@elminster There's an update to the Mac beta now that restores Cmd-Click as Select/Deselect, feel free to check it out. That update also features the memory leak fix and the improved font sizing (which also addresses the weird indent people were seeing).
EDIT: And the world map transition thing, too, now that I think of it. We're getting there, folks!
@Dee What's left right now? Number of bugs/issues/tests? And I for one would rather wait an extra week and have a completely bug free game! Keep up the good work guys!
Completely bug free is a fantasy for any large complex piece of software...and it doesnt happen in a week. Still I share the spirit of your sentiment. Take the time you need to finish your goals for 1.3 and then share the wealth with bg2ee and bg2 android
Im still noticing an issue on my nexus 7 android L preview with the magnify glass. It now stays active between zones but I believe it becomes depressed after zoning... requiring a double click to toggle off
@MrSexton Well, completely bug free is not gonna happen just yet (and if we're being realistic, ever). As I understand it, now we're waiting for the regressions to be fixed, which only include bugs that were introduced by this specific patch. There are still bugs that are known to be in the game and won't be fixed in the 1.3 patch.
@Dee What's left right now? Number of bugs/issues/tests? And I for one would rather wait an extra week and have a completely bug free game! Keep up the good work guys!
It's called the Infinity Engine for a reason folks, it has infinite problems!
Some problems are more substantial than others, though. I mean, it's actually okay if the EEs are never truly bug-free, but there's "The description on this item says it does fire damage when it actually does ice damage", there's "my thief is now stuck as an immortal mist that can't attack" and there's "This cutscene has broken the game three times in a row." Knowing where to focus your efforts is just as important as knowing how to bug-fix.
It's called the Infinity Engine for a reason folks, it has infinite problems!
Some problems are more substantial than others, though. I mean, it's actually okay if the EEs are never truly bug-free, but there's "The description on this item says it does fire damage when it actually does ice damage", there's "my thief is now stuck as an immortal mist that can't attack" and there's "This cutscene has broken the game three times in a row." Knowing where to focus your efforts is just as important as knowing how to bug-fix.
Exactly--perfection is the goal, but for the purposes of this patch that perfection represents the completion of everything we set out to accomplish with it. There will still be work that needs to be done after 1.3, of course.
I'm amongst one of the harsh critic (against the developers) guys amongst the community; but even that doesn't mean that every day someone has to keep repeating what the developers already know in a subtle ironic way or an annoying way.
*shrug* You do you. Calling Beamdog out on their flubs is just about the only fun I've had with these games since I bought them.
It's called the Infinity Engine for a reason folks, it has infinite problems!
Some problems are more substantial than others, though. I mean, it's actually okay if the EEs are never truly bug-free, but there's "The description on this item says it does fire damage when it actually does ice damage", there's "my thief is now stuck as an immortal mist that can't attack" and there's "This cutscene has broken the game three times in a row." Knowing where to focus your efforts is just as important as knowing how to bug-fix.
I'm amongst one of the harsh critic (against the developers) guys amongst the community; but even that doesn't mean that every day someone has to keep repeating what the developers already know in a subtle ironic way or an annoying way.
*shrug* You do you. Calling Beamdog out on their flubs is just about the only fun I've had with these games since I bought them.
Good to know we're providing our players with a source of entertainment that goes beyond the games themselves.
I still don't see stoneskin available for key assignment under (Gameplay > Assign Keys > Mage Spells). I'm on a mac and I just downloaded the latest patch update.
*chants* "The Lord of Murder shall perish... But in his death he shall spawn a score of mortal progenyyyyyyyy... And in this forum and twitter they will post.. To harass @dee and trent until the infinity engine works for 2 games on at least 6 platforms... flawwwwwlessslyyyyyy... So sayeth the wise Alaundooooooooo..." *end chant*
Seems like this thread keeps evolving into a chaotic mass of off-topic-nesses, but anyway…
Today I was re-reading an old thread, and, I came across this comment by @elminster:
I'm going to go with the non-existent poll option of "we have it now and while it has some faults I think the developers consistent support for the game shows that it will be improved overtime"
And I can confirm that what Elminster said is true, multiplayer was improved a lot, and even more by the 1.3 patch that is currently being worked into because of a multiplayer bug (that's my guess, but since I can't access the issue tracker I can't confirm this) some of us found during a multiplayer game consisting of 6 people. Also, now we can confirm two more things: Elminster is actually a Diviner, no excuses allowed. I am actually a thread Necromancer. ;D
I was not talking about bugfixes and I'm pretty sure the devs already know what I have meant. I am known of bothering them about that thing from time to time.
