[QUOTE=Finale;53173969]Are you running it on a really low-end computer? The task-framerate fix has the side effect of greatly raising the game's minimum requirements, although that should be reflected with ingame framerate loss, not load times.[/QUOTE]
nah, my machine runs this game max settings 1400p at a usual constant 60fps, I've had no problems with the game before.
I ended up disabling all of my mods and restarting my computer, and the game started up as normal. I dunno if disabling all mods and removing BLT did the trick or if just restarting did it. Though I still ended up crashing on my third heist of the night (which surprise was brooklyn bank)
Post or message me the crashlog, if you can. There have been signs of general instability since the beta went live, but there are so many moderately significant issues rearing their heads it's hard to tell what's causing what.
[b]INCOMING WALL[/b]
that doom video you made reminded me that i was working on a payday doom mod awhile back... even posted about it i think it was 2 megathreads ago.
Too bad I stopped working on it.
[thumb]https://i.imgur.com/sZXsaCy.png[/thumb][thumb]https://i.imgur.com/dEx2eAU.png[/thumb][thumb]https://i.imgur.com/pjuHSIQ.png[/thumb]
[thumb]https://i.imgur.com/tbzREMe.png[/thumb][thumb]https://i.imgur.com/6NLCohH.png[/thumb][thumb]https://i.imgur.com/rr7hGL5.png[/thumb]
[thumb]https://i.imgur.com/xKKoLPh.gif[/thumb][thumb]https://i.imgur.com/oVU3I4D.gif[/thumb]
Advertising or not, might as well post what i did get to, since I'm not gonna work on it anytime soon if ever again. (And yes, that is basically harvest & trustee bank, and is the only complete map in this whole mod)
There is only one video on my youtube and it is extremely out of date. Most of the work on this mod was making the enemy ai the smartest i could make them. Also, those payday swat reskins were rendered in blender and they have a ton of frames for such things as running, hitting an enemy with their gun, reloading their gun, throwing a grenade, dying, flinching and aiming their guns as well as different sets for the different guns they can hold. I do not know why I did this. I dont even have access to my blender files used to make these sprite renders anymore so fuck dat this is in limbo now. Alot of things are still placeholders.
(If you are wondering how many frames an enemy swat team with a shotgun uses, they have 1,471 frames. Yeah, please don't ask about my thought process)
[QUOTE=DeadMansChest;53172595]I'll admit to going on a tirade on discord a while ago regarding the new MP5 anims and [I]especially[/I] whatever that G3 animation is.[/QUOTE]
I guess it's not too late to ask overkill for a roll-back for these changes, right?
[QUOTE=Diet Kane;53174381]nah, my machine runs this game max settings 1400p at a usual constant 60fps, I've had no problems with the game before.
I ended up disabling all of my mods and restarting my computer, and the game started up as normal. I dunno if disabling all mods and removing BLT did the trick or if just restarting did it. Though I still ended up crashing on my third heist of the night (which surprise was brooklyn bank)[/QUOTE]
Resposting the relevant bit of Diet Kane's crashlog here, in case it helps others:
[quote]
Application has crashed: C++ exception
Could not load texture because IDirect3D9::CreateTexture call failed.
Direct3D could not allocate sufficient memory to complete the call.[/quote]
The log indicates an out of memory crash, which means the game hit its internal memory cap (a product of being 32-bit). It's been a problem on safehouse raid for some time because the game loads and stores the whole safehouse despite only using part of it; since the beta there have been reports of it happening on other maps, but nothing consistent. Diamond Heist (the remake), Brooklyn Bank and Reservoir Dogs (the jewelry store day in particular) all have some optimization issues that make out of memory crashes a greater risk; that said, if you've got a beefy system, the most likely supplemental cause will be mods that are adding custom content.
Aside from disabling them, the next fix will be to uncheck the advanced option for...I think it's called "HQ third person weapon models". These also eat up a bunch of system resources.
that same crash makes safehouse raid literally unplayable for me. the bug posting forum blissfully ignores the few threads i've made on it over the year or so. when it's not ignored, there's usually some bold claims of citing that my GTX 1080 is running out of memory for being on safehouse raid for less than 3 minutes
no mods ever, but a maxed game fyi
[QUOTE=jeremytox;53175605]I guess it's not too late to ask overkill for a roll-back for these changes, right?[/QUOTE]
*shrugs* It worked for the Raven reload animation,didn't it?
