Jump to content

kujeger

Members
  • Posts

    69
  • Joined

  • Last visited

Everything posted by kujeger

  1. Holding tab works here as well. Thanks! Glad to hear you guys found the cause!
  2. ...yeah. When I put my cursor above the "Enter" icon, it disappears. When I place the cursor a bit above it, it flickers. Tried loading, quitting, creating a new game: always the same result. Linux build.
  3. Just finished a complete redownload, and everything works out of the box!
  4. Oh nice, that's great to hear! And yeah, that's been my assumption too -- that there simply are a lot of things way more important than this.
  5. Huzzah! v435 has fixed the gui elements getting cut off! The upscaling issues are still present though. Seems unlikely they will be fixed for release. Maybe post-release patch? To be honest, the upscaling bit is really bumming me out. This is stuff I haven't seen since the days of early 3D, when some games were locked-resolution. edit: the programmers need to know that someone on the internet is OUTRAGED at this!!!!!!!!!!!!!!!!!
  6. I'm discovering now that Verify Game Cache does not check the case of files and folders. I've had the game data downloaded since way back, so it's possible this is an artefact of that and that a complete new download would work fine. edit: I'm doing a complete redownload now, no telling what kinds of issues will crop up because of wrong casing.
  7. This fixed it for me: in Steam/SteamApps/common/Pillars of Eternity - Public Beta/PillarsOfEternity_Data/data/localized/en there is a folder called "Text". rename this to "text".
  8. I'm also getting this in 435. Game Cache verified. Arch Linux, 64bit. Seeing the same things in output_log.txt as well: Checking to instantiate global... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Instantiating global. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Failed to load Z:/Builds/daily/435/beta/win/PillarsOfEternity_Data\data_expansion1/localized/en/text/game/gui.stringtable. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Failed to load Z:/Builds/daily/435/beta/win/PillarsOfEternity_Data\data_expansion1/localized/en/text/game/characters.stringtable. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Failed to load Z:/Builds/daily/435/beta/win/PillarsOfEternity_Data\data_expansion1/localized/en/text/game/items.stringtable. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Failed to load Z:/Builds/daily/435/beta/win/PillarsOfEternity_Data\data_expansion1/localized/en/text/game/abilities.stringtable.
  9. Every single string is missing. Arch Linux, 64bit. Game Cache is verified. v. 435 edit: http://forums.obsidian.net/topic/70255-434-435-all-text-is-missing/ I got it fixed. Seems a combination of a huge oversight in Steam's verify game cache system along with old windows-only game data (or maybe I copied it from windows?) was the culpit.
  10. Bumping this, as while the loot stuff has been fixed (nice!), all the other issues are still present. There's also something else: http://kumini.kujeger.net/dump/2015-01-14_00001.jpg There are some black/background-colored bars going horizontally across the screen at a few points.
  11. I have also seen this several times with creatures that do not bury, but simply just walked past my frontline. So while it perhaps always happens when beetles bury, there seem to be underlying problems in how engagement is handled.
  12. I have noticed slight stutters (almost) whenever one of my party members utter a bark, so it seems likely to be connected. I've only tried this beta on my laptop that only has an SSD, so if it is because the audio is being loaded from disk every time (with bigger audio files creating bigger stutters) it is likely to be more pronounced on HDD systems; I think I will do a comparison when I get home to my desktop.
  13. I have had this happen even having never consumed food/drink, so it is not necessarily connected.
  14. It also seems to be dependent on display resolution. Higher resolution = bigger shadow-less area.
  15. I have had this happen to various "points of interest" all over the beta, so I suspect there is a regression with the entire pop-up-text system in this build.
  16. Another example of elements getting cut off, this time making it impossible to pick up items -- they are outside the top of the map: http://kumini.kujeger.net/dump/2014-09-04_00016.jpg. Additionally, it would be nice to be able to zoom in further. Things get pretty small on 2560x1440, at 27".
  17. There are some scaling problems when running at resolutions above 1920x1080. 1) 3D models in character creation/levelup or inventory are scaled instead of rendered at the current resolution. The result is very blurry characters. I realize that 2D artwork is by necessity scaled (presumably current UI 2D artwork is only made for <=1080p resolutions. I hope higher resolutions are planned!), but this should not apply to 3D content. Example: 1920x1080: 2560x1440: 2) All text is similarly rendered at a low resolution and then scaled, instead of rendered properly. Results in pretty blurry text. 1920x1080: http://kumini.kujeger.net/dump/2014-09-04_00012.jpg 2560x1440: http://kumini.kujeger.net/dump/2014-09-04_00013.jpg 3) Some elements get (partially) cut off from the screen. Note the quest notification in the upper left, that is clipping both art and text: http://kumini.kujeger.net/dump/2014-09-04_00006.jpg
  18. Sent a request a week ago, with no answer (except for the automated reply). Tried to send another on monday, also no reply. The deadline for pledge-related activity is apparently the 22nd. It would be annoying to miss out on things because the support requests go unanswered for so long.
×
×
  • Create New...