Load. Modelling offset with Durance's head has been adjusted. Icon scale is now correct on Hearth Harvest and Reghar Konnek. All shaders will now compile properly under DirectX 11. Restored all the missing effects in the intro cutscene. Removed Blunderbuss item from an early game loot table. Changed the cursor type on the blood pool in the Temple of Skaen to conversation. Fixed a few save game issues with dead summoned creatures. Fixed issue where occasionally a crash would occur when initializing the Steam API. Draggable windows are now handled properly when running at very high resolutions. Swamp Lurker's animation won't spaz anymore when the game is paused. Fixed an issue to prevent binding mouse buttons to window controls. Game will now pause if you Alt-Tab during a cutscene in full screen mode. Audio will now resume properly if the game loses focus. Fixed an issue with infinite load screen if you transition while hovering over a container. Characters will now wait for their idle animation before trying to reload which fixes an animation sync issue. Damaged characters performing AoE attacks will not overload their AI state stacks anymore.
  4. For those of you running 32-bit OS's, please check out the following blog post: http://forums.obsidian.net/blog/7/entry-182-windows-32-bit-crashing-occasionally-or-on-specific-area-transitions/
  5. Hi guys, I've passed this along internally to get in contact with NVIDIA about.
  6. Thanks for sending this - appreciate it. I've sent this along to QA and they can verify all of these are still open. We'll see what we can do for 1.05. Thank you!
  7. I've noticed some other Unity games have had trouble with this, including Hearthstone. If you are running EVGA Precision software, I would encourage you to please upgrade to the latest version to see if that helps for you: http://www.evga.com/precision/ If you're wondering if this is something that might be happening to you, you can open your player.log/output.log file and go to the bottom of the file. If you see something similar to: (0x04625540) (Mono JIT code): (filename not available): UnityEngine.Cursor:SetCursor (UnityEngine.Texture2D,UnityEngine.Vector2,UnityEngine.CursorMode) + 0x18 (04625528 04625545) [00CD4E70 - Unity Root Domain] + 0x0 (0x04616FE1) (Mono JIT code): (filename not available): GameCursor:Update () + 0x259 (04616D88 04617BFE) [00CD4E70 - Unity Root Domain] + 0x0 ...it's likely you're having problems with the EVGA Precision software if you have it installed. To find the output.log/player.log: Windows Steam Location: \Steam\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\output_log.txt Mac Location: Library/Logs/Unity/Player.log Linux Location: ~/.config/unity3d/Obsidian Entertainment/Pillars of Eternity/Player.log
  8. I've passed this thread along to a few programmers as well to look at the logs. Cheers, Darren
  9. Are you running a 32-bit version of Windows and experiencing crashes, sometimes during specific area transitions? This seems to be caused by the game at certain points needing more available RAM than Windows in 32-bit will allow, so it will crash. In fact, this happens in other Unity-based games, such as Wasteland 2. One workaround customers of Wasteland found was that you could change a setting that would allow applications in Windows to use more RAM on 32-bit Windows. We do recommend setting this flag if you are experiencing these crashes, but please understand that this is a change to your computer that takes it out of its default state, and that we are not responsible for any damage to your computer that may occur. Granted, this sounds scarier than what the actual change is, but our lawyer types make us say things like that. If you are interested in trying this, please visit the following thread: http://windows7themes.net/32-bit-use-bcdedit-set-increaseuserva-to-increase-ram-used-by-single-application.html How do I find out if I'm running 32-bit Windows? http://www.howtogeek.com/howto/21726/how-do-i-know-if-im-running-32-bit-or-64-bit-windows-answers/ What's the story with 32-bit Windows versus 64-bit Windows? The good folks at Lifehacker have a great article that helps explain the difference: http://lifehacker.com/5431284/the-lifehacker-guide-to-64-bit-vs-32-bit-operating-systems
  10. Hi guys, a new beta 2 patch is now up on Steam. Please let us know if it still seems to be broken. Thanks again for checking this out! Cheers, Darren
  11. Hi MouseHopper24, Sorry to hear you're having problems! Let me see if I can help. As soon as you press the New Game button, do you get presented with this dialog box?