[QUOTE=fendermcbender;53175884]that same crash makes safehouse raid literally unplayable for me. the bug posting forum blissfully ignores the few threads i've made on it over the year or so. when it's not ignored, there's usually some bold claims of citing that my GTX 1080 is running out of memory for being on safehouse raid for less than 3 minutes
no mods ever, but a maxed game fyi[/QUOTE]
I think I requested a 64-bit Windows executable for PAYDAY 2 quite a bit during the Twitch stream, so people could use up their RAM some more.
Also, it seems part of the crashing problems with Safehouse Raid is that its map "chill_combat" is practically copypasted from "chill".
[QUOTE=BenjaminTennison;53176118]I think I requested a 64-bit Windows executable for PAYDAY 2 quite a bit during the Twitch stream, so people could use up their RAM some more.
Also, it seems part of the crashing problems with Safehouse Raid is that its map "chill_combat" is practically copypasted from "chill".[/QUOTE]
yeah, it's using chill. It's loading every trophy, every mask on display, every bundle of cash in the vault.
[QUOTE=Finale;53176234]yeah, it's using chill. It's loading every trophy, every mask on display, every bundle of cash in the vault.[/QUOTE]
That being said, consider picking up Iter mod.
The main purpose is improving the pathing of all AI, no negative impact on the game.
But it also contains changes to Safehouse Raid, removing over [I]3000[/I] assets you can't see, improving performance immensely.
My shit laptop during raids went from 15 - 30 to 100+
[QUOTE=brenz;53174933][video=youtube;Gl9Mm1i7H-A]https://www.youtube.com/watch?v=Gl9Mm1i7H-A&feature=youtu.be[/video][/QUOTE]
I want this as a sound mod, especially the heist end sounds.
[QUOTE=brenz;53174933][video=youtube;Gl9Mm1i7H-A]https://www.youtube.com/watch?v=Gl9Mm1i7H-A&feature=youtu.be[/video][/QUOTE]
This made me wish the mosconi was a secondary.
Playing an H&T on Death Sentence is now a horrible joke. It's clear something's really, really screwing up enemy spawning and pathing now that the beta's live- we had no enemies spawn for several minutes, then everything came through at once.
[QUOTE=Finale;53177955]Playing an H&T on Death Sentence is now a horrible joke. It's clear something's really, really screwing up enemy spawning and pathing now that the beta's live- we had no enemies spawn for several minutes, then everything came through at once.[/QUOTE]
When they all spawned at once, do you think it went past the normal spawn rate?
-wrong thread-
Played Payday VR yesterday and can confirm its one of the best VR experiences I've played so far. I highly recommend it if you ever get the chance.
[QUOTE=TheBorealis;53178814]When they all spawned at once, do you think it went past the normal spawn rate?[/QUOTE]
I have no idea, I'm afraid- I don't have a tracker for current number of enemies.
On the bright side, There's a secret new dimension of Crackdown development getting underway. I'm learning how to use the map editor to create "crackdown" versions of heists.
They're quite nasty.
...did you know the swat trucks on Alaskan Deal are all capable of housing turrets?
kinda can't play it til I get a better computer, game still has some pretty shitty optimisation in VR
does look pretty fun tho
[QUOTE=Finale;53179457]I have no idea, I'm afraid- I don't have a tracker for current number of enemies.
On the bright side, There's a secret new dimension of Crackdown development getting underway. I'm learning how to use the map editor to create "crackdown" versions of heists.
They're quite nasty.
