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nPHYN1T3

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Everything posted by nPHYN1T3

  1. I've tried to post the windows log and all the page does it give me a pop up saying my post is empty or it gives me a little progress thing at the top of the page that eventually goes away but doesn't actually post. The Windows log is 149480 lines long! Initialize engine version: 4.6.1p2 (961a19933c56) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 9.0c [aticfx32.dll 8.17.10.1333] Renderer: AMD Radeon R9 200 Series Vendor: ATI VRAM: 2027 MB (via DXGI) Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=1 INTZ=1 RAWZ=0 NULL=1 RESZ=1 SlowINTZ=1 Begin MonoManager ReloadAssembly Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\Managed\UnityEngine.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\Managed\UnityEngine.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\Managed\Assembly-CSharp.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\Managed\Assembly-CSharp.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\Managed\UnityEngine.UI.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\Managed\UnityEngine.UI.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\Managed\SteamworksManaged.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\Managed\SteamworksManaged.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\Managed\MySql.Data.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\Managed\MySql.Data.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\Managed\OEICommon.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\Managed\OEICommon.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\Managed\OEIFormats.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\Managed\OEIFormats.dll into Unity Child Domain - Completed reload, in 0.055 seconds <RI> Initializing input. <RI> Input initialized. desktop: 1920x1080 60Hz; virtual: 5760x1080 at -1920,0 Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\Managed\System.Core.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\Managed\System.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\Managed\System.Xml.dll (this message is harmless) --->InitializeDisplay()... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Available display resolutions: [ 0 ] 1920x1080 [ 1 ] 1600x900 [ 2 ] 1366x768 [ 3 ] 1360x768 [ 4 ] 1280x720 [ 5 ] 1280x768 [ 6 ] 1680x1050 [ 7 ] 1440x900 [ 8 ] 1280x800 [ 9 ] 1360x1024 [ 10 ] 1280x960 [ 11 ] 1152x864 [ 12 ] 1024x768 [ 13 ] 800x600 [ 14 ] 640x480 [ 15 ] 1280x1024 Largest resolution is [ 0 ] 1920x1080 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) --->InitializeRoutine(6, Windowed, )... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) --->GetDesktopResolution() returning 1920x1080 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) --->ChangeResolutionRoutine( 6, False )... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) --->ChangeResolutionRoutine( 6, False ) _currentResolutionIndex is 0 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) --->ChangeResolutionRoutine( 6, False ) calling Screen.SetResolution(1680, 1050, False). (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) 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) (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) ---- GAME BUILD VERSION: 530 ---- (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Game is not running Windows 32 Bit (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Loading table: ClassDefenses CharacterStats;CharacterClass;,BaseDeflection,BaseFortitude,BaseReflexes,BaseWill,MeleeAccuracyBonus,RangedAccuracyBonus,MaxHealth,MaxStamina,HealthStaminaPerLevel,ClassHealthMultiplier Undefined,25,20,20,20,40,40,36,36,12,6 Fighter,25,20,20,20,30,30,42,42,14,5 Rogue,15,20,20,20,30,30,36,36,12,4 Priest,15,20,20,20,20,20,36,36,12,3 Wizard,10,20,20,20,20,20,30,30,10,3 Barbarian,15,20,20,20,25,25,48,48,16,6 Ranger,20,20,20,20,30,30,36,36,12,5 Druid,20,20,20,20,20,20,36,36,12,4 Paladin,25,20,20,20,25,25,42,42,14,5 Monk,25,20,20,20,30,30,42,42,14,6 Cipher,20,20,20,20,25,25,30,30,10,4 Chanter,25,20,20,20,25,25,36,36,12,4 