Beta Patch Released

Post » Tue Jan 19, 2016 2:01 pm

Well, something uploaded in steam. 94 Mbs. On a side note, where do you see the version number you're running?

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Ronald
 
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Post » Tue Jan 19, 2016 5:48 pm

Right-click game, properties, beta tab

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jessica Villacis
 
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Post » Tue Jan 19, 2016 7:20 pm

HBAO+ costs about 10 frames per second compared to SSAO, which is true also in other games. It's too much of a fps drop for my system. Anything to do with shadow always hits the fps hard. I have shadow quality at medium only.

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Lifee Mccaslin
 
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Post » Tue Jan 19, 2016 10:01 am

I just did the same thing.


PipBoy showing odd stats.


Went there and found 5 new settlers had turned up in my absence and were sitting and standing around scratching their bums.


There was a bed shortage too.



The new workshop interface change made spotting them much easier but had to get used to a change in key assignment.


What used to be E is now enter on my pc.



Is your settlement one of those with preexisting beds?


They always gave me problems until i scrapped them and replaced them with new ones.




On pc one way is you can pause the game and click a settings menu and the version is displayed in the window

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Lindsay Dunn
 
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Post » Tue Jan 19, 2016 2:40 pm

So PC version finally getting Nividia's Physx effect??




And will console version get a total same patch note? Considering previous patch broke a remote play feature.

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Damned_Queen
 
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Post » Tue Jan 19, 2016 5:23 am

I'm really hoping that Preston fix is what I think it is.



How long does it usually take for the actual patch to release after beta patch?

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Lewis Morel
 
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Post » Tue Jan 19, 2016 8:51 pm

Actual Patch 1.00



* Adding an option to make Preston not telling you about a needy settlement

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Averielle Garcia
 
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Post » Tue Jan 19, 2016 5:10 am

Hummmph,



As a settler that likes to sit on my butt doing nothing, well except complain about you the hero while your away, while rummageing through your things, Making eyes at the companions, you have romanced but not taken on a mission, drinking the yummy water eating the food, and indeed enjoying the protection you have provided,. Oh and to tantalizing make an appearance in front of you when you are actually not off being well heroic , just long enough for you to silently think " hold on who is that fellow, did I give him a job". But quickly and with some skill I might, melding back into the population and indeed at some points actually hiding whilst giggling, as you scour the settlement before giving up in frustration.



I find this news rather disturbing.

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Bellismydesi
 
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Post » Tue Jan 19, 2016 8:54 pm


I'm hoping he backs off (tones it down) on the quest/mission giving.



I wish we were able to approach NPCs for a mission, rather than being randomly told what to do :D

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Damned_Queen
 
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Post » Tue Jan 19, 2016 10:58 am

Well I turned on the castle radio to see what happens.


Raider problem at the beach.


Went to the settlement, got the contract, killed the raiders, returned to collect the caps and did something i don't normally do.


I reported to Pesty Garvil who happened to be outcast at that settlement.


His brains must be addled because


Spoiler
he still thinks the Institute is in play even though he participated in it's destruction.


He sent me to kill a Courser.


I suppose I'll do that next time I'm in the area and souvenir it's coat for the settlers to wear.

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Angel Torres
 
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Post » Tue Jan 19, 2016 7:16 am


Only Nvidia owners getting the Physx effect only is poor show from Bethesda. Those debris effects can be done on the cpu but the devs have either got payed off by Nvidia or are too lazy to implement it for everyone. Way to go turning your back on half your customers..



Since the consoles are AMD based there is no hope for them either. I won't be buying any more Bethesda games (or any games with Nvidia only features) from now on unless they stop this nonsense.

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Solina971
 
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Post » Tue Jan 19, 2016 2:54 pm

TBH m8, no one at Bethesda thought about added a fast travel former for houses in Skyrim.



I recall a video interview Todd Howard did, where he was asked what sort of mods hes looked at and thought were good, and he talked about the fast travel icons for houses mod in Skyrim, and he was like "we should have done that". Thankfully they added such for Fallout 4's Diamond City house.

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lilmissparty
 
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Post » Tue Jan 19, 2016 9:17 am


Well, first thing first I don't know how easy it is to copy Nvidia's Physx effect manually, but I must say Physx is a cool thing to have that I don't give the slightest single [censored] if I don't have it.



I don't see the inexistence of Physx effect (as seen in my PC Borderlands 2) can turn my PS4 Fallout 4's playability 180-degree upside down until I'm not buying the next sequel because of this alone. lol

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Maria Garcia
 
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Post » Tue Jan 19, 2016 1:18 pm

I'm liking the settler icons. Much needed.


I'm not liking not being able to run whilst in workshop mode, however. I hope that is a mistake as I do a lot of building.


Cheers.
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Rebecca Dosch
 
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Post » Tue Jan 19, 2016 6:38 am


No bed assignment isn't important, though, as you normally do not need to bother with manual assignment of beds. All you have to do is make sure there is room between beds for the AIs to reach them via pathing and they will automatically use them as needed. No one in their right mind is going to want to manually assign beds to 20+ settlers per settlement with around 30 settlements in the game (let alone what might be added with DLC).



