11/26/2023 0 Comments Quake remaster bugs![]() It will then uploads your Baldur’s Gate 3 saves. Once done, simply link your Steam account to it. Players need to create a Larian Account in order to do this. This means if you play on PC you can easily transfer your save over to PS5 and pick up where you left off. If you don’t know (you’ll be surprised how many people don’t), Baldur’s Gate 3 supports cross-save. Larian Studios has also confirmed that the latest hotfix has activated the Baldur’s Gate 3 cross-save support in anticipation of the PS5 launch next month. READ MORE – Baldur’s Gate 3 Mods Increase Shlong Size Because People Felt it Was Too Small However, last night I noticed a list of autosave data after applying the update. I had to manually save as often as possible. Since its release, two updates have arrived to address an auto-save bug and fix cross-save.Īfter the latest hotfix went live last night, Larian Studios has seemingly fixed the auto-save bug which prevented the game from autosaving during intervals of gameplay. While the game has a few bugs here and there, the save system is proving to be the biggest challenge for the game post-launch. The index entry for the newer progs.dat file also contains semi-random characters to prevent triggering the anti-modding mechanism in the Shareware version.Larian Studios isn’t having a great time with the save date on Baldur’s Gate 3. The version in use (CRC 24778) is found at offset 0x116DF17 and continues to the end of the file. The old version (CRC 51103 used in v1.01) is found at 0x580358, is 410616 bytes long, and is not indexed. ![]() Starting with v1.06, there are two copies of progs.dat in pak0.pak. It is functionally identical to the standard Ogre outside of not making a sound upon seeing the player, not having a proper obituary (it simply prints the killed player's name with no descriptor), and being capable of infighting with standard Ogres (since they are technically a different monster species). This causes the game to incorrectly claim that there are unreachable monsters in a level, when they don't actually exist.Īn unused monster, monster_ogre_marksman, is present in the QuakeC code and can be placed in levels. R1M6 - a Wraith will not enter the map.Ī bug in the Quake-C script causes rotfish to be counted twice in the number of monsters in a level, but only once when they are killed.R1M4 - a shambler entity "t399" is spawned in all skill levels, but on Easy/Normal, the corresponding teleport isn't.(The missing monster also registers as a monster during deathmatch.) HIPDM1 - a spikemine is reported to be present, but is missing.HIP2M5 - three spikemines don't teleport into the map. ![]()
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