Troll,25,20,20,20,30,30,84,84,28,6 Ogre,30,20,20,20,50,50,84,84,28,6 Wolf,25,20,20,20,30,30,42,42,14,6 Spider,25,20,20,20,30,30,36,36,12,6 Ooze,15,20,20,20,25,25,48,48,16,6 Stelgaer,25,20,20,20,30,30,42,42,14,6 Imp,25,20,20,20,30,30,36,36,12,6 DankSpore,10,20,20,20,30,30,72,72,24,6 SwampLurker,10,20,20,20,30,30,72,72,24,6 Eoten,25,20,20,20,30,30,48,48,16,6 Xaurip,25,20,20,20,25,25,36,36,12,6 Vithrack,25,20,20,20,25,25,36,36,12,6 WillOWisp,40,20,20,20,25,25,36,36,12,6 Delemgan,25,20,20,20,25,25,36,36,12,6 Pwgra,25,20,20,20,25,25,36,36,12,6 Wurm,25,20,20,20,35,35,48,48,16,6 Skuldr,25,20,20,20,25,25,42,42,14,6 Drake,45,20,20,20,55,55,72,72,24,6 SkyDragon,55,20,20,20,60,60,72,72,24,6 AdraDragon,65,20,20,20,60,60,72,72,24,6 Blight,25,20,20,20,25,25,36,36,12,6 Animat,25,20,20,20,25,25,30,30,10,6 FleshConstruct,25,20,20,20,25,25,72,72,24,6 Shadow,45,35,35,40,35,35,30,30,10,6 Phantom,45,35,35,40,25,25,30,30,10,6 CeanGwla,45,35,35,40,25,25,30,30,10,6 Skeleton,15,20,20,20,25,25,36,36,12,6 Revenant,15,20,20,20,25,25,72,72,24,6 Gul,25,20,20,20,25,25,72,72,24,6 Dargul,25,20,20,20,25,25,72,72,24,6 Fampyr,35,20,20,20,25,25,72,72,24,6 Wicht,25,20,20,20,25,25,30,30,10,6 Beetle,25,20,20,20,25,25,42,42,14,6 AnimalCompanion,25,20,20,20,30,30,36,36,12,5 WeakEnemy,1,0,0,0,0,0,1,1,1,1 HeraldOfWoedica,15,20,20,20,50,50,84,84,28,6 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Loading table: Experience ExperienceTableData;Level;,Experience,StrongholdTurns 1,1500,4 2,3000,10 3,4500,15 4,6000,15 5,7500,15 6,9000,20 7,10500,20 8,12000,20 9,13500,20 10,15000,20 11,16500,20 12,0,0 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) 3 data files parsed! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) --->MatchResolutionToIndex(1680x1050) returning 6 (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) --->TryChangeResolutionAndDisplayMode(6, Windowed)... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) --->TryChangeResolutionAndDisplayMode(6, Windowed) _currentResolutionIndex is 6, _currentDisplayMode is Unknown (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) --->TryChangeResolutionAndDisplayMode(6, Windowed) returning false. Not initialized. (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) --->ChangeDisplayModeRoutine( Windowed, True )... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) --->ChangeDisplayModeRoutine( Windowed, True ) _currentDisplayMode is Unknown (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) --->ChangeDisplayModeRoutine( Windowed, True ) calling Screen.fullscreen(false). (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) UnloadTime: 0.409594 ms Checking to instantiate global... (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) Shader warmup: 13 shaders 31 combinations 0.001s Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\Managed\System.Configuration.dll (this message is harmless) Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/Pillars of Eternity/PillarsOfEternity_Data/Mono/libc Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/Pillars of Eternity/PillarsOfEternity_Data/Mono/.\libc Fallback handler could not load library C:/Program Files (x86)/Steam/steamapps/common/Pillars of Eternity/PillarsOfEternity_Data/Mono/libc System.TypeInitializationException: An exception was thrown by the type initializer for Mono.CSharp.CSharpCodeCompiler ---> System.IO.FileNotFoundException: Windows mono path not found: C:\Program Files (x86)\Steam\steamapps\mono\mono\mini\mono.exe at Mono.CSharp.CSharpCodeCompiler..cctor () [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at Microsoft.CSharp.CSharpCodeProvider.CreateCompiler () [0x00000] in <filename unknown>:0 at System.Xml.Serialization.XmlSerializer.GenerateSerializers (System.Xml.Serialization.GenerationBatch batch, System.CodeDom.Compiler.CompilerParameters cp) [0x00000] in <filename unknown>:0 at System.Xml.Serialization.XmlSerializer.RunSerializerGeneration (System.Object obj) [0x00000] in <filename unknown>:0 Unloading 7 Unused Serialized files (Serialized files now loaded: 4 / Dirty serialized files: 0) Unloading 26 unused Assets to reduce memory usage. Loaded Objects now: 3013. Total: 