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alt3rn1ty

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Everything posted by alt3rn1ty

  1. Highly anticipated Never thought I would see the day until that announcement in 2017. Now that the worlds most lucrative spyware is kicking its last, fingers crossed Microsoft will also get rid of their version of the plugin which Windows automatically installs. For the future, if you haven't realised already, DOM Storage holds the HTML5 equivalent of Flash LSO Supercookies .. Bleachbit cleans them out In Chrome / Chromium it is possible to clean out DOM Storage, but it can't be setup to do that automatically in any of the advanced settings like you can with third party cookies etcetera (presumably because its valuable data advertisers including google want to preserve as long as possible) In Chrome open a new tab and press F12, then on the menu bar at the top of the page choose "Application", then "Clear Storage", then "Clear site data" .. Easier to just run Bleachbit really. I don't know if Firefox / Palemoon has anything similar to Chromes Console, but again Bleachbit should also clean DOM Storage for those Browsers.
  2. Let the bug fixing commence Early Access has had three hotfixes already, https://baldursgate3.game/hotfix-1-the-journey-begins_12/ Patch Notes BG3 Hotfix #1 (version BG3 EA 4.1.83.3931) Fixed a crash related to using rush-type actions Fixed a crash related to the target camera Fixed a crash in character creation Fixed a crash during dialogs Fixed overlapping items inside the inventory views Fixed "Pickup" and "Pickup And Add To Wares" inside containers Fixed a player assignment issue when someone would leave from a full multiplayer party. The leftover character can now be assigned correctly. Fixed an issue with summons showing up as regular companions Fixed an issue where players could not ready up when other players joined the lobby Fixed being able to move immovable objects https://baldursgate3.game/hotfix-2-after-the-storm_11/ Patch Notes BG3 Hotfix #2 (version BG3 EA 4.1.83.5246) Fixed multiplayer combat connectivity issues Fixed a crash at the end of Early Access content while playing multiplayer Fixed a crash when talking to Halsin in multiplayer Fixed a crash when returning to main menu from a dialog Fixed a crash when arriving in main menu related to corrupted savegames Fixed a startup crash related to integrated graphics https://baldursgate3.game/hotfix-3-theft-death-hubris_13/ Fix for crash related to showing a move preview with an AoO when in combat. Fix for crash related to surfaces requiring concentration. (GUS-149201) Fix for crash related to drag and drop of items in the trade inventory. Gale's Scroll of Resurrection is now correctly added to the player's inventory. ----------------------------------------- and Patch#1 went live .. But there was a hiccup with save games so they will redeploy Patch#1 when that is fixed
  3. Found a bad thing : Made a topic here https://www.gog.com/forum/baldurs_gate_series/bg3exe_trying_to_connect_via_router_upnp_madness
  4. Except this game is early access, not release, and Larian judging by the many posts I read prior to buying the game seem to have a much better track record than Bethesda in the bug fixing department. It may well take a few years, same as Egosoft and Hellogames, but apparently they do come through with a good finished game. This early access is not the full game yet, it currently contains 25 hours worth of gaming for Act1, but the full planned game will include Act2 and Act3, so plenty of content and development to come no doubt. I cant see me finishing these 25 hours worth within that time period, probably take me more like 100 hours ( I don't want to miss anything along the way ). https://larian.com/support/faqs/early-access-information_50 How much content is in Early Access? The Early Access version of Baldur’s Gate 3 includes Act 1 of the game which, in one playthrough, is approximately 25 hours of self-contained content. How long will the game be in Early Access? Though Act 1 (the content for Early Access) is defined, Acts 2 and 3 are work in progress. It’s therefore difficult to predict when 1.0 will launch. We anticipate Baldur’s Gate 3 being in Early Access for at least one year but we’ll have to see how it goes. It’ll be ready when it’s ready. Save games made during Early Access will not be compatible with the full Public release, so need to start again when that happens.