...did you know the swat trucks on Alaskan Deal are all capable of housing turrets?[/QUOTE]
More meant the number of enemies spawned per second (actually don't know if it's a flat rate during assaults until it reaches the limit, or it increases the more enemies are killed, or whatever)
[QUOTE=TheBorealis;53179475]More meant the number of enemies spawned per second (actually don't know if it's a flat rate during assaults until it reaches the limit, or it increases the more enemies are killed, or whatever)[/QUOTE]
There's a check for whether the game should spawn more assault enemies every 2 seconds. If the game doesn't spawn enemies at that point and queues them instead (can be multiple reasons, it gets complicated), it checks again in .4 seconds. This interval's short enough that the number of enemies increases really fast, mostly bound by some RNG involving special unit caps and, potentially, scenarios where the spawnpoints are all occupied. Something else appears to be choking up the spawn system at unclear times and occasions, but I can't tell what.
hehehehahaha, there was a command to flush the train with teargas and bulldozers before it opens, too. Let's see if I can get it working...
How does the minigun not cause bugs? Seems like something that shoots 50 times a second would be really susceptible to ping issues, don't think I've seen a minigun in a multiplayer game that shoots that fast.
IIRC, all thats broadcast is the percentage of damage vs HP you dealt to an enemy on top of you telling the host you killed them
[QUOTE=Finale;53179457]I have no idea, I'm afraid- I don't have a tracker for current number of enemies.
On the bright side, There's a secret new dimension of Crackdown development getting underway. I'm learning how to use the map editor to create "crackdown" versions of heists.
They're quite nasty.
...did you know the swat trucks on Alaskan Deal are all capable of housing turrets?[/QUOTE]
...is there any other way to make gameplay more difficult than just dumping in shitloads of turrets? What about good ol' blocking off of areas, forcing players to go through more difficult chokepoints or bottlenecks etc.
[QUOTE=MartinPL;53180465]...is there any other way to make gameplay more difficult than just dumping in shitloads of turrets? What about good ol' blocking off of areas, forcing players to go through more difficult chokepoints or bottlenecks etc.[/QUOTE]
In reality I'm still messing with what's available in the editor. At most I'll probably activate one of the three turrets, and if it doesn't seem fun to play I won't activate any of them. I'm definitely looking to make other changes.
...Ironically and unfortunately, the beardlib editor is incredibly weak at making changes to the existing navmesh. I need to spend more time with it, but closing off areas is one of the hardest things to do so far.
I watched some footage of the new Compact-5 and G3 reload animations
Usually I try not to be a dick, knowing how annoying animating on a deadline can be, but
damn those look bad
Why were the animations replaced anyway? Did the old animator reserve the fucking rights for their work to be used or something?
[QUOTE=Hatley;53180886]Why were the animations replaced anyway? Did the old animator reserve the fucking rights for their work to be used or something?[/QUOTE]
It had to do with changes to reload speed, and it might be tied to future VR support issues.
[QUOTE=Finale;53180891]It had to do with changes to reload speed, and it might be tied to future VR support issues.[/QUOTE]
animations can be sped up / slowed down to match reload speed
also they don't even play in VR so I don't know how it would be an issue
The FBI Files have been updated, a new e-mail has been added:
[CODE]Subject: You like riddles do you?
Alrighty.
Time is something we never have enough of, but looking at the smallest unit can make it seem infinitely long. And subtracting the number of rights I have sworn to protect, makes little difference.
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iZZVbwfFbGfHLMM72OsUGQ==[/CODE]
How did people find out that the code for the previous encoded e-mail was 35990, anyway?
Anyway, here's the decoded message (Code: 9192631760):
[SP]I met your man. The materials he supplied are being looked at to confirm they will hold up to legal scrutiny. To be clear, I have suspected he is dirty for some time, so despite the manufactured nature of the “evidence” you have provided, as well as any intent you may have to compromise my ethics for nefarious reasons, you should know that I will lose no sleep over this, illicit or not. Locking him up will be in the interest of serving the greater good.
Therefore, provided this item you claim ownership of is not overtly dangerous or has a highly illegal status, I will consent to release it to you in exchange for the individual known as Bain.
I am however concerned regarding the reaction of your representative when I asked him about the current health status of the prisoner. Justice will be served either way, it matters little to me, but it would have been preferable for him to stand trial.
Once you confirm receipt of this message, I will begin preparations to apprehend the Congressman.[/SP]
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