The one exception might be settlements with existing beds, especially those where you cannot scrap the beds (pretty common). However, simply manually assigning the couple of settlers there to their beds is a simple thing to do. All other misc settlers will auto assign correctly as long as there are beds and enough space to reach them. And no, they do not unassign, again as long as there are enough beds and enough space to reach them.



I wish they'd let us reassign the keys properly, though. Many people don't use WASD or other touch type lineups (e.g., ESDF). I use QASZ (QZ for forward back, AS for left right) and always have, so workshop movement is a big pain since they (stupidly) assigned Q as the key to move settlers. Why Q, BGS? Makes no sense to use Q at all. M sure, but not Q. M puts the seldom-used "move settler" key out of the way of the commonly used keys (for right handed players at least). They need to stop thinking in gamepad terms for ease of use.

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Lance Vannortwick
 
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Post » Tue Jan 19, 2016 8:00 pm


Double post... sorry, but I needed to add a reply to this.



Ummm, no. Nvidia bought PhysX back when it was first developed in order to incorporate it into their graphics cards. It cannot be done on other cards because they own the technology.



If you want AMD to develop a competing technology, contact them and complain, don't complain at BGS or any other developer for not including technology that doesn't exist in the hardware.



No, you cannot do the same effect on CPU because it is a separate technology entirely. You could try to FAKE it, but that would undermine all functionality that is needed for other resources.



PhysX is a very nice effect, but not at all essential.

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Nicola
 
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Post » Tue Jan 19, 2016 7:48 pm

Some good stuff here, but still nothing to allow azerty users tu use "Z" in workshop mod and "E" locked to create/select :/

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koumba
 
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Post » Tue Jan 19, 2016 8:18 pm


Incidentally, it's not even PhysX. It's something called https://developer.nvidia.com/flex. So not just proprietary, but relatively new-fangled!

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NEGRO
 
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Post » Tue Jan 19, 2016 1:38 pm


Or there's no freakin' point, because doing PhysX in CPU (on a non-Nvidia system) both svcks & takes a good chunk of processing. Considering how much stuff is already eating CPU cycles in FO4, adding non-card PhysX would be idiotic. (I've never bothered turning on PhysX in any game that I've been able to activate it in. It's just not worth it.)




edit: (looks up one post) or, it's not PhysX in the first place. My point still stands. :tongue:

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Kim Bradley
 
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Post » Tue Jan 19, 2016 11:43 am

This is why I got out of PC gaming. And don't get me wrong, I miss gaming on a PC. But I don't miss all the 'latest and greatest' b.s. and the costs involved getting it all to work properly.



I read a lot of complaining here about how BGS is catering to Console users, but I've yet to see that and this is even more proof of that. Not to mention the previous Fallout games on Console that were abandoned in a broken state.



We're halfway through January. We were supposed to see mod's for console's this month. Haven't heard anything about that at all.

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Jeremy Kenney
 
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Post » Tue Jan 19, 2016 9:07 pm


Developers such as BGS tend to cater to console design. That is what people are talking about when they make the statements you are referring to. For example, the GUI is obviously designed for console not PC. It's also designed for gamepad not mouse and keyboard which is totally silly for the PC game. Worrying about console design limitations due to making a game multiplatform creates a lot of problems that would not otherwise exist. This is a big reason why some games such as Civilization haven't really had console versions. You can see what happened to Civilization when an attempt to offer it on console was done with Civilization Revolution. The result is far from a good Civilization game even if it was a decent attempt at fitting one into console specs (and I do not simply mean processing power or anything like that so much as controller and GUI limitations).



This is most annoying with developers such as BGS who were originally PC-only developers and became top tier companies due to their work on PC not on console. Their games are simply not good on console. See above note about Civ Rev on console (playable, even enjoyable to a point, but a pale shadow of what a PC version does). The same point applies to BGS games except that they have chosen to remain stuck in console land rather than focus on PC (as Firaxis has done, for example).



If you cannot recognize how BGS develops with console limitations in mind for control schemes, GUIs, etc, then I don't know what to say except that you must not be very aware of various fundamental design elements and the choices associated with them during the development of a game. These things are pretty glaring and constantly visible, after all.



As for mods on consoles, you are not following what Todd stated. He said (1) Xbox One would get mods sometime early 2016 (not necessarily Jan 2016), (2) that he hopes that Sony will allow the same for PS4 but can't say for sure, and (3) that the GECK will be out early 2016 (not necessarily Jan 2016, again) and that mods would be developed on PC using the GECK but could then be transferred to servers (probably Bethesda.net) for console users to download and use. Also, he (and Pete) stressed that there were many technical factors to work out no matter what.

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Terry
 
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Post » Tue Jan 19, 2016 6:48 am


Beds most assuredly can become unassigned, because I've seen it myself, and I have a https://youtu.be/8kONA3uCfd8. At level 45, my Tenpines Bluff settlement had 10 settlers and 15 beds, and 4 of the beds were unassigned. Then at level 54, it had 11 settlers, the same 15 beds, but 6 of them were unassigned -- hence a net loss of 2 bed assignments over that time. Note that during that time I got one new settler, who DID get an auto-assigned bed. Otherwise, I would've had a net loss of THREE bed assignments. The only way I can lose