  5. PCGamer review of the early access .. https://www.pcgamer.com/baldurs-gate-3-early-access-review/? I'm still very early game and experimenting with how everything works and discovering all he mentions, but loving the battles
  6. 456.71 is out, apparently it also fixes 4 security vulnerabilities according to reddit .. https://www.reddit.com/r/nvidia/comments/j6qgz8/game_ready_driver_45671_faqdiscussion/ "According to NVIDIA September Security Bulletin, this driver also contains fixes to 4 security vulnerabilities. CVE‑2020‑5980 CVE‑2020‑5979 CVE‑2020‑5981 CVE‑2020‑5982" Vulkan API included is now at 1.22 since a few versions prior to this one.
  7. Tip for anyone playing Remap the controls a bit, change A and D keys to Delete and End keys, and vice versa By default the ASWD keys move the camera Forwards / Backwards / Pan Left / Pan Right Much better having Forwards / Backwards / Rotate Left / Rotate Right Really enjoying the way this plays, the Move and Attack of each party member in battles is very nice. Strategic
  8. Yeah it is a bit steep, but the games already in a good state, 3rd update and I haven't had any issues so far. No doubt there's a lot more work to come it's a big game .. So big I had to clear some SSD space to keep a bunch of it clear for good operation, the game is 150gb. If anyone wants the GOG files standby for a lot of downloading, there's about 18 files worth at 4gb each for the Offline Installers. I used GOG Galaxy to grab this game. Galaxy launches the game launcher, which in turn launches either the default Vulkan Exe, or the DX11 one instead. The Launcher though has a default screen size which is partly off the top of my screen resolution so obviously something they haven't considered, going to file a report on it. Meanwhile I tried doing away with both GOG Galaxy and the game launcher .. And just ran the Vulkan exe directly from the bin\ folder - Works fine as far as I can tell, same as if I had installed the GOG Offline Installer version of it. Graphics are gorgeous on my laptop, seen loads of complaints that it doesn't look like a BG game, agreed its more like Neverwinter Nights but thats not a bad thing imho. No idea right now where the history of patch notes is, probably on their support site / forum somewhere https://larian.com/support/baldur-s-gate-3 Edit : Patch notes are at https://larian.com/support/baldur-s-gate-3 - scroll down to the bottom of the page Also just above those is a "Contact support" button for reporting issues.
  9. 3.03 is public https://www.nomanssky.com/2020/10/origins-patch-3-03/?
  10. Baldurs Gate III - Is on early access on GOG and Steam https://www.gog.com/game/baldurs_gate_iii https://store.steampowered.com/app/1086940/Baldurs_Gate_3/ https://baldursgate3.game/ Looks good, I think I will be grabbing it. Based on D&D 5e ruleset. Edit : Downloading :), early access it may be but I'm used to buggy games at release anyway. Sounds like this company are another bunch of good eggs when it comes to support, so I'm in.
  11. New beta hotfix .. https://forum.egosoft.com/viewtopic.php?f=192&t=405397 Version 3.30 Hotfix 1 Beta 1 (414400) - 2020-10-06 Fixed faction representatives still being missing under certain circumstances. Fixed necessary briefing information being missing for certain missions in French and German localisations. Fixed missing guidance to passenger in Split story mission. Fixed success criteria in Sabotage mission. Fixed display corruption on 5600 XT graphics card with Glow enabled. Fixed several causes of game freezes and UI crashes. Fixed several causes of crashes. I think this round of fixes will be just tidying away outstanding issues before the next big update, and the next DLC.
  12. Another update, just VR stuff this time Experimental Branch 05/10 Fixed an issue that prevented players from using the Multi-Tool upgrade terminal in VR. Additional fixes to provide a smoother framerate in VR.
