I heard tuesday (somewhere), but I'm crossing my fingers for tomorrow. I just really really hope that Bioware deign to fix the SDTV problems. If not, I won't be able to play for three months or so.EnforcerGREG wrote...
Hmm.. what do you guys think the chances are the patch will be released tomorow so we can play DA2 over the weekend?
I really just want to complete it DA2 (was just at the start of act 2 when slow animation bug hit) with all my import descions recognised without having to struggle through bugs.
Dragon Age II Patch update
#201
Posté 07 avril 2011 - 05:27
#202
Posté 07 avril 2011 - 05:46
As for the Update I hear it was in the final stages of being certified and as many of you guys know.Microsoft usually releases stuff relatively early on tuesday. Pending full certification and approval from all parties
#203
Posté 07 avril 2011 - 06:18
That's one of the resons for independant certification. Perople outside Bioware are testing the patch to see if one of the fixes causes other problems.Mccoyn wrote...
I am hoping that these patches don't mess up the stuff that was actually working on my disc.
#204
Posté 07 avril 2011 - 06:39
#205
Posté 07 avril 2011 - 06:43
Maybe something like a Maker's Sigh? I wouldn't mind re-speccing my character from scratch.tivadar27 wrote...
Outside of completely re-speccing your character, I can't see how a patch would handle that
#206
Posté 07 avril 2011 - 06:55
jellobell wrote...
Maybe something like a Maker's Sigh? I wouldn't mind re-speccing my character from scratch.tivadar27 wrote...
Outside of completely re-speccing your character, I can't see how a patch would handle that
Yeah, they could certainly fix Maker's Sigh to "zero out" the character, rather than subtracting existing bonuses. Then at worst fixing the bug would require people who had a current save to buy one (or be given one by Bioware) and use it on the broken character.
#207
Posté 07 avril 2011 - 07:28
EnforcerGREG wrote...
Hmm.. what do you guys think the chances are the patch will be released tomorow so we can play DA2 over the weekend?
I really just want to complete it DA2 (was just at the start of act 2 when slow animation bug hit) with all my import descions recognised without having to struggle through bugs.
Mr Barret (? Too lazy to check spelling) has said in the PC patch thread that he doesn't really expect it til next week and he's "95% sure it won't come over the weekend".
What I'm hoping is that the Xbox patch won't come too long after the PC one but that's up to MS, I figure. I would definitely be happy to see the bug fixes list though, which will come with whichever patch pops out first.
Microsoft, purrrleeeassse. *puppy dawg eyes*
Though I am glad that they check it out - would actually cry if the patch fixed what I needed but buggered everything else up.
#208
Posté 07 avril 2011 - 07:38
tivadar27 wrote...
I'm a bit sad for everyone out there that wants this patch to deal with the isabela/sebastian bug on existing saves. Outside of completely re-speccing your character, I can't see how a patch would handle that, as there's no way to tell how many times the bug has hit a particular character. Sure, BIoware could just "start from scratch" on each load and re-apply all passives, armor, stat bonuses and the like, but I don't know, just don't think that is too likely.
From what I understand about how the bug works, the fix should be extremely easy to do. There are already several save game editors (for xbox and pc) out that can fix the issue readily; however, since the bug still exists, the fix is only temporary. However, if they remove the bug, then the save game editors fix would be permanent...and making a fix that works like the save game editor (which is really just taking a constant value and setting it back to 0) would be extremely easy.
#209
Posté 07 avril 2011 - 07:50
Dejackso wrote...
tivadar27 wrote...
I'm a bit sad for everyone out there that wants this patch to deal with the isabela/sebastian bug on existing saves. Outside of completely re-speccing your character, I can't see how a patch would handle that, as there's no way to tell how many times the bug has hit a particular character. Sure, BIoware could just "start from scratch" on each load and re-apply all passives, armor, stat bonuses and the like, but I don't know, just don't think that is too likely.
From what I understand about how the bug works, the fix should be extremely easy to do. There are already several save game editors (for xbox and pc) out that can fix the issue readily; however, since the bug still exists, the fix is only temporary. However, if they remove the bug, then the save game editors fix would be permanent...and making a fix that works like the save game editor (which is really just taking a constant value and setting it back to 0) would be extremely easy.
you or some other modder doing it isnt the same.
an individual editing things to find fixes and make them work doesnt have to put his work thru q&a with his company( yeah yeah, should have been done better to begin with, been covered).
then sent to other companies that then have to do their own q&a before it can be allowed to be downloaded and patched.
not exactly as fast as the individual way.
#210
Posté 07 avril 2011 - 08:38
n0y0ki wrote...
Dejackso wrote...
tivadar27 wrote...
