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Valiant Defender
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Posts posted by Nexus

  1. On 7/4/2019 at 9:49 AM, Plane said:

    DD1 won't use extra memory, so that's not a solution.  Verifying cache and reinstalling won't fix it either.  It needs to be fixed on the dev side.

    I know. I was trying to get them to update it for a long long long time. And it's never going to happen. Something that shouldn't ever an issue in the awakening edition.

     But that's also not entirely true. I've forced the game to use extra memory before, to very unstable results. 

  2. This is a memory + shader issue that came up with the new tavern design that was implemented in CDT Update 3.  You can try verifying your cache and / or trying reinstalling the game entirely to see if it clears up. But you deffinitely want to make sure you have over 1GB of extra memory to avoid the visual bugs like this one. 


  3. What kind of memory do you have available on the system you're using?  Also definitely do a verify cache through steam, as that looks like an older issue with some corrupted shaders. 

     If this still persists through doing a verify cache (and you have sufficient VRAM and system memory) back up your saves and re-install the game to a clean location (a second drive  for example) and see if your issue is cleared up. 

  4. The fog volumes for DD do not work as the version of UE3 DD is on is older and those features were disabled because they're very performance heavy.  Use Height fog actors and change their density and start / stop distances.  You can also create a type of pseudo fog with a particle emitter, there are a few premade examples in the many level packages if you search for them.  

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  5. There's no option for a alternate tavern. This was discussed a lot over the last two years this patch has been in the works and it was determined not possible.

    As far as the performance issues... there are some very outdated lines of code in the game that were for MOBILE optimization and have since taken to becoming more limiting on performance to varying hardware rather than being a benefit. The tavern itself isn't so much the problem as the lack of a good optimization patch on the backend of things.  

     I have been saying this for a long time but for the sake of having it seen one more time : The games backend code has to be updated, CDT has no control over this, and Trendy has not expressed any plans to spend time on addressing this issue outright.  Until they do, everyone is stuck with "it works or it doesn't", and it makes the rest of us look bad. 

     I'm sorry the hard work I put into the tavern has turned into a trifle than a boon for some people but.. it's been over a year since this was tested initially and the real bugs in the engine should have been fixed and smoothed out during this time, and could have been.  But I'm done playing this broken record. 

  6. You may be running a driver set for that card that is too new for the card itself to be running efficiently, which is common for old graphics cards and newer drivers for older games.  It's not very likely a memory leak unless one of your own ram modules has been damaged or overheated too much, else it would be a memory leak the rest of us would be experiencing presently. 

    You might want to try rolling your drivers back to something a bit older and see if that remedies the matter. There's another potential issue where you're maxing out your GPU ram running other programs in the background whilst playing, since your particular card only has 1GB to it's name, which is optimal for DD, but if it's capped out from other processes then DD tends to slump in performance. 

  7. It would require a period of updating to the games code to make it compatible with Xbone's OS and a few other things like optimizing it for hardware and renderer settings. Not something that would take long, necessarily, but something that's very complex, too complex for Trendy to spare the manpower right now to do it.  At the moment you might want Trendy to give DD1 some TLC for PC and Mac, specifically around some of its hard coded hardware/software limitations to address memory allocation, CPU and GPU performances, going from there, doing console updates would be a bit simpler and quicker.  

     Secondly there's a much larger issue where the build of Unreal Engine 3 they have is sorely outdated and is missing a lot of stuff to make it even more compatible with newer consoles. So.. that's a silver bullet to any kind of quick and smart update for backwards compatibility.   

  8. Tavern Item Recovery :  Yes basically anything that escapes the confines of the set world boundaries will / should be ported back into the tavern, as before if people dropped things too closely to walls they would fall through into the void and never be seen again. The recovery system should rectify that and dropped items should never despawn from the tavern.

    Private rooms: Yes if items dropped in spaces where its designed exclusive for the host to enter any items dropped in those spaces shouldn't ever show their stats, this is a prevention to keep items from being duplicated / stolen.   