  13. Experimental Branch 01/10 Fixed an issue that caused frozen dead worlds to report overly warm temperatures. Fixed an issue that could cause your ship to teleport inside buildings when visiting bases. Trader ships that land on the planet's surface will now crush any objects they land on. Fixed an issue that caused the Photo Mode cloud coverage option to be unavailable on some planets. Fixed an issue that caused items awarded by the Planetary Archive vaults to change rarity after save/load. Fixed a number of minor errors in interactions. Players may now use the back-out button to select the 'Leave' option in an interaction.
  14. Another experimental is up .. Experimental Branch 30/09 Fixed an issue that allowed the personal forcefield to activate while using the Analysis Visor. Fixed an issue that caused a different mission to be selected when moving from one step of the Artemis story to another. Increased the likelihood of meteor showers on dead planets. Fixed an issue that caused an occasional checkerboard pattern to appear on the terrain on frozen and volcanic worlds. Fixed a number of audio issues with creatures. Improved the controls in Photo Mode, adding acceleration to the camera movement to allow more fine-tuned adjustments. Added the ability to tilt the camera in Photo Mode. Fixed an issue that caused screenshots taken in Photo Mode to be cropped to the wrong FOV. Weather warning decals are no longer visible in Photo Mode. Fixed an issue that caused vegetation and other planetary items to be spread too thin when viewed at a distance. Fixed an occasional visual glitch that caused stretched polygons in the grass. Improved the icon for the Data Packet. Fix an issue that caused the Vy'keen smuggler to only say 'Grah!' Fixed an issue on PC that prevented base thumbnails from showing in the teleporter. When using the Analysis Visor, more distant markers are now shown slightly faded out. In Photo Mode, props will now be shown at the highest possible detail setting. Fixed an issue that could cause players to very occasionally warp into a system inside a planet. Fixed an number of flickering issues present when using DoF controls in Photo Mode. Fixed an issue that made it difficult to summon the starship on some planets. Fixed an issue that caused incorrect discovery counts to appear on planets where nothing had been discovered. Fixed an issue that could cause the Local Information Register to display the system name as the planet name and vice versa. Exchanging an artefact at a Planetary Archive vault now correctly awards standing with the relevant faction. Fixed an issue that blocked other players from using the vaults at the Planetary Archives in multiplayer. Virtual keyboard is now supported in Steam VR. Fixed a number of clipping issues in the UI. Fixed a number of text issues. Fixed an issue where using the Steam VR desktop overlay would spin the game camera. Fixed an issue that caused incorrect thumbnails to display on the Discovery Page. Opening the Discovery Page immediately after discovering something now correctly takes you straight to the details of that discovery. Fixed an issue that caused the discovery thumbnail in the Analysis Visor to occasionally appear corrupted. Fixed an issue that caused oxygen plants and carbon crystals to award too much of their substance on some planets. Fixed an issue that caused distant thunder audio to only play occasionally. Fixed an issue that caused some creatures to appear at an incorrect position or scale when viewed on the Discovery page. Fixed an issue that caused some flying creatures to be classified as 'Ground' by the Discovery Page. Fixed an issue that caused jellyfish to face the wrong way while swimming. Fixed an issue that prevented teleporter destinations from other galaxies from being visible on the teleport page. Fixed an issue that caused some PC users with Windows hardware acceleration enabled to only see a white screen on boot. Fixed a number of audio and rumble issues with the Sandworm in multiplayer. Improved the displacement effect on vegetation when it is pushed by the player or creatures. Fixed a rare softlock that could occur when entering the ship at the moment you die. Fixed an issue that could cause poor framerate on PC VR.