I think the problem is that its not something that is reliably repeatable (as in if you attach a save I may not be able to repeat your findings). I tried it myself (using both the wand and the spell) and after 30 attempts I got 1 or 2 reflections. My method didn't change either so I didn't find anything to basically point to a suggest a cause behind it.
What area are you testing it in? Maybe its a weird area glitch.
Not confined to a specific area, I'm playing through the beta. Most recently working the southern areas, and the two latest shots that made me really frustrated were while fighting the Jellies on the rather wide open Tombs map. The reflections appeared to come directly off the Jellies, however, not terrain.
@Dee What's left right now? Number of bugs/issues/tests? And I for one would rather wait an extra week and have a completely bug free game! Keep up the good work guys!
Oh my! You must be the most optimistic computer game player IN THE WORLD!! :-D
I selected the pensive young man portrait as the face of my CHARNAME, the same portrait that is usually used for Garrick. When I encountered Garrick, therefore, the engine defaulted to the "Abdel" portrait for Garrick - but only on his inventory & stats pages. The small portrait in the right side party roster is still the standard Garrick portrait, duplicating my CHARNAMEs portrait.
(originally erroneously posted in Feature Requests - had wrong forum open while playing.)
Is this new to 1.3, or can you also reproduce the problem in 1.2?
I don't have a convenient save to test this right now. Garrick was left in a spot somewhat inconvenient to any of my existing saves party positions.
When I get back in his vicinity, I will create a save and check it out in with a 1.2 session.
It's a discussion about the very first release of BG in 1998: and we see the same - a long period of anticipation, doubts, time estimation, bug-fixing and polishing, polishing, polishing...
It's a discussion about the very first release of BG in 1998: and we see the same - a long period of anticipation, doubts, time estimation, bug-fixing and polishing, polishing, polishing...
Its not quite the same since that was pre-release.
It's a discussion about the very first release of BG in 1998: and we see the same - a long period of anticipation, doubts, time estimation, bug-fixing and polishing, polishing, polishing...
Comments
EDIT: And the world map transition thing, too, now that I think of it. We're getting there, folks!
Im still noticing an issue on my nexus 7 android L preview with the magnify glass. It now stays active between zones but I believe it becomes depressed after zoning... requiring a double click to toggle off
Please tell me I'm not the only person that finds this meme hilarious... In both the meme is funny and neither of us can spell...
But in his death he shall spawn a score of mortal progenyyyyyyyy...
And in this forum and twitter they will post..
To harass @dee and trent until the infinity engine works for 2 games on at least 6 platforms... flawwwwwlessslyyyyyy...
So sayeth the wise Alaundooooooooo..."
*end chant*
Today I was re-reading an old thread, and, I came across this comment by @elminster: And I can confirm that what Elminster said is true, multiplayer was improved a lot, and even more by the 1.3 patch that is currently being worked into because of a multiplayer bug (that's my guess, but since I can't access the issue tracker I can't confirm this) some of us found during a multiplayer game consisting of 6 people.
Also, now we can confirm two more things:
Elminster is actually a Diviner, no excuses allowed.
I am actually a thread Necromancer. ;D
Deleting my previous rant.
When I get back in his vicinity, I will create a save and check it out in with a 1.2 session.
Check https://groups.google.com/forum/#!topic/comp.sys.ibm.pc.games.rpg/TFGjqsKhyVE
It's a discussion about the very first release of BG in 1998: and we see the same - a long period of anticipation, doubts, time estimation, bug-fixing and polishing, polishing, polishing...