    Cosmetic Set bonuses : As apart of set bonuses the shields for the squire classes were added to the set system so they contributed to the set bonuses where there are some to be had. 

    Tavern NPC's : if something can be worked out, this was indeed intended for a future update. 

  9. Similarly the Total conversion system has something terribly broken with it regarding some of the shader systems ( corrupted DX9 references)  so.. making anything with it is almost pointless unless you don't mind the trippy rainbow effects from the busted shaders. 

     - On the DDK Note for future updates, that is a whole process the CDT has no hand in. CDT would  love to have the DDK updated but Trendy has let be known that's something they can't go back to. 

  10. Okay so now that I've stated that the things that are causing problems might be pulled completely, I'm suddenly unprofessional and egotistical. Okay. 

    "Doesn't work like that buddy. You either make things 100% working or don't push it."

    If you made the decisions for the team nothing would ever get to public beta for testing.. since that's what beta's are for. Funny how those silly beta tests work! 

    "you sound like you are doing people a rather huge favor by adding this Tavern" 

    Realllllly? Whats it called when someone who isn't getting paid does something for someone else for free? OH right.. it's called a "favor." Huh.. weird.  

     "you have a pretty bloated ego "

    Yeap I can walk on water and fart rainbows. 

    "Whining about lost time and effort" 

    You know how you might get paid for doing your job? Even when its stupid stuff that might take a really long time.. but that part where you're still getting paid.. yeah. See I don't get paid. Anything. SO if I just casually remind you you're consuming something I spent my time on, my personal time on so you could have the oppotunnity to come here and complain about it.. and then you want a change for it?

     Instead of making a proactive suggestion like "Hey maybe you could sink the floor" or hey.. "maybe you could pull the bar out from under there a bit" or "I have an idea how to fix this! Here's what I did in the DDK as an example!"  Or maybe just admitting you're wrong about something because you don't know the tools.. "Okay so how does collision work and what's happened here?" Or maybe. just don't take my smart-ass comments seriously.. that might do you some good.  

     You see how your feedback has become just a smear job on the guy who.. well does all the custom level work for the team? Again, because again I've said you're probably not going to get what you think you're entitled to because SHOCK! There's better ways to do things besides come to a forum to criticize and not make any better suggestions or draw a concept or.. maybe pick up the tools and spend 5 years working your ass off to get where I am so you get to make the stuff for everyone else to come spit on on a whim and then get crucified for telling people it's not all going to go their way. 

    Anymore [negative] posts from here will not be directed at me from here on. If it is, expect consequences. 

     If you really want to discuss the Tavern, then discuss it and leave me out of it, I've already made changes from the feedback and spent more time working out the performance problem in the only way ANYONE on the CDT can. Get this concept in mind: We can't update the games code that controls memory and other performance related systems.  It's not on our mandate to handle any of that, if we could it'd be fixed already, you could count on that. 

  11. There are changes coming to the tavern for the next beta update: 
    - Theme's will not be available or enabled (if determined to be the problem, will not be available again.) 

     - Controls for the themes will be available in all secret rooms if themes are not deemed an issue to performance. 

    - Fixes for all Diamond Forge issues

    - Fixes for missing Trophies. 

    Keep in mind the exterior space, the upstairs and the tower are all optional spaces, they never have to be used if you don't want to use them. If you don't like them.. you simply don't have to use them.  There wont be any changes regarding these spaces aside from content updates in the future.  

    Regarding the "balcony" over the Tavern Keeper, I understand it seems to be causing some players frustration with not being able to jump onto that bar surface any longer. Try to understand that it is not the point of that addition to cause frustration but to provide better trophy organization.  Another option is being considered, but it will remain for the time being.   

     If anyone else feels that the Tavern Expansion is gimmicky.. understand that aside from storage, a shop and trading,  the Tavern by its own concept is and has been a big gimmick since day one. There's really no other reason for it to exist aside from those main three reasons, and even then.. some very simplified menu systems can replace the gimmicks so no one has to suffer the convenience it provides.  