  15. Another experimental is up .. Experimental Branch 30/09 Fixed an issue that allowed the personal forcefield to activate while using the Analysis Visor. Fixed an issue that caused a different mission to be selected when moving from one step of the Artemis story to another. Increased the likelihood of meteor showers on dead planets. Fixed an issue that caused an occasional checkerboard pattern to appear on the terrain on frozen and volcanic worlds. Fixed a number of audio issues with creatures. Improved the controls in Photo Mode, adding acceleration to the camera movement to allow more fine-tuned adjustments. Added the ability to tilt the camera in Photo Mode. Fixed an issue that caused screenshots taken in Photo Mode to be cropped to the wrong FOV. Weather warning decals are no longer visible in Photo Mode. Fixed an issue that caused vegetation and other planetary items to be spread too thin when viewed at a distance. Fixed an occasional visual glitch that caused stretched polygons in the grass. Improved the icon for the Data Packet. Fix an issue that caused the Vy'keen smuggler to only say 'Grah!' Fixed an issue on PC that prevented base thumbnails from showing in the teleporter. When using the Analysis Visor, more distant markers are now shown slightly faded out. In Photo Mode, props will now be shown at the highest possible detail setting. Fixed an issue that could cause players to very occasionally warp into a system inside a planet. Fixed an number of flickering issues present when using DoF controls in Photo Mode. Fixed an issue that made it difficult to summon the starship on some planets. Fixed an issue that caused incorrect discovery counts to appear on planets where nothing had been discovered. Fixed an issue that could cause the Local Information Register to display the system name as the planet name and vice versa. Exchanging an artefact at a Planetary Archive vault now correctly awards standing with the relevant faction. Fixed an issue that blocked other players from using the vaults at the Planetary Archives in multiplayer. Virtual keyboard is now supported in Steam VR. Fixed a number of clipping issues in the UI. Fixed a number of text issues. Fixed an issue where using the Steam VR desktop overlay would spin the game camera. Fixed an issue that caused incorrect thumbnails to display on the Discovery Page. Opening the Discovery Page immediately after discovering something now correctly takes you straight to the details of that discovery. Fixed an issue that caused the discovery thumbnail in the Analysis Visor to occasionally appear corrupted. Fixed an issue that caused oxygen plants and carbon crystals to award too much of their substance on some planets. Fixed an issue that caused distant thunder audio to only play occasionally. Fixed an issue that caused some creatures to appear at an incorrect position or scale when viewed on the Discovery page. Fixed an issue that caused some flying creatures to be classified as 'Ground' by the Discovery Page. Fixed an issue that caused jellyfish to face the wrong way while swimming. Fixed an issue that prevented teleporter destinations from other galaxies from being visible on the teleport page. Fixed an issue that caused some PC users with Windows hardware acceleration enabled to only see a white screen on boot. Fixed a number of audio and rumble issues with the Sandworm in multiplayer. Improved the displacement effect on vegetation when it is pushed by the player or creatures. Fixed a rare softlock that could occur when entering the ship at the moment you die. Fixed an issue that could cause poor framerate on PC VR.
  16. 3.02 is now public https://www.nomanssky.com/2020/09/origins-patch-3-02/
  17. Experimental had another fix today Experimental Branch Update 28/09 Fixed an issue that caused the build menu to be inaccessible after going through a portal as part of a mission. This issue could previously be worked around by saving and reloading the game.
