Jump to content

Search the Community

Showing results for tags 'user interface'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Obsidian Community
    • Obsidian General
    • Computer and Console
    • Developers' Corner
    • Pen-and-Paper Gaming
    • Skeeter's Junkyard
    • Way Off-Topic
  • Pentiment
    • Pentiment: Announcements & News
    • Pentiment: General Discussion (NO SPOILERS)
    • Pentiment: Stories (Spoiler Warning!)
    • Pentiment: Technical Support (Spoiler Warning!)
  • The Outer Worlds 2
    • The Outer Worlds 2 Speculation
  • Avowed
    • Avowed Speculation
  • Grounded
    • Grounded: Announcements & News
    • Grounded: General Discussion (NO SPOILERS)
    • Grounded: Stories (Spoiler Warning!)
    • Grounded: Technical Support (Spoiler Warning!)
  • The Outer Worlds
    • The Outer Worlds: Announcements & News
    • The Outer Worlds: General Discussion (NO SPOILERS)
    • The Outer Worlds: Stories (Spoiler Warning!)
    • The Outer Worlds: Character Builds & Strategies (Spoiler Warning!)
    • The Outer Worlds: Technical Support (Spoiler Warning!)
  • Pillars of Eternity II: Deadfire
    • Pillars of Eternity II: Deadfire Announcements & News
    • Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
    • Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
    • Pillars of Eternity II: Deadfire Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)
    • Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
  • Pathfinder
    • Pathfinder Adventures: Announcements & News
    • Pathfinder Adventures: General Discussion (No Spoilers!)
    • Pathfinder Adventures: Characters Builds & Strategies (Spoiler Warning!)
    • Pathfinder Adventures: Technical Support (Spoiler Warning!)
  • Pillars of Eternity
    • Pillars of Eternity: Announcements & News
    • Pillars of Eternity: General Discussion (NO SPOILERS)
    • Pillars of Eternity: Stories (Spoiler Warning!)
    • Pillars of Eternity: Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)
    • Pillars of Eternity: Technical Support (Spoiler Warning!)
    • Pillars of Eternity: Backer Beta
  • Pillars of Eternity: Lords of the Eastern Reach
    • Lords of the Eastern Reach: Announcements & News
    • Lords of the Eastern Reach: Speculation & Discussion
    • Lords of the Eastern Reach: Kickstarter Q&A
  • Legacy (General Discussion)
    • Alpha Protocol
    • Dungeon Siege III
    • Neverwinter Nights 2
    • South Park
    • Star Wars Knights of the Old Republic II: The Sith Lords
  • Legacy (Archives)
    • Alpha Protocol
    • Armored Warfare
    • Dungeon Siege III
    • Fallout: New Vegas
    • Neverwinter Nights 2
    • South Park
    • Tyranny

Blogs

  • Chris Avellone's Blog
  • Neverwinter Nights 2 Blog
  • Joshin' Around!
  • Adam Brennecke's Blog
  • Chapmania
  • Pillars of Eternity Backer Site Blog
  • Pillars of Eternity Support Blog
  • Pathfinder Adventures Dev Blogs
  • Obsidian Marketing and Market Research Blog