    Enjoy it such as it is as one large enhanced "gimmick".  If it feels "rough around the edges" then I've done my job as an artist, it's a tavern in the woods.. not a palace with a golden throne. 

  12. Let me explain more carefully why the optimizations on our end are the only thing we can do. I could cut the asked for features completely or even downsize things.. but the fact of the matter is, is that there's a lot of objects that hit the performance that shouldn't be, but can't be controlled from our end without removing them entirely. For example, the themes are expensive for a lot of reasons.. without them there would probably be less trouble on performance. 

     But that's not the sole problem.  There's a lot of strict hardware conditions, specifically around Video Ram and System ram that the game just can't go passed else bad things happen.. like weird performance drops, crashes, stutters.. savegame bloating and data corruption.  It's backend stuff the CDT can't do anything about, so your choices are have the things you want and maybe never get a smooth 60fps.. (not really a big deal..) or get your 60FPS at the cost of the things Everyone has wanted for many many years.

    As far as some of the other designs regarding the outdoors and the tower.. we can strip them.. but then there's continuity issues. Go play tavern Defense and you'll see a few towers atop the tavern.. If the completely optional tower is removed.. that's continuity problem... if it becomes inaccessible.. we'll see forum threads popping up asking why we can't go into it, or how cool it would be to go into the tower. So it really just needs to be treated as the other two secret rooms are : Completely Optional.. you never have to use them.. ever.    

    Having two maps isn't optimal to load into.. and really would just be update-bloat.  If you can wrap your mind around the space the upstairs offers as space that never has to be requested again, by anyone, for all future content updates.  

    I've rebuilt the Tavern many times since the game came out, an outside was a highly sought after feature even back then.. so that is something I wouldn't immediately cut, and themes as an option has an even higher demand but until now weren't a viable option till I came up with a way to make it all work together.  Players were taken into consideration of how much the changes affects them and the answer was.. everyone is still getting what they wanted.

    But now that it's there, it's not "perfect" enough, without knowing how much effort has gone into making it compatible with the game as it is right now.. the fact that it even runs as it does is a feat that wasn't something CDT rushed out for the Beta... there was a lot of painstaking effort to make it way more optimized than it originally was, and partially the reason the beta took so long to come out to start with.  That is time that doesn't come back for any of us. 

     I'm not forcing the Tavern Expansion in anyway, just know that this might be as good as it can get, other iterations for future updates (which I just wont have time to do myself) will come with their own faults.  If other iterations become consensus.. I wish everyone the best in picking the best of the bunch.. I've given this one the best it could have gotten and still have it be playable. 

  13. Not a bad idea there and it was something discussed as a possible option in the upstairs space.  

    Setting up a system like this that would be more akin to Karazahn from World of Warcraft will probably be a bit more efficient. Mini-games will be more explored in Update 4, though. Right now we wanted to get all the bumps out of the tavern as it is now, but this chess idea will definitely get marked down on the list. 

  14. Regarding Tavern Feedback (thank you for posting) 
    -Tavern Load times were tested despite it's file size the load time on the test machine (a 6 year old laptop) loading rarely topped 20 seconds. [Hard drive health will drastically impact loading time on any game... so it's impossible for that to be improved on our end. There's already the maximum amount of optimization that can be done on the engine side.]  

    -The space in the tavern might seem excessive compared to the tiny compartment that is the original.  But there are secrets around the tavern for getting around faster between the floors, if you look hard enough they're easy to find. 

    -Regarding the long walk between floors and the tower it's all subjective to how fast your character is. The stairwell is in it's optimal spot and the length isn't longer than the stretch of mid-floor space it connects to it on the first floor.   Not much can be done but.. see the second bullet point above for getting around quicker. 

    -Don't hug the walls if you don't want to get splinters.

    -The outdoors is there because it was a major request, and will serve other purposes in the future. 

