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erros in the options menu


Madscientist

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Hm, i thought of making exactly that topic. So i will instead just hijack your thread.

Greetings Madscientist.

 

  •  First start: Game starts in 1027x768, not in native Resolution. (ok, is in the readme post) Setting 4k was instant (no blinking or popup, thats nice)
  • Inverted Logic between:
  • a) Level Scaling and Critical Path only
  • b) Enemy Spotted and Stop Party Movement
  • one time you can set the subelement only when the parent is checked, the other time its inverted
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  • All description texts in the checkboxed optionsmenus update only on hover of the checkbox square, not when hover over the text.
  • Most description texts for the sliders, for the contrary, only update on hover of the option title, not while hover over the slider (sometimes only a part of the slider is overlayed by the invisible active area)
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  • After selecting a difficulty (options menu) the other texts get nearly white, which looks very strange.
  • The new game difficulty has the same strange color thing but with golden and gray text.
  • The gamma slider is invered
  • Keyboard Bindings: Binding the same key to the same option triggers the warning popup. Should be a no op.
  • Texture of the panel sidebar has gaps. Looks like an off by 1 error.
  • Image: https://www.sendspace.com/file/l36fsj (the forum has still the hang to recompress images …)
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  • Language selector is missing ;)
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  • Character Creation:
  • * All Races scale the body and move the camera, except godlike. Which put only a mask on and lets the same body stay. A second click scale something, but it looks not correct. Also after alt + tab the "something" is invisible except its shadow.
  • Can the self cast shadow get more pixels? post-50606-0-04454500-1510792171_thumb.jpg
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  • The detailpopup movement on drag is twice as fast as the mouse cursor movement.
  • I can open the same detail popup multiple times, was that already in PoE?
  • The scrollbar in the long texts for the subclass selection show only after a click on the text area.
  • When toggling between tooltips the resize is done after show. Which leads to a visual bumb and can move popups dimensions out of the window.
  • Portaits load on first show, there should be plenty of time before comming to that point to have them already loaded.
  • The portait box starts to high
  • On the summary there are 2 colors of blue for hover popup texts.
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  • Ingame:
  • The little boat has to catch up after you read (~30 sec) and close the welcome screen. It bobs a few seconds at high speed before coming down to normal speed.

Last one for today:

Why the heck is that shadow(?) moving. Where does it come from?

post-50606-0-00428400-1510795462_thumb.jpg

Edited by Xaratas
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Heya Madscientist and Xeratas,

 

What a list! Most of these we do have bugged in our system, but there are defintely some good gems in here, like the keybinding one. Ill go over all of them individually and add comments to ones we already have, and add the ones we dont! Thanks for the feedback :)

 

You the best,

 

-Caleb

I like big bugs and I cannot lie...

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Hi Cdiaz, good to see you here. I will add a few new ones.

 

Ingame:

  • The Quest Scroll on the top left corner is displayed N-times. Where N is the number of loads in the current game session. Which means that adds a bit up.
  • The double fast scrolling affects container windows too.
  • The chatter speech bubble is for me only displayed ~0.3sec. Way to short.
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  • On the Quest Window:
  • The notes title Input cursor does not move, its stuck at the center
  • The texture which parts the left and right pane is not clipped at the window border. post-50606-0-86381400-1510869787_thumb.jpg
  • The quest title is not at its place. post-50606-0-07770500-1510869802_thumb.jpg
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  • The formationbar is not hidden when other windows appear. post-50606-0-70383700-1510872212_thumb.jpg
  • The single „line“ formation got somehow a „single file“ formation. post-50606-0-26910100-1510872203_thumb.jpg
  • The icons on it change at their will.
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  • Old friends: After being knock down, and standing up again after the combat the character repeats the last animation. It does not go back to Idle.
  • Somehow this stash got placed in the void and is unreachable, but not "behind" the wall post-50606-0-25429300-1510872960_thumb.jpg
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  • Chief Echoing-Strike can see around himself. post-50606-0-25429300-1510872960_thumb.jpg
  • The mouse is hidden on the scripted scene but the mouse cursor can still show the sneak detection circles
Edited by Xaratas
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The Villagers can not stand the healing, they die from it.

See the text. The focus is on the blue Mataru Warrior, he was so far away … i did absolutely nothing to him.

post-50606-0-67605800-1510879127_thumb.jpg

 

The mulitpart shift + hover tooltips does not align nicely at the top of the frame.

post-50606-0-72256700-1510879240_thumb.jpg

 

Also in the second image in the background: The named npc Peckho attacks itself and dies for no reason. Maybe he wanted to attack hostile characters? And the villagers were the only one with red circles?

 

You can not save while in combat. But you can level up. And then die, while the level up screen is still shown. My main had 3 wouds, but did not die with 0/10 health (memories from neverending combats, anyone?). At accepting the level up the death sound was played. But i could continue the level up. After them the game gave me 3 seconds and then showed the game over screen.

Edited by Xaratas
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Ok, new session, new Post.

 

I have easily reproduced the selfharm feature of the villagers. And it looks like they do it if the orginal target "went away" either through disengagement or being knocked out. Their next attack targets themself. post-50606-0-16357700-1510979829_thumb.jpgpost-50606-0-32527300-1510979837_thumb.jpg

 

I could also reproduce endless animationloops while stopping ki autobehavior repeadly, but i could not do it reliable, will investigate further. Sliding in one pose is fun :)

*5 minutes later* Ok, done. It is repeatable if you issue a move command at the beginning of the strike, not the very beginning, and not the middle. In these cases the character will return to idle after the move. But in that middle of „beginning“ the animation loops through all variations of swung mace or axe or sword that there are. A combat or an enemy is not needed to repeat it. A party member will do.