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


MSN


Skype


Jabber


Yahoo


Website URL


Location


Xbox Gamertag


PSN Online ID


Steam


Interests

  1. I was levelling my characters after completing Rumbald's quest and noticed that some of my character models weren't showing up in the level up screen. Also, on the same save, character portraits and details disappeared from the Character screen.
  2. I ran into a bug fighting the 3 Pwgra guarding the ruins in Stormwall Gorge. When a Earth Blight was summoned by the Pwgra I noticed it appeared on my character bar as a blank white portrait and I could control it's movement. The other characters could still attack it as if it was an enemy. I did not cast any spells/abilities that allowed me to control the enemy.
  3. [Description of the issue] After teleporting to another location the Rogue´s model becomes invisible and takes no damage from enemies, not even poison. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Bring roude to a large group of enemies (Spiders in thsi case) 2) Once combat has started and the Rouge is being engaged, make her jump/escape to a point across the mob of enemies (we are taling about 10 or so meters) 3)Repeat until bug is achieved. Having the rest of the party dead may help. [Expected behaviour] The rogue apearing on the targeted spot and operating as norma. [Other remarks / Comments] I was fighting the Spider Queen on Hard difficulty. Party was nearly dead and the Rouge was engaged by one or two spiders. Made her jump to the other end of the mob. She re-apeared a few meters from her starting position with an invisible model being unable to attack or move, still being attacked by every spider and the damage registering in the combat log but without the rouge´s health going down. Employed heavy use of the pause. Heres a picture: Waited for a while and her stamina never went below 28. Incidentally I had just reloaded a save before the fight and noticed my barbarian had extra visibly unused skill slots: I cant think of what is causing this bug. I might have experienced the same bug with the wolves but since I won that encounter the rouge probably re-apeared while in the spider encounter since it was a TPW and combat didnt end, the Rogue stayed glitched. Thats all I can think off.
  4. Currently, I run at 1920x1200 windowed mode. Full-screen, any of the currently supported resolutions look rather squished and unnatural. My monitors are 2048x1536. I realize that's a rather unusual resolution and so unreasonable to test for explicitly, but 1600x1200 would be good too, which many monitors can run.
  5. In the Level Up screen, if you click on the small area where a button could be displayed, you will hear a clicking sound as if you've actually clicked a button. Screenshot:
  6. [Description of the issue] The character sheet and inventory have both begun displaying all sorts of clearly wrong numbers. I believe the numbers displayed in the inventory screen are "accurate" in that they reflect the numbers the game is using, but are clearly not the numbers they should be. [DETAILED list of steps to reproduce the issue AND what to look for] 1) Look at the attached picture: wow, that's some good defences on my paladin 2) Load the save game (from dropbox) 3) Take a look at the character sheet and change characters using the arrow keys: note the defence/stam/etc. numbers never change 4) Take a look at the inventory screen and note several odd things: a) My cipher (with 7 con) has way less stam than BBFighter (with 20 con) b) BBFighter has the lowest DT despite most other people being naked c) The accuracy numbers seem like they might be off d) The paladin's defences are insanely high. 4 digits high. 5) Take the paladin ahead solo and kill everything without risk as all defences are actually over 8000 (I'm really sad they aren't over 9000) and everything that attacks therefore automatically misses her. [Expected behaviour] The character sheet and inventory screens should show the same numbers and be correct. [Other remarks / Comments] I have saved and loaded many times. I would also note that the save game indicates something like 7 hours of game time elapsed, but there has been at least a day. [Files] Savegame (as too big to upload, even when zipped): https://dl.dropboxusercontent.com/u/74672307/PoE%20Bugs/Broken%20Numbers/0c2248daf3124c42a962e17307f3f729%20DyrfordRuins%207634693.savegame [Edited] To add details about the numbers being "real"
  7. 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
  8. The text overlaps when I choose a classe with magic, regardless of race, I have problems when I have to choose the spells, the character sheet does not progress and brings me back to the choice of spells. If I can advance the sheet creation, magic texts and culture attributes overlap. Sorry for my bad English. In English works well
