Path of Exile

Path of Exile Dev Tracker




30 May

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We did some test prints but came to the conclusion that a ton of manual work would be needed on each miniature to make it work. CaptMytre in this thread pretty much summed up the problems we ran into; Long story short each miniature would involve way too much work to get it to any reasonable quality, so its best if we concentrate on what we hopefully are better at(develop PoE itself).


29 May

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hey this looks really cool ! love the creepy lighting on the monster's face :)


28 Apr


20 Apr

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Originally posted by [deleted]

Fantastic!
Here's hoping the new supporter packs come with a convenient "buy a dev a pizza" option.

Get him a crate of canned beans instead. Don't say you heard it from me.

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Originally posted by Karjalan

B) Alex

Damn, nice, B) Alex is best alex.

added anti-smartass full stop

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Originally posted by Tyrlith

does this include the overlay map ?

yes it does, I saw the WIP yesterday and honestly it looks pretty great B). Alex is working on this. (The guy who works on the new water shader and cloth physics).


16 Mar

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Originally posted by MorkvomObst

Will this fix also make them work with the engraved skull? Currently the fiery eyes are sticking somewhere in his cheekbones.

so as far as I know, it's going to be really hard to make it work with every single head MTX in the game, because the Fiery Eyes are placed at the normal position of the character's eyes, and some head gear (including engraved skull) have quite different eye placement. But we're trying to make it work at least with all the "hood" types.

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Originally posted by xxprowerxx

Somehow, my Fiery Eyes don't work with the hood on my ranger.

This problem has been fixed, should be in a patch very soon :)

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Originally posted by Rolia1

I wish the fiery eyes would look like that for the shadow. With that same helmet equipped on the shadow the eyes look like a >.< face.

https://puu.sh/uAyC7/95e41622fb.jpg for proof.

I made a fix for this issue that should be patched in soon :)

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Haha, nice. I made that hood and the fiery eyes :D Stylish character you got there !


04 Mar

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Is bug, will fix


20 Feb

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Originally posted by PM_ME_YOUR_GLUE

Will this also fix the glow scaling of alt art demigod's dominance?

Yes, that change might come in at a later time though.

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We have found a solution to the scaling problem and are putting in some final touches on a solution to the positioning. Without getting too technical we had a problem where we had to choose between having the effect intersect a lot with the character, or have it positioned nicely. This new solution gives us the best of both worlds hopefully.


15 Feb

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Originally posted by [deleted]

[deleted]

GGG witnessed this :) enjoy your sandwich


25 Jan

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Originally posted by r00teniy

Will there be separate MTX for each golem type?

Eventually, yes. The other ones haven't been started yet though.

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We have both a flame and lightning golem in the works. Unfortunately a lot of other urgent effects work has come up lately so there's been delays, but I am confident both of them will be well received once they are released(the female flame one is my favourite).


24 Jan

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Originally posted by Morsexier

I never tried it, as I recently got a new video card so I was fiddling with settings for how nice I can make it look.

FWIW I've always played with "max" or near max settings in the old client, shadows on but never touched AA as I think that was added after I had optimized everything for streaming and my card in '13 or '14.

Alright cheers. From what I could find (and recall, as I've come across this elsewhere too) there are a few other games that have had problems with capturing with MSAA, although I couldn't find any information why. Passed it on to the specialists now though!

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Originally posted by Morsexier

I was hoping this current patch would resolve this, but if you want to capture the game using software like OBS\OBS studio, and you use Dx11, if you put antialiasing to msaa x4 or x8, those programs no longer capture the game. Turning it off immediately fixes the issue (you don't have to reload OBS or anything).

AA works in other games i've tested with OBS, it seems to be an error with the DX11 client. DX9 client with SMAA high or low works fine.

Thanks for letting me know. Has this always happened since the DX11 version came out, or only started recently?
I've made sure the details are passed on for it to be looked into.

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Originally posted by LegendOshy

Adjusting settings anywhere from lowest to highest results in the same blurry outcome

Okay, thanks for checking. We'll keep looking into a fix.