I'm a bit sad for everyone out there that wants this patch to deal with the isabela/sebastian bug on existing saves. Outside of completely re-speccing your character, I can't see how a patch would handle that, as there's no way to tell how many times the bug has hit a particular character. Sure, BIoware could just "start from scratch" on each load and re-apply all passives, armor, stat bonuses and the like, but I don't know, just don't think that is too likely.
From what I understand about how the bug works, the fix should be extremely easy to do. There are already several save game editors (for xbox and pc) out that can fix the issue readily; however, since the bug still exists, the fix is only temporary. However, if they remove the bug, then the save game editors fix would be permanent...and making a fix that works like the save game editor (which is really just taking a constant value and setting it back to 0) would be extremely easy.
you or some other modder doing it isnt the same.
an individual editing things to find fixes and make them work doesnt have to put his work thru q&a with his company( yeah yeah, should have been done better to begin with, been covered).
then sent to other companies that then have to do their own q&a before it can be allowed to be downloaded and patched.
not exactly as fast as the individual way.
Yeah, that's all true. That also wasn't my point.
I'm not trying to say that the fix should already be done or that the patch should come out quickly; I am just saying that the Isabella glitch (by itself) is a fairly easy. More importantly, it is a fix that should work on pre-existing saves without any problems.
My comment had little to imply about the job that Bioware is doing, and more was in reply to the person above who seemed worried that such a fix would require re-speccing or starting over from the beginning.
#211
Posté 07 avril 2011 - 10:15
#212
Posté 07 avril 2011 - 10:28
#213
Posté 07 avril 2011 - 10:34
Though I agree that it would have been better had they used decent sized text. Everyone seems to want to make everything smaller as some sort of symbol of advancement. Mobile phones started going that way until they all ****ed in their pants over touchscreen technology.
Edit: Aw what, I can't say ****ed?! Tsk.
Modifié par LyndseyCousland, 07 avril 2011 - 10:35 .
#214
Posté 08 avril 2011 - 01:56
Dejackso wrote...
I'm not trying to say that the fix should already be done or that the patch should come out quickly; I am just saying that the Isabella glitch (by itself) is a fairly easy. More importantly, it is a fix that should work on pre-existing saves without any problems.
My comment had little to imply about the job that Bioware is doing, and more was in reply to the person above who seemed worried that such a fix would require re-speccing or starting over from the beginning.
That was me. And most people using the "patch" via the save game editor are doing so by zeroing out their attack speed bonus, which is all well and good if your attack speed bonus is *supposed* to be zero, but that doesn't take into account any other affects the character may actually have. Sure, you can do that as a quick fix and be right in a lot of cases, but you really need to "zero out" the character, and reapply all bonuses from skills, potion affects, armor, armor sets... That's not a simple task unless you just strip down the character to begin with.
Point mainly being the fix now isn't a true fix. It certainly wouldn' be an adequate way to handle it in a patch put out by a gaming company. If they patch it, they'll probably try to patch it *correctly*, which really requires something along the lines of a respec.
#215
Posté 08 avril 2011 - 02:32
#216
Posté 08 avril 2011 - 05:20
tivadar27 wrote...
I'm a bit sad for everyone out there that wants this patch to deal with the isabela/sebastian bug on existing saves. Outside of completely re-speccing your character, I can't see how a patch would handle that, as there's no way to tell how many times the bug has hit a particular character.
Why not? The default attack speed is 100% and the default damage resistance is 0%. Then abilities and equipment apply modifiers to those numbers. The game should know that, the fact it doesn't is part of those bugs.
#217
Posté 08 avril 2011 - 12:22
Musou1776 wrote...
tivadar27 wrote...
I'm a bit sad for everyone out there that wants this patch to deal with the isabela/sebastian bug on existing saves. Outside of completely re-speccing your character, I can't see how a patch would handle that, as there's no way to tell how many times the bug has hit a particular character.
Why not? The default attack speed is 100% and the default damage resistance is 0%. Then abilities and equipment apply modifiers to those numbers. The game should know that, the fact it doesn't is part of those bugs.
That's just the problem. The game, by default, stores the sum total of all your abilities/equipment/... as part of your character. Since those values are screwed up it take some work to re-compute them. I'm not saying it's *hard*, just that there's not a good way to fix it without having to do this *every* time you load a game, something Bioware is not likely to want to have happen, as it'll increase load times substantially (most likely). Unless the game can somehow detect you have a pre-patch save and have a special loading procedure in that case.
EDIT: I should state that I'm basing my assumptions on some experience coding games which may be somewhat outdated, but I know typically games try to avoid having to re-compute stats like this unless they have to. Take Maker's Breath for example, I know I experience significant lag when I use it. That's most likely due to the game unapplying all the effects to the current character.
Modifié par tivadar27, 08 avril 2011 - 12:24 .