  9. [Description of the issue] Saved games are not listed in order of most recent to oldest - Dryford Crossing Act 1, 20 hours saved at 5/9/2014 at 12:02 am - Dryford Crossing Act 1, 24 hours saved at 5/9/2014 at 12:43 am appears after the previous entry instead of before - Dryford Village, Act 1, 14 hours saved at 5/9/2014 at 1:06 am appears at the bottom of the list, instead of the top Saved Games have incorrect internal clocks Dryford Crossing has Act 1, 24 hours and the saved game that I made after returning to the village from dryford crossing has Act 1, 14 hours [DETAILED list of steps to reproduce the issue AND what to look for] Open Load Game interface [Expected behaviour] Saved Games would list in order of most recent through to oldest in regards to timestamp of save Saved game times (Act 1, nn hours) would be continuous and reflect the game play - ie the saved game at dryford village should be Act 1, 28 hours at least as was continue of the Dryford Crossing Act 1 , 20 hours [Other remarks / Comments] The Continue option worked as expected The graphic on the Dryford Crossing, 24 hour save is white rather than the map area where the save occurred [Files]
  10. Description: When I loaded a game with a "Major Potion of Regeneration" in my BB Fighter's quickbar, the quickbar became scrambled. What I did prior (Previous Bug thread): 1. Equipped Major Potion of Regen+Deflection Ring (Found when Scouting/Sneaking) 2. Went into cave 3. Took a screenshot of BB Fighter Animation Bug (which shows the quickbar just fine) 4. Saved Game 5. Loaded Game Expected: The quickbar should not be scrambled after loading. Comment #1: It looks as if the code has read the quickbar backwards or looped somehow, as the icons are now in reversed position. Comment #2: Open "BB Fighter Animation Bug" screenshot in one browser tab and the below "Quickbar" screenshot in another browser tab and you can see how the quickbar changes. Attachments: http://cloud-4.steampowered.com/ugc/36348751588362649/41147B3A284744F3D7E257077ACA73B95FB9470C/ - Quickbar Savefile (Inside Cave) Output_log.txt
  11. A mysterious cloak appears behind the character in inventory screen. This effect was not tied to a character but instead to the background of the preview window. I snapped a screenshot but I was not able to replicate.
  12. [Description of the issue] When clicking on the exit map icon on the west side next to the bridge in the village, receive the message "You must gather your party before venturing forth" [DETAILED list of steps to reproduce the issue AND what to look for] Click on the exit map icon on west side next to the bridge [Expected behaviour] Expect that this exit map icon would work the same as all of the other ones [Other remarks / Comments] When clicking on the exit map icon on the west side next to the temple, or on the north, south, east sides able to get the area map and change to a new location
  13. Description: When moving the camera/screen near the "Transition" Icon it places itself on the upper left of the combat log. Reproduce: 1. Move the camera near the exit. 2. Pan the camera slightly upwards/away from exit. 3. Icon places itself on the upper left of the combat log. Expected: The icon should stay by the door and/or not above the combat log. Screenshot: http://steamcommunity.com/sharedfiles/filedetails/?id=309809570 - above combat log http://steamcommunity.com/sharedfiles/filedetails/?id=309811194 - above mid UI piece
  14. The Options work without going "invisible" in the Main Menu now *thumbs up* Description: When click Set All and then clicking one option you do not want, all check boxes become "0". Reproduce: 1. Go into Auto-Pause in Main Menu. 2. Click Set All. 3. Click "Off" any option. Expected: Clicking set all should set all, but when unchecking one should only uncheck one and not all boxes. Comment #1: Speculation about Bug I believe this has something to do with "True/False" values/variables. Comment #2: Suggestion A "Default" Option would be nice.
  15. When the main menu or centre hud panel is hidden opening any menu, like say the inventory will unhide the panel. In addition when it becomes visible again this way the button used to hide/reveal the panel remains in its folded in agains the character portraits panel state. Clicking it to reveal the panel moves the button back into the normal position. [steps to reproduce] 1. Click the button on the centre panel to hide it 2. Open the inventory by pressing its hotkey (i) 3. Close the inventory 4. Observe the panel is visible again and the button to toggle it is now in the wrong position. [Expected behaviour] The panel should not be revealed by opening menus like the inventory if it is hidden.
  16. [Description of the issue] Being in Stealth with the circles activated also appears in the Character Level up screen. And anything else highlighted will appear as well, such as outlines of containers. [DETAILED list of steps to reproduce the issue AND what to look for] Just press ALT. Click on a character or 'C'. Then click on 'level up'. The Circles and outlines of containers will now appear on the character's screen. In this example, the container to the right is outlined and comes through to the next screen in the Stealth description. The container outline is under the word 'enemies'. [Expected behaviour] Stealth circles and container outlines should not appear.