10.053628 ms (FindLiveObjects: 0.127584 ms CreateObjectMapping: 0.237604 ms MarkObjects: 8.994844 ms DeleteObjects: 0.067603 ms) Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\Pillars of Eternity\PillarsOfEternity_Data\Managed\Boo.Lang.dll (this message is harmless) Unloading 2 Unused Serialized files (Serialized files now loaded: 4 / Dirty serialized files: 0) Unloading 21014 unused Assets to reduce memory usage. Loaded Objects now: 15772. Total: 39.922230 ms (FindLiveObjects: 2.942387 ms CreateObjectMapping: 4.491623 ms MarkObjects: 19.509102 ms DeleteObjects: 12.357433 ms) C:\Users\shed\Documents\My Games\Pillars of Eternity\14c4fd1a7dfc49168f01a5b18bda4b28 8030308 GildedVale.savegame ZIP FILE IS CORRUPT! (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) HandleD3DDeviceLost HandleD3DDeviceLost: still lost Skipped rendering frame because GfxDevice is in invalid state (device lost) (Filename: Line: 1524) HandleD3DDeviceLost HandleD3DDeviceLost: still lost Skipped frame because GfxDevice is in invalid state (device lost) (Filename: Line: 1663) HandleD3DDeviceLost HandleD3DDeviceLost: still lost Skipped frame because GfxDevice is in invalid state (device lost) (Filename: Line: 1663) ############################################################## ## Repeat this 149000 or so times ################################## ############################################################## HandleD3DDeviceLost HandleD3DDeviceLost: still lost Skipped frame because GfxDevice is in invalid state (device lost) (Filename: Line: 1663)
  2. Yay I get to give you guys my system specs again! le sigh... Xubuntu 14.04 x64 3.16 RTK 4gigs RAM nVidia 540M Windows 7 x64 10gigs RAM Radeon R9 270x I'm not at the windows machine to get the logs and I'm reinstalling the game on here now so I'll have to post later.
  3. Why indeed, I've found tons of issues with the game so far and I've only scratched the surface due to losing my save games. However the bugs aren't the only issues I've found. I gave the game a 2 out of 10 in my review touching on poor UI, inconsistent elements and pointless aspects of the game that serve no purpose but to break consistency for nostalgia's sake. On top of the brutal array of math bugs and file system screw ups it's like they kept all the bad aspects of the Infinity engine games due to the hardware limitations of the past but demand high end modern hardware for that old broken experience. I'm beyond frustrated and disappointed with this game.
  4. I couldn't tell you if my registry does atm as I'm on one of my Linux machines, I can check in the AM but it's just as messy under LInux. Seems all platforms reference 3 save locations for me. In linux though of the 3 one has a 4th nested inside the 3rd lol my god...it's like a clown car of screw ups.
  5. In Linux now and finding some fun stuff like... /home/YOURUSERNAME/.cache/unity3d/Obsidian Entertainment/Pillars of Eternity/TempSaveData/TempSaveData/ /home/YOURUSERNAME/.config/unity3d/Obsidian Entertainment/Pillars of Eternity/CurrentGame/TempSaveData/ /home/YOURUSERNAME/.local/share/PillarsOfEternity/SavedGames/
  6. Well I have both and deleting or moving the game just recreates it. This folder -->C:\Users\YOURUSERNAME\AppData\Local\Temp\Obsidian Entertainment\Pillars of Eternity as you said will have the tempsavedata folder accompanied by a zip however if you delete it and launch the game it recreates it. If you look at the files in the savetempdata folder the screen shot is of the encampment when the game first gives you control. However the C:\Users\YOURUSERNAME\AppData\Local\Temp\Obsidian Entertainment\Pillars of Eternity is not the problem it's the data the game puts in C:\Users\YOURUSERNAME\AppData\LocalLow\Obsidian Entertainment\Pillars of Eternity\CurrentGame\TempSaveData that screws everything up. Moving or deleting has no point or purpose as the game will just recreate them both on launch and the data it puts inC:\Users\YOURUSERNAME\AppData\LocalLow\Obsidian Entertainment\Pillars of Eternity\CurrentGame\TempSaveData causes the "continue" button to load to nothing and the load save buttons to just loop back to the menu.
