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kujeger

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Everything posted by kujeger

  1. Having a wizard cast certain spells dispells his own Wizard's Double. This can be easily reproduced by e.g. starting combat, casting Wizard's Double, and then Concelhaut's Parasitic Staff. Seems that Wizard's Double counts any "hit", including self and friendly spells, when removing it. I have tested this on both 2.01 and the 2.02 beta.
  2. Not to pester, but have you had the opportunity to look at this yet?
  3. Awesome, Thanks! And agreed, 2560x1440 is probably the only one fitting the case that is worth taking into account.
  4. A bit more testing with resolutions and stuff on my desktop, under Linux (presumably the same applies to Windows as well, at least from the other things I've tested there).. As of version 1.05 and higher, the following seems to be the case: Vertical resolution less than or equal to 1200 = correctly rendered. Vertical resolution equal or greater than 1600 = correctly rendered. Anything in between = incorrectly rendered (upscaled).
  5. Oh, this is interesting. I just tried starting a new game on my macbook pro retina (running win10, nvidia gpu), and there the model is rendered at the high (2880x1800) resolution with no up-scaling. So something's odd.
  6. Could someone take a second look at http://forums.obsidian.net/topic/79460-3d-models-upscaled-at-level-up/ for the patch? It appears to strictly speaking be a regression back in 1.05, but would be supernice to have it work well again for 2.0/White March.
  7. I tested both 2.0 and 1.06. Same result. edit: just to be sure, I also tested both steam 1.06 and DVD 1.06. Results identical.
  8. I just realized AndreaColombo posted this thread before the 1.06 patch, so.. 1.05 it is, almost certainly Edit: unless you were playing a beta?
  9. I just tested the 1.04 version on my backer DVD. It also works fine. So this was broken in a post-1.04 patch. Is there a place I can grab the 1.05 patch? The DVD patch page only offers the 1.06 patch, which we already know has the problem. It would be nice to know if 1.05 or 1.06 is the guilty part.
  10. Same problem under windows. Just for reference, how it looked when it was fixed in the beta (and in the released version, but I don't have screenshots from that, and I can't find a way of downloading the old versios..): Big PNG And how it looks right now: Big PNG (the new text is really, really nice!) edit: have to say I liked the lighting in the old picture better as well edit2: Also, all hardware is the exact same between the screenshots. Only difference is software, in updated drivers and OS patches.
  11. It is unlikely. They were disabled on those platforms because they either weren't supported by our cloth solution (Shroud on Linux) or we were having some serious issues that would be dangerous fixes (Shroud on Mac). Ah, that's a shame. I hoped that the 3rd party tool might have been updated or something, but I totally understand if that isn't the case.
  12. I'm running on linux. GFX is a GeForce GTX 780. I'll try dual booting into windows, and see if the same happens there. It does seem strange that texture resolution issues would cause the 3d model to be rendered at a low resolution and then upscaled -- and only in the levelup/new character view, though?
  13. Any chance Capes will be fixed for Mac and Linux users? They've been invisible for all of the retail version, but they were present in the earlier betas (but rendered floating above the characters).
  14. Any chance Capes will be fixed for Mac and Linux users? They've been invisible for all of the retail version, but they were present in the earlier betas (but rendered floating above the characters).
  15. Easiest way to reproduce is to start a new game. At the character creation screen, the model is upscaled. running 2560x1440. Also, this was fixed back in the beta (http://forums.obsidian.net/topic/68289-v278-ui-issues-when-running-resolutions-above-1080p/), but at some point it seems to have been broken again.
  16. Don't know if this is the right place to post any longer, but retail also suffers from the same bug. No cloaks or capes whatsoever
  17. I didn't realize until just now, but all capes and cloaks are invisible -- they don't show up at all, neither on the paperdoll or ingame. http://imgur.com/FLEE6vA http://imgur.com/8EqkFf8 I'm reasonably sure that it worked in the last Linux BB version.
  18. The BB currently puts saved games in $HOME/PillarsOfEternity/SavedGames/ , which is pretty wrong. I don't know what exact version it popped up, but I am quite sure it hasn't always been like that. Correct place to put saved games is $HOME/.local/share/SomeFolderStructure . Getting this fixed before release should be important I think, or you'll have to deal with tricky migration of saved games after release! (see also the XDG specification)
  19. I'm running on Linux, so looks like it'll have to wait for perhaps the released version.
  20. I jumped the gun a little in the excitement -- all 3D elements are rendered at full resolution now, but text (and UI art) is upscaled. Still fantastic to finally see the character models in all their detail!
  21. On a lark I tried creating a blank 2560x1440 image and drawing up a simple test area. 2560x1440 does not work. The UI simply grabs the first 1920x1080 starting the bottom left, and scales it up to 2560x1440, cutting off everything else. Might be something in the mod, but I'd hazard a guess that it is a symptom of PoE's UI not handling >1920x1080 (in the current BB at least). Ingame result Base image (areas are 1280x720, 1920x1080, 2560x1440)
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