  18. Cant edit the previous post quote, but found more on the QS Items Adjacency bonuses on reddit .. https://www.reddit.com/r/NoMansSkyTheGame/comments/hta17a/study_of_adjacency_bonuses_from_polo_ship_trails/ Have a look at the images linked in the "Test Configuartion"
  19. That might be fixed aswell now in the latest experimental patch last night .. " Fixed an issue that caused some buildings to move, which could result in missions leading to distant buildings or in bases being buried under the terrain. " Fingers crossed for you. I went to have a look at my old start missions wooden shack, just out of curiosity to see if that planet had been affected in any way. Besides having a few bits of new flora and the atmospherics being better, the base was not affected. But then I haven't been to visit it prior to last nights patch so it could have been affected in the last couple of days but I was unaware. I have seen a Vykeen version of the Archive buildings, yet to see any other race variations, but yeah parts from those would be good for bases. No doubt the modding community one day will be utilising resources in new ways. ------------------------------ You might remember I have been holding off to see if I could find a Void Egg anywhere else outside of the Quicksilver shop for players who are completely Offline, which proved fruitless as suspected. Well then they made Origins with Swamp like planets and Xeno Colony planets (the style of the flora on the latter looks very much like living ships, with that slimy crawling animation on its surface). Checked them out and haven't found any wild Void Eggs so .. Sometime recently and before last nights patch, I found that they have updated the GOG No Man's Sky page to include a disclaimer it has not had before : https://www.gog.com/game/no_mans_sky
  20. Experimental Branch Update 25/09 Fixed an issue that caused some electromagnetic power hotspots to supply less power than before. Fixed an issue that caused warp tunnel audio to continue to play after the warp had finished. Fixed an issue that caused industrial power grid batteries to be used as bait for robotic creatures, instead of ion batteries. Fixed an issue that could cause a softlock when trying to purchase a frigate in specific star systems. Fixed an issue that caused creatures to spawn in the opposite hemisphere than indicated in the discovery hint. Fixed an issue that caused the portal coordinates for new worlds to be considered invalid. Fixed an issue that could cause volcanoes to be placed upon buildings. Experimental only: Fixed an issue that prevented the Terrain Manipulator from mining substances. Fixed an issue that prevented items from unlocking in the Quicksilver shop. Fixed an issue that caused framerate stuttering on PC. Fixed an issue that caused some buildings to move, which could result in missions leading to distant buildings or in bases being buried under the terrain. Fixed an issue that could prevent games from saving correctly. This fix fully restores any affected saves.
  21. New Experimental branch https://steamcommunity.com/app/275850/discussions/0/2850173019331071767/ Experimental Branch 24/09 Fixed an issue that counted extinct creatures towards the planet total in the Local Information Register. Fixed an issue that caused new creatures to be marked 'Extinct' when discovered. Fixed an issue that caused incorrect creatures to spawn on weird biomes. Fixed an issue that allowed Exocraft to destroy volcanoes and other large objects. Fixed a crash that could occur when an NPC ship took off from the planet surface. Fixed an issue that allowed some traders to continue to sell deprecated items. Fixed a number of crashes specific to AMD video cards. Introduced a significant optimisation for large bases. Fixed a crash that could occur when being hit by a projectile launched by an entity that was destroyed before the projectile hit. Upgraded OpenVR to the latest revision. Fixed an issue that could cause Nexus mission to be abandoned as if the player was AFK, even though they had taken off before the AFK timer finished.
  22. Patch 3.01 has gone public https://www.nomanssky.com/2020/09/origins-patch-3-01/ Edit : Wow!, the GOG Offline Backup Manual Installers are already up on GOG
  23. Just found something nice .. It pays to visit those Manufacturing facilities, take the correct action and aswell as being able to get blueprints for some things, there is a new option to grab a multi-tool slot expansion item just saved me 40,000,000 for that last slot. That will be one of those new items mentioned in the Origin Update notes they didn't go into the details of.
  24. Lets see how long it takes for the community to start shouting "More variety / biomes / flora / fauna" Can't complain though, if it wasn't for them we probably would not have had half the content Origins has brought. Sean Murray had said previously that they didn't want to just work on more colours and variations, seems they had a change of heart .. Video of Sean talking to IGN here https://www.ign.com/articles/no-mans-sky-origins-update-release-date-free Glad I don't build bases, seems like the plan to try and not affect what people have built has had a few casualties on steam discussions. Really like that we can now upgrade our multi-tool of choice, instead of hoping one day for something that comes close enough. I had an Alien A class before the update, which is aesthetically just right for my preference, but I knew one day it would have to go to get better slots. Not anymore, I am spending a fortune in souping it up. Next slot is 30,000,000 and the last will be 40 .. Though I dont know if it will be the last, it looks like there is a grid to open up even more slots
  25. Yep, all the new atmospheric visuals are good. First time flying down to a planet the clouds were quite thick (and matched what you saw from space), which was followed by foggy conditions. I was expecting a bit of an atmospheric gap before seeing land, but the new land generation had other ideas .. MOUNTAIN! :)

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