#218
Posté 08 avril 2011 - 03:22
#219
Posté 08 avril 2011 - 05:04
Good for you lol. I'm glad somebody's looking on the bright side about all this.Pheonix wrote...
On the up side, Haveing waited so long to be able to play I got bored and went back to the gym + I quit smokeing so umm..... Thank You Bioware lol. I still however hope we see the patch real soon.
#220
Posté 08 avril 2011 - 08:20
#221
Posté 08 avril 2011 - 09:04
tivadar27 wrote...
Dejackso wrote...
I'm not trying to say that the fix should already be done or that the patch should come out quickly; I am just saying that the Isabella glitch (by itself) is a fairly easy. More importantly, it is a fix that should work on pre-existing saves without any problems.
My comment had little to imply about the job that Bioware is doing, and more was in reply to the person above who seemed worried that such a fix would require re-speccing or starting over from the beginning.
That was me. And most people using the "patch" via the save game editor are doing so by zeroing out their attack speed bonus, which is all well and good if your attack speed bonus is *supposed* to be zero, but that doesn't take into account any other affects the character may actually have. Sure, you can do that as a quick fix and be right in a lot of cases, but you really need to "zero out" the character, and reapply all bonuses from skills, potion affects, armor, armor sets... That's not a simple task unless you just strip down the character to begin with.
Point mainly being the fix now isn't a true fix. It certainly wouldn' be an adequate way to handle it in a patch put out by a gaming company. If they patch it, they'll probably try to patch it *correctly*, which really requires something along the lines of a respec.
That depends on how they have written the code for modifiers, too. I was under the impression that most of the attack speed modifiers were computed as seperate variables from the base attack speed, but that Isabella's perk actually modified the base modifier. If that is the case, it wouldn't require a respec at all, because normalizing that to 0 would be a sufficient solution.
If they only have the one attack speed modifier, then that would require either a respec or a reinitialization (i.e. write a quick macro patch to set modifier to 0 and then recalculate modifers from the checklist of perks/weapons/skills that modify that number). So, even then, it wouldn't necessarily require a respec. Hopefully, Bioware didn't program it that way, though... It is a pretty silly way to handle modifiers when creation of seperate variables wouldn't increase the size of the game by much at all and it would allow for easy fixing of mistakes.
I do think it would be a perfectly acceptable way to fix the problem from a major gaming company...especially given that is how a lot of companies actually do fix similar problems. There really isn't any need for a complete respec when they can just do a recalculation readily.
That isn't to say that doing a respec would be *wrong* or anything; It just isn't necessary from my experience.
#222
Posté 08 avril 2011 - 09:14
tivadar27 wrote...
That's just the problem. The game, by default, stores the sum total of all your abilities/equipment/... as part of your character. Since those values are screwed up it take some work to re-compute them. I'm not saying it's *hard*, just that there's not a good way to fix it without having to do this *every* time you load a game, something Bioware is not likely to want to have happen, as it'll increase load times substantially (most likely). Unless the game can somehow detect you have a pre-patch save and have a special loading procedure in that case.
EDIT: I should state that I'm basing my assumptions on some experience coding games which may be somewhat outdated, but I know typically games try to avoid having to re-compute stats like this unless they have to. Take Maker's Breath for example, I know I experience significant lag when I use it. That's most likely due to the game unapplying all the effects to the current character.
I think this may be where the disagreement is taking place. Many RPGs will actually have multiple categories of modifiers for the same effect (which is generally the best and safest way to code it; current generations of computers and consoles can handle quick adds without almost no perceptible lag time). So, it wouldn't be a large computation at all (for example, you might have charactername_attackspeedbase + charactername_attackspeeditem + charactername_attackspeedskill = runtimetemp_attackspeed). This temporary variable would only have to be calculated once per load (and it would be much, much smaller in size than the textures that they reuse in much the same way upon load).
The patch could just 1) fix the bug so that it doesn't ever apply itself again 2) recalculate the associated attackspeed* modifiers (or modifier if they are only using one. It wouldn't be difficult to make those two items only run once initially and then never run again with a checksum; they would only run the first time you play after running the patch. Since, the bug would be fixed; the code wouldn't have to increase load times (you actually touch on this scenario in your first paragraph above; instead of checking for a prepatch save, it could just use a check sum to see if that object/class has ran before.
#223
Posté 09 avril 2011 - 08:42
looking for the Wardens, the cutscene of actually finding the Wardens
will not trigger, thus being stuck in the Deep Roads.
#224
Guest_PureMethodActor_*
Posté 09 avril 2011 - 11:30
Guest_PureMethodActor_*
#225
Posté 10 avril 2011 - 07:11




Ce sujet est fermé
Retour en haut