    - The seeming "excessive" space in the upstairs serves it's purpose for future updates once some underlying issues are worked out. RIght now it's just.. you know the beta. 
    -Thanks for the info about the Diamond forge, reasons why we have beta's fit the forge's example.  Most of those issues are resolved for the next build. 

  15. There isn't anything unbalanced about the current process with which content is updated. There is usually at least 1 hard map and one beginner to intermediate map with every other update the CDT has produced so far.  The CDT's goal is ultimately to not force any one to have to play content.. it is up to the players to choose what they want to play, always.  New content is always entirely optional, with the exception of the lobby level in this particular update.  

    If your mouse finger is experiencing some issues when selecting what maps to play I suggest contacting technical support and then maybe seeing a physician or perhaps a priest to exorcise the demon/biased entity that has taken up residence within your appendage.. perhaps your mouse as well.  You may also consider duct-taping a weight to your non-mouse hand to see if the balance issue you're experiencing is leveled out by putting more weight on the escape key.  core_forum_Icon.png

  16. The themes reloading is always going to happen right now. CDT doesn't have a fix to that from our end (it's a save game thing.)  But the theme activation will be available in the basement and possibly the tv room in a future update. As far as the frame drops that's another issue by itself that has to be addressed that isn't controllable from our end either.   Some optimizations are already being made to address some of the fps issues else where around the level though and like anything else that you all report, the CDT will do what it can to make everything solid before the updates release. 

  17. @Black Mamba quote:

    May I ask why the DDR machine isn't being added to the Tavern? What is the difficulty in that?

    It's mostly because the DDR game is very complicated in how it is put together and a nightmare to move to another map because of  it's complicated nature/code.  It was briefly discussed around the CDT during a meeting when the Tavern expansion was being considered.. and it was inevitably put into a stand-by / last resort option, if no other less complex options are brought forth.  So far some other more optimal mini-games have been suggested, and production for them may or may not come to the tavern, something that a community poll will probably determine after the beta.

  18. Tavern Expansion Notes: 
    -Closing off the upper floor via a door is not optimal during beta testing / nor is it recommended until feedback has been sufficiently provided.

    - Making the original tavern space available next to the new tavern - Mostly a technical issue that regards loading time and various other bugs that can/will cause lesser hardware to lag. The current default lobby level may be made available in the maps list however (pending approval)

    - Regarding Item display: Providing another alternate space that is closed but for "Display purposes" is counter intuitive to currently available space.  There have been many points / discussions  regarding adding display cases however.  At a technical level, this is something that is still being looked into and may / or may not come with  a future update once all technical aspects of it have been worked out.  (keeping items locked to the host, for example is one of the technical issues) 

    - Dropped item count will not be changed in regards to how some save data is managed and is out of the scope of CDT's abilities. *Note:  Display cases will potentially negatively affect the total dropped item counts.

    -The music box has been updated to show current song name, each song on the list will be select-able off a list instead of having to cycle through every song

    -A diamond forge : pending some technical and artistic finishes.

    - The bottom tavern floor is expanded by a few units, a marginal floor space increase.

    - The upper floor is brand new, and is intended to suit all future needs including the purpose of displaying items

    - Tavern Themes : all of the old holiday themes are made available to the host to be changed when desired. *Note: Themes do not persist and must be changed back per any reload of the level. 

    - Item-loss prevention is being introduced into the Default and Expanded taverns, to prevent items from being disolved by the void space around the tavern when dropping items to close to a wall or from switching tavern spaces.

    -Mini-game ideas are still being considered and will come in a later update. The DDR mini-game will remain with Moonbase only.

    If you have a request or an idea  regarding the Tavern Expansion previous to the beta please post it here in the format of :

    - Your General Idea / Concept

    - Why or how this can improve the tavern for everyone
    And please remember to Consider Technical / Practical application, as there are some deeper technical aspects of the game the CDT does not have access to.  

     Other pending Tavern Expansion Ideas being considered:
    -A "private" display room accessed from the upper floor

    -An outside space

    -Various mini-games

    -Expanded basement floor in lieu of another private room

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