  17. There is a 3 pixel gap between the portrait and the left and right side of the portrait HUD that is see through on the first, second and third portrait slot
  18. I think this is related to loading a save. [Description of the issue] BB Rogue and BB Wizard have more total Health than expected [DETAILED list of steps to reproduce the issue AND what to look for] Start a new game Create a character Level up your PC Go to the Dyrford Crossing Defeat the first Beetle encounter Loot their gear Save the game Quit Pillars of Eternity Load the game [Expected behaviour] BB Wizard and BB Rogue should have the same Health / Health numbers at full HP [Other remarks / Comments] The first value (eg 102/87) is being used for the total health rather than the second, when you go into combat, the health number on the left side is reduced from that total)
  19. [Description of the issue] When clicking on an information bubble (circle with a magnifying glass), the party will attempt to move to that location in addition to the examination action. See the image below. [steps to Reproduce] Click on any information bubble that can be walked under and watch the party attempt to move to it. [Expected Behaviour] The information bubble should not cause the party to move to the bubble. The click should not fall through the bubble to the game world. [Other Remarks / Comments] Some bubbles - the area transition ones, for example - should and do cause the party to move to them. Information bubbles, on the other hand, should not, at least as long as they don't require physical proximity to activate. As an unrelated side note, the forum's automatic picture shrinking function for large images is a tad bit annoying. It would be better if the forum left the images at their nominal resolution.
  20. [Description of the issue] When looting containers near the edge of the current screen, the loot box that appears will be partly off screen. It becomes necessary to move the viewport to access the items. See the image below. [steps to Reproduce] Start a game and attempt to access a container near the edge of the screen. [Expected Behaviour] Ideally, the container loot box would appear entirely on the current screen. Having it appear off the screen ends up being rather useless. [Other Remarks / Comments] This isn't so much a bug report as it is a usability item. It works well enough at the moment, but there's really no reason that I can think of to not have the loot box appear where it can immediately be used.
  21. When you put a stack of items in your stash, the number lies behind the item itself, as opposed to in front. Notice the number 2 in the stack in BB Fighter's inventory is correctly displayed.
  22. All in all, the UI has been made much more responsive. Still some improvement to be done, but great work so far! There's a problem with the combat log. I'm not sure it it's displaying the incorrect damage calculations, or if it's displaying the correct calculation but the damage is being calculated incorrectly. Either way, it needs to be fixed. [To reproduce] Use any damaging ability or attack on a valid target Manage to hit, crit, or graze Mouse over the appropriate entry in the combat log Note that the damage calculation doesn't appear to add up. It'll say (for example) 40.3 - 10.0 = 27.4 or something similarly not correct. [Expected behavior] Damage calculation in combat log should add up. I've attached a few screenshots to demonstrate:
  23. [To reproduce]: Start a game Go into BB Priest's inventory Switch to weapon set 2 (hammer/shield) Observe that Deflection does not go up by 20 Close and reopen inventory Observe that Deflection has now gone up by 20 [Expected behavior]: Changes to stats from equipment changes should update immediately in the UI. As a sidenote, it'd be nice to have a tooltip when hovering over those stats to see the breakdown of how they are calculated, but that's neither here nor there at the moment.
  24. When pressing A, the attack cursor displays. Note that my keybinding for this action is Ctrl+A. 1) Set custom keybindings to Attack: Ctrl+A 2) Set custom keybindings for camera movement in the WASD scheme (up W, left A, Down s, Right D) [might be optional] 2) Create game. 3) Press A. 4) Notice the attack cursor is up. The camera function fine though. Expected: Ctrl+A brings up the attack cursor. A alone should not. Note: Possibly affects other keybindings. Possibly any of the type Ctrl+<something>. This caused a mass genocide in the Dracogen Inn by accident.
  25. I bound my scrolling to WASD and my speed controls to the following keys: Left arrow = slow speed Down arrow = normal speed Right arrow = fast speed Left and Right arrows work properly. Down arrow doesn't seem to work (normal speed) [To reproduce] Enter a game, and rebind "normal speed" to a key. Turn slow or fast speed on. Press normal speed. Nothing will happen. Expected behavior: Down arrow (or whatever key bound to "normal mode") should return speed to normal when pressed.
×
×
  • Create New...