  7. I love how they still aren't addressing the save loops, deletion, sync issues! http://forums.obsidian.net/topic/77027-save-looping-crappy-workaround/
  8. So discussing things on the Steam forms I thought I'd play around a bit more despite the prevasive anger I have at how terribly broken this game still is. If you have the looping save problem I've found a crappy work around on Windows. I've haven't tested this in Linux yet though I know the problem also affects the Linux client. I'm sure it's the same BS just a different directory path. The games save system is a freaking mess using two temp folders and the actual save folder. Of the two temp folders one is the culprate breaking saves and causing loops back to the menu on load, or loading to a black screen or the last loaded area and setting the game to PAUSE from which you can't unpause. The following two directories in Win 7 will house temp save data. *C:\Users\YOURUSERNAME\AppData\LocalLow\Obsidian Entertainment\Pillars of Eternity\CurrentGame\TempSaveData C:\Users\YOURUSERNAME\AppData\Local\Temp\Obsidian Entertainment\Pillars of Eternity The directory with the asterix is the problematic one. Deleteing everything in that folder will stop the looping and all the saves will work again. Every time you go to load a game you will have to go to this folder and delete its contents. Having said that I've also found with Steam Sync disabled the game still seems to look for saves on the cloud. Given some conjecture about Steam Sync being the culprate behind various save corruption and deletion that is an issue but this game is nothing BUT issues...
  9. Most reviewers make better more money if they kiss ass. From music to games most places keep someone on staff that can keep a straight face while praising anything. i.e. review copies don't have to work, they just have to function enough to give reviewers something to write about while not disclosing the hours they smashed their head on their desk trying to get the piece of **** to run long enough to find their review points. My review of the game probably lacks tons of features and problems because the game is too broken for me to explore more. I could/did only review what I was able to experience, which wasn't much more than dumb design issues and bugs bugs bugs. I've touched on this "fluff" issue in the past with Metal and music "journalism" here but really most places can't keep the lights on if they slam everything with honest reviews. After a while devs and publishers won't give them access to things and then they have no content to push and they end up working at the Starbucks around the corner as their reward for honest reviews. Few years ago I gave up on reviewing music and games full time, yanked the ****ty ads from my site and now only do it when I feel like it. I don't get as much free **** from PR departments but I'm fine with that. After so many years of garbage coming across my desk I realized "free stuff" for review was like reviewing junk mail.
  10. I've found if the game hangs rather than crashes you can leave it hung (for me around 5 minutes) and it will finally load to menu. Not that that matters since Obsidian hasn't delat with the save corruption or delete issues. I'm not waisting my time trying to play to have the game repeatedly lose my progress over and over. Very disapointed to say the least.
  11. Nope almost every bug I reported was not dealt with in the 1.03 patch. Save losses of all manner are still lurking along with item glitches and various mouse and focus problems. I touch on the still presistant an very much game destroying bugs in my review as well as many other things.
  12. First off I've submitted tons of bugs on these forums and gone so far as to start 2 support tickets. The first has been ignored, second we'll see but the 1.03 patch does nothing to address the game breaking bugs I've encountered on more than one machine under different OS's. These are just a few of the issues and while the patch may address some of the smaller things I can't test because my saves are corrupt and there was no patch mention of these issues thus I'm not wasting my time starting new games to loose it all again! WINDOWS -saves display but loading loops back to the menu -clicking continue loads to black screen LINUX -saves display but loading loops back to the menu -clicking continue loads to black screen Lesser bugs still present that I can tell WINDOWS -game hangs for upwards of 5 minutes before I get a menu LINUX -capes etc do not show on characters -areas always load with the focus on the bottom left As for the stat glitches and other random "the game can't do math" issues I can't comment on. However Obsidian's first patch was insane and while they addressed a lot, save loss is beyond a massive game breaking issue that should have been a top 5 priority. I've seen guys on the forums claiming upwards of 40hours lost to deleted or corrupted saves. I've lost about 9 myself. I said it before and I stand by it, this game wasn't gold at launch, it's barely beta and Obsidian seems to be dragging their heels. Game is bloated, slow, full of bugs from minor annoyances to massive faith destroying ones. Sadly the reason I knew this patch was out was because some common person posted a tweet. Good to know twitter gets info and they neglect support tickets or bothering to update their forums here or on Steam.
  13. Ah posix issue, interesting. Sadly the game has corrupted all my saves anyhow so I'm not playing or fiddling with things until Obsidian takes fixing the mess seriously. It pains me to know other guys had the game do this losing then 40+ hours of game play...not cool at all!
  14. Lol my saves don't work on the machine they were created anymore much less steam sync cross platform lol. What a disaster.
  15. Ya I've seen reports of the files actually being deleted. I was trying to find those posts to add my report to rather than adding more threads but couldn't find them oddly enough. I know the save system is seriously broken atm though which is why steam sync can't do cross platform saves. Ultimately though I've hit so many bugs I'm giving up. This is the worst launch I've personally ever encountered. I figure I have waited 2+ years for this I'll wait another year and see if they unferk the game. It needs serious optimisation and bug fixing. Even if you took the bugs away the requirements to run the game are insane. You can run Crysis on slower hardware than they say a 2D game needs! In fact I used to run Crysis on an X700 with 256mb of RAM and 1Gig of system RAM. You've got to be joking to say this game is more demanding than a title like Crysis. Pure laziness! I wished Obsidian would explain how a 2D game with a tiny bit of lighting and 3D over top of it requires such unrealistic system spec. Even if the game was 100% 3D rather than just the characters you should be able to play on lesser hardware. Games like the Long Dark are running on Unity and while there are limitations runs fine on Intel 3000 GPU with 2gigs of ram and the render distances and such as insane.
  16. No dice, same thing. Rebooted, continue gives me a black screen with the cursor. Loading saves either gives me the same black screen or loops back to the menu. I'm no stranger to bugs but this is easily one of the worst game launches I've ever seen. I'm sure there has been worse issues on games I've never cared to play/experience but for me I've played early access and beta tested games in a better state than this! I actually used to beta tester and reverse engineer software for a living too and this is simply dreadful.
  17. So I finished the burried temple stuff last night saved and went to bed. Today I go to play and clicking on continue gives me a black screen and the gauntlet cursor. I try to load other saves and while they are all listed they all load a black screen with a cursor and nothing else. Hitting escape will not bring up the game menu and the only way to get out of the game is to drop to a term and kill it. I saw others post about the game deleting saves but this appears they are there, they just won't load or have been corrupted by something. Xubuntu 14.04 RTK Core i3 4gigs of ram nVidia 540M
  18. Actually I think vsync is enabled but I seem to remember terrible tearing last night despite it. I'm not sure it's a UNITY issue of just the legacy of CPU cooking all the Infinity style games have had but myself and my balls would greatly appreciate it if Obsidian could optimise to reduce the system load. In theory this game should be lighter on its toes than say torchlight but so far it's pretty demanding. So far all cloak/capes have not displayed under Linux. Oddly I have noticed when I put a cloak on my ranger for a split second I see an arrow in my bow but then it vanishes and the cloak doesn't show. I'm wondering if there are other details I'm not seeing but since the Windows version of the game has only run once and the cross platform save sync is broken I've not been able to check against the Windows build for details like that.
  19. I'm making legitimate complaints about various issues with the game. You're the one crying the issues I present. You would try to seem to be policing for the better but the reality you use terms like "crying about it" is just a subtle effort to troll. Much like your claims about people buying more ram etc. If devs could just say "buy a better machine" to offset issues we'd all need rooms full of machines parrelle computing to offset coding laziness. You contradict your own admission of what the right way to contribute to this thread is when you argue people should just go buy more RAM. That's not fixing the game, it's not even helping. That said help is appreciate but the forums are a mix of help when it's found but other wise it's a place to voice concerns and report issues. Just because I state the game is a lumbering Gigantic Minuature Piglet and needs serious optimisation despite UNITY (other devs can do it so can Obsidian) doesn't mean you should get all cranky. You're not a mod and no one needs your policing. Now the thead has been skewed by pointlessness when the point is to get devs looking at the various reported issues and the various circumstances under which they happen so they can correct them next build.
  20. Given there is no stack to debug...no. In fact that has been part of the discussion. Output shows many errors and undefined things but this is the core of the problem, the game does not think it's crashing. Over the last bit I've found the the game to be inconsistent switching between no crash but no display/window, crashes, and hangs. None of dated dump the stacks as the developers outlined. I have also had the experience that if you leave the game hung long enough it will some times finally load the menu and become playable. There is no excessive CPU or RAM use and as I pointed out before the game loads consistently and quickly on a slower Linux machine but the more powerful Windows machine hangs as if it's struggling to pull resources into memory. Being an OEM qualifies years of experience but being an OEM doesn't give you magical powers over compiled code. Unless I was to decompile or reverse engineer the game there is little to be done. Like wise with conversations talking about it being vc redist issues etc it's all closed source. Unless something is blatantly missing or corrupt there isn't much you can do short of wasting time for a job that's not yours. It's not my job to debug the game, it's Obsidians. My days of that BS are over, I'm here because I want to play a game. As part of my crashing issues I've noted many others one of which is the excessive system requirements and how it makes my laptop want to burst into flames for a game modest hardware from ten years ago should run fine. Many are quick to blame UNITY but while it's short comings are known and numerous I've also stated I've got plenty of experience with other games running on UNTY that are far more amazing visually and should require heavy iron but do not.
  21. Perhaps if you read you'd realize I do indeed have the crash...but only on Windows.
  22. I'll refute your points. Unity has issue for sure but there are several games far more impressive and demanding using less resources than PE. Despite Unity's flaws PE's demands are excessive. "These days" many people don't give 2 sh17s about computers in general. Not all gamers are equal in their quest for "heavy iron" or quad digit frame rate supremicy. Just because you deem everyone should have something doesn't make it so and it's got nothing to do with the reality PE should not require such things even if it is common. Obviously the game should run on my machines spec, but it doesn't. I.e. it's a bug and you point it out as a technical issue is a reduntant pointless statement. As for me being inept, doubtful. I've been an OEM for 15+ years and was probably building machine since before you were born. That being the least of my technical resume. As for bringing Linux into it makes a lot of sense as the problem seems to only affect the Windows builds. It also illusrtates that is a lesser machine running Linux can load/run the game better there is more bloat or issues with the various libraries or systems being called on Windows builds under certain circumstances. If I wanted to rant you'd know it. It's a question being posed about the numerous launch bugs. From saves not being cross platform compatabile (which affects Steam sync) to lockups, crashes, stat glitches and more.
  23. I forgot to note that playing in Linux also has a small annoyance where your camera/cursor always starts on the bottom left of the map which means your presented a black screen with your small character icons being off screen and you have to scroll or click on party members to center on the current location.
  24. Ya save sync doesn't work cross platform right now. I can't even copy / paste my Linux saves to my Windows machine, the windows machine will just delete the Linux made saves. I saw a dev note there is an issue with saves being identifiable cross platform right now. Sadly there are so many problems who knows when any of this will be fixed.
  25. I'm a tad bewildered by all I'm seeing in this thread. I posted a bit ago about an issue I'm having in Linux and tacked on an optimisation question but requiring a 64bit OS and 4+ gigs of ram for a game that was possible 15+ years ago is a tad whack. I know PE use some more advanced things for lighting and character rendering but really there is no excuse for such requirements. The backgrounds are grainy when you zoom in and the 3D character painfully low quality. You can't zoom on the larger portrait view on the character sheet and it still looks like something from 1999-2001. Hell my log shows the game is only using direct X 9c from 2004! On the machine I've been playing on (a laptop) the game cooks the machine more than playing modern FPS games (over 80 cel from 35celish under normal use). I know the old games were bad for this too. Icewind Dale could really churn you CPU but I don't see enough going on to warrant 4+ gigs of ram and nitrogen cooling. If anything they should have been able to improve upon this so we could play on netbooks or x32/x64 tablets etc. I used to play Icewind Dale II on my netbook and PE isn't that much more amazing. Just some better thought out UI and mecahanics. I guess push come to shove I play more visually "amazing" games built on UNITY that require far far less system resources and while I'd hope a PE build on Unity 5 might help I think there is a bigger problem at play. If you see for example the render distances and complexity in "The Long Dark" (also done in Unity) there is no excuse that a flat png for a world and some tricks to make the png look three dimentional should be so bloated and demanding. I know the older games chewed CPU due to AI render ahead calculation but it was at least user definable back then. Something stinks here... Furthering the stink is the game runs in Linux with 4gigs of ram, an i3 CPU, 5400 rpm drive and a nVidia 540M. Mean while it won't run on a core i5 with 10gigs of ram, a RAID 0 array and a Radeon R9 270x.
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