 

I think this falls under the „known broken“ stuff, but anyway: The day and night ball on the Shipmap is not proper aligned on 4k. post-50606-0-01821600-1510979732_thumb.jpg

 

The combat unit info popup in the top left is pinned to the top left and stays in the way, if for some reason (like killing the villagers), there is a fight there. post-50606-0-50240100-1510980129_thumb.jpg

 

Is it correct/ real that the normal – people of the street – NPCs have only 1 hit point?

Edited by Xaratas
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Stack of picktures today:

In the lootbox of the Lagufaeth world-map encounter the 2 magic items are half transparent. post-50606-0-89577400-1511032680_thumb.jpg

 

Problem carried over from PoE 1. If a conversation starts all movement is stopped. And that can look weird, strange, or makes absolutely no sense. Like here. At least the characters should look at each other if they approach in a direct way. post-50606-0-22112900-1511032689_thumb.jpg

 

Villagers that leave the map let their sneaking awareness circle behind. post-50606-0-86163300-1511032695_thumb.jpg

 

The storms of Poko Kohora quest update has an extra checkbox. post-50606-0-78567300-1511032703_thumb.jpg

 

In the levelup screen of my monk the circled word Fortitude triggered the tooltip only on the letter F. The other word worked as expected and had the tooltip over its full lenght. post-50606-0-69133300-1511032711_thumb.jpg

 

In the dance of death description the „seconds“ have quite strange total numbers. post-50606-0-11293900-1511032721_thumb.jpgpost-50606-0-93650900-1511032728_thumb.jpg

 

I think this layering Problem of the Levelup screen was not reported yet. In the lower right. The Charcter Name and Level comes trough post-50606-0-75770200-1511032737_thumb.jpg

 

On the levelup summary the spells and all other icon stuff has no right click. post-50606-0-08583700-1511032762_thumb.jpg

Also the Words like Insight have no right click. But the numbers behind them have one.

 

Last one for this post, the 1mb is full. More a usability problem than a bug 5% of what? post-50606-0-17441000-1511032770_thumb.jpg

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The wound indicator is not restored after load. (At least this load) post-50606-0-91343800-1511043070_thumb.jpg

 

The hp text on the portrait does not reflect the current hp. post-50606-0-92223400-1511043076_thumb.jpg

 

Right after the start of a new game the water was in a strange state. A few ingame hours later, as the rain ended and a new day started the water got back its waves and foam and color. post-50606-0-91261000-1511043303_thumb.jpg

 

God dam, that one annoys me like hell. If a enemy looses ground and flies in the air, than it loose its red circle for the duration of the flight. Which is very uncool as it leads to the impression that enemy is dead, only to reappear a 1 second later. post-50606-0-89222300-1511044035_thumb.jpg

 

The combat log does not update if a filter is set. To get all texts you must remove the character filter and reapply it.

 

Why is there 2 times Sneak attack? Do i miss some rule? post-50606-0-18256400-1511046859_thumb.jpg

 

On click of the you have died buttons the border of the button vanishes. Each button seperatly. As the click is registered on mouse up you can see it for longer while moving the mouse out of the button areal and release it there. post-50606-0-24408700-1511046916_thumb.jpg

 

 

Edited by Xaratas
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Lets start with some of our loved layer order problems.

  • The Twigs on the Worldmap are above the character marker. post-50606-0-28278400-1511099662_thumb.jpg
  • The Mechanics Tooltip for the Icon and the 4 *  overlap. post-50606-0-00680700-1511099657_thumb.jpg
  • The Icons for character and options on any page of the character window let the 2 wood textures next to them move by a few pixel (i think its something > 1 on a 4k resolution, my pixels are so tiny …) post-50606-0-83991200-1511099674_thumb.jpg
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  • The orange vision cone of the Blights clips with itself. post-50606-0-55152700-1511100052_thumb.jpg
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  • That looks like a bug, who is giving the flanked status to my main character? Only 2 Enemys there and one attacks my other standing fighter. https://www.sendspace.com/file/fc7rb6
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Sorry Cdiaz, you are not done yet.

 

* Character Creation for a Chanter has the most amount of wrong i saw in there post-50606-0-28382500-1511201751_thumb.jpg

* I found one more layer problem, small but its a quite annoying usability problem. The slider handle is below the up arrow. So it can not be dragged. To be precise it can be dragged in the lower half of the slider_puck texture. (Handy mouse debug info :)) The arrow indicates the cursor pos.

Edited by Xaratas
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This forum is sooo … stupid

Image for the 2. Point in the post Above.

post-50606-0-51984200-1511202013_thumb.jpg

 

(Stupid Forum says I can upload 1mb, then it recompresses that to 110kb and strictly don't want another image of 1mb which is after the stupid recompression 124kb which would have plenty of space left …)

 

*edit* The thing with the button borders which get missing on the Game Over popup are also on the wait/rest popup. Looks like that are the same buttons.

Edited by Xaratas
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Hello you great and wonderful people!

 

I've started going through this list of bugs and input the ones not currently in our system. Its a good sized list so it'll take some time, but I will ensure to get to it all!

 

You the best,

 

-Caleb

I like big bugs and I cannot lie...

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