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dskinner

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About dskinner

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  1. Deleting ~/.config/unity3d will reset settings to allow game to start.
  2. Altering graphics quality Turning off vsync, and restarting game results in rendering menu for a second followed by crash.
  3. Thanks, this works. I thought I had tried this indirectly, but had misinterpreted the meaning of the two .desktop options provided for steam on Arch.
  4. Output on start Found path: /home/daniel/.local/share/Steam/steamapps/common/Pillars of Eternity II - Public Beta/PillarsOfEternity2 Mono path[0] = '/home/daniel/.local/share/Steam/steamapps/common/Pillars of Eternity II - Public Beta/PillarsOfEternity2_Data/Managed' Mono path[1] = '/home/daniel/.local/share/Steam/steamapps/common/Pillars of Eternity II - Public Beta/PillarsOfEternity2_Data/Mono' Mono config path = '/home/daniel/.local/share/Steam/steamapps/common/Pillars of Eternity II - Public Beta/PillarsOfEternity2_Data/Mono/etc' Preloaded 'ScreenSelector.so' Preloaded 'libAkFlanger.so' Preloaded 'libAkHarmonizer.so' Preloaded 'libAkPitchShifter.so' Preloaded 'libAkSoundEngine.so' Preloaded 'libAkStereoDelay.so' Preloaded 'libAkTremolo.so' Preloaded 'libMcDSP.so' Preloaded 'libSDL2-2.0.so' Preloaded 'libsteam_api.so' Player data archive not found at `/home/daniel/.local/share/Steam/steamapps/common/Pillars of Eternity II - Public Beta/PillarsOfEternity2_Data/data.unity3d`, using local filesystem Backtrace #0 0x00007ffff79c5cc6 in do_futex_wait.constprop () at /usr/lib/libpthread.so.0 #1 0x00007ffff79c5db8 in __new_sem_wait_slow.constprop.0 () at /usr/lib/libpthread.so.0 #2 0x00007fffef5f8e1b in mono_sem_wait () at /home/daniel/.local/share/Steam/steamapps/common/Pillars of Eternity II - Public Beta/PillarsOfEternity2_Data/Mono/x86_64/libmono.so #3 0x00007fffef563178 in () at /home/daniel/.local/share/Steam/steamapps/common/Pillars of Eternity II - Public Beta/PillarsOfEternity2_Data/Mono/x86_64/libmono.so #4 0x00007fffef5cb183 in () at /home/daniel/.local/share/Steam/steamapps/common/Pillars of Eternity II - Public Beta/PillarsOfEternity2_Data/Mono/x86_64/libmono.so #5 0x00007fffef5f0d33 in () at /home/daniel/.local/share/Steam/steamapps/common/Pillars of Eternity II - Public Beta/PillarsOfEternity2_Data/Mono/x86_64/libmono.so #6 0x00007fffef611844 in () at /home/daniel/.local/share/Steam/steamapps/common/Pillars of Eternity II - Public Beta/PillarsOfEternity2_Data/Mono/x86_64/libmono.so #7 0x00007ffff79bd08a in start_thread () at /usr/lib/libpthread.so.0 #8 0x00007ffff6c0242f in clone () at /usr/lib/libc.so.6 System Linux 4.14.8-1-ARCH IntelĀ® Core i7-7600U CPU @ 2.80GHz IntelĀ® HD Graphics 620 (Kaby Lake GT2) 16GB RAM glxinfo attached Observations Game appears stuck in a loop as garbage collector cycles after "Player data archive not found". No additional output is generated. glxinfo.txt
  5. I just finished white march expansions recently and first off, job well done. Anyway, I was perusing reddit when a topic about designing an evil party caught my eye and I realized there just aren't any options with current companions to do this. Ok, there's one now, but you know what I mean. A quick google shows 25 total companions in the original baldurs gate with 8 of them straight up evil. So, and maybe this is just me, I wouldn't mind an expansion pack that provided nothing but new companions. Their commentary and take on the game throughout would be interesting enough in itself to play the game again under a different pretense.
  6. Having just completed a play through on PotD on 1.04 without min/max stats on main char and no custom chars, I find the mess of comments about companions "not viable" just plain wrong. I play tested different builds before starting on PotD before deciding to go back with a wizard and just adopted what i learned to the chars and rolled with it. For example, I considered a single handed fighter with rapier and rod and some lore for front line fan of flames which play tested really well. When I got eder, he has the ruffian spec talent so I gave him a club, some leather armor, and a pistol for shooting people. He did just fine the entire game as did everyone else in the party. A lot of this boils down to understanding how to play each class, particularly as a party working together.
  7. Yikes, I've been playing this on a laptop with intel HD 4000 in linux and the only time the game is choppy is when I accidentally unplug it, battery drains, and computer throttles down. That said, I'd really like cloaks to show too but realize it's probably not going to happen on linux, not any time soon. Obsidian made the call to use Shroud which came out at a time when linux + gaming wasn't even a thing. Shroud has its own runtime which they'd have to port to linux, not an impossible task, but if Obsidian is already heavily invested in shroud (monetarily), at best they can keep pestering Shroud for support with the builds on OSX. So linux people could pester Shroud, or Obsidian could jump boat to something else like (random example) http://www.havok.com/products/cloth and back track on any money spent with shroud license and development time for integration, or who knows, shroud told obsidian they're working on linux support but keep it under wraps and working on the mac issue with unity version being used here and Obsidian is waiting it out hoping for the best given the money and time that's gone into it. Either way it's a tough call on the developer's part, but I sure would like cloaks
  8. I saw this in 1.02 I believe and again in 1.04. * wizard is casting something like concussive missiles at just the right time against a vessel * animation sequence starts where thaos inhabits one of the vessels (don't recall if its the same vessel the wizard targetted, but might be related) * maybe unrelated but worth noting, I do a lot of pausing/unpausing and pause right as animation begins and toggle that a couple time during just because. * when the animation sequence ends then I can't cast that spell anymore as its greyed out and says its currently activated. * I can cast other spells successfully afterwards I'm assuming this is in 1.05 since I didn't see anything in the patch notes.
  9. Minor issue on mirror image spell for wizard, patch notes said +30 but spell description reads +25
  10. I'm totally fine with Mike "the Squirrel Slayer". I remember playing multiplayer NWN (community server with strict adherence to role playing). We had a serious problem with badgers outside a noob entrance making it overly difficult to get in and out the city gates. Needless to say, Joshua "the Badger Slayer", dressed in rags and screaming profanities as he punched the badgers to death, was a great help to the community. Now the tombstone names are definitely out of place, but you really would have to go out of your way to get upset about that. I found the tombstones a nice reminder *why* I'm able to play this game
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