  12. Hi Furism and Valsuelm, please check your Products tab again - there should be a Hero Edition available for you to redeem there. Thanks! Darren
  13. Is this what you're referring to: http://forums.obsidian.net/topic/76088-%E3%80%90bug%E3%80%91impossible-to-finish-main-quest/?hl=invitation&do=findComment&comment=1645051 ?
  14. I think this is getting hotfixed into 1.04 - not sure if it's in the beta yet though; I'll check with Brandon.
  15. This isn't fixed in 1.04, but it is listed in the internal 1.05 fix list.
  16. Really soon! I heard today that they sent along the final cut for us to review, so once that makes its rounds internally (and barring any adjustments) we'll get it out there. Thanks for the interest.
  17. No, it's what we would intend to drop for the main game itself, so you should be able to continue your current game. Thanks! Just for safety sake, you may want to make a backup of your current saves, which you can find here: https://forums.obsidian.net/blog/7/entry-175-location-of-save-games/
  18. Hi guys, according to the guys internally, the 1.04 patch has fixes for these issues. We're going to get the 1.04 beta up on Steam soon, and hopefully release it within the next few business days, if not sooner. Sorry GOG users - we don't currently have a beta mechanism for it at this time. Thanks, Darren
  19. Last updated: May 4, 2015 Where are my physical rewards? Many of the rewards have been sent out already or are in the process of being sent out now, but we did encounter some delays getting goods over to Europe from America, partly due to issues with labor strikes on the west coast where we are, and damage that occurred to some of the parts on their way over from production. The final physical discs (delayed as stated in backer updates #89 and #90) are finished being manufactured! Discs sent to America should start going out this week, with European countries the following week. For those of you receiving physical versions, we've added an extra Hero key to your accounts so you can play now, which you can redeem via the Products tab of your Account Profile. For those of you with the non-collector’s edition tiers ($50, $65 and $100 tiers), the box is not being shipped until the disc duplication has been completed. If you ordered other items (depending on when you confirmed your pledge order), they should have already shipped or are shipping very soon. Before contacting Paradox or Obsidian, please verify that you have completed your pledge order. To do that, please visit the Orders tab of your Account Profile. If you do not see an order there marked as Completed, you'll need to complete your pledge order first by visiting the Backer Portal. Link your pledge(s) from Kickstarter or PayPal if it isn't already there, and then click the Select Reward button to start the process. I received damaged rewards or some of my rewards, and not all of them, even though the packing list said they should have. What do I do? If this happens, please contact Paradox Support through http://paradox.zendesk.com, and include your name, shipping address, order number, and e-mail address. Paradox is handling the physical distribution of all backer rewards and they will happily help get you any missing or damaged items. My tier was supposed to come with a postcard from the team – Where is it and how do I submit my address for it? We'll be sending those in the next few weeks. For those of you who had the $110 digital tier order and have not yet provided your physical address, we'll reach out to you via e-mail to get your address. Please stay tuned to this blog post for updates as well. Will I get tracking information once my physical goods ship? Yes, you'll receive an e-mail from swag@paradoxplaza.com with the title, "Your swag is on the way" including your order number. In it, it will confirm the items you're receiving, your shipping address, and a link to track your package. Please be sure to whitelist that e-mail address so it doesn't appear in a spam folder.
  20. Saw this, although please be careful. Does this help? http://forums.obsidian.net/topic/73912-save-game-fix/
  21. Independent George, can you e-mail your save game to support@obsidian.net? Please zip it up if you can if it's over 5 MB. Let us know in the e-mail who you are on the forums with your submission. Thanks.
  22. https://forums.obsidian.net/blog/7/entry-180-patch-notes-104/
  23. Hi guys, I made a post about this today here: http://forums.obsidian.net/blog/7/entry-178-os-x-black-screen-resolution-switching-and-external-display-issues Unfortunately, this is currently looking like a bug in Unity and not something we can fix without their assistance, but we've filed it in their system and hopefully will have some... resolution... soon. (Sorry, I couldn't help myself!) Also, please comment there as that page links off of our support FAQ in the root of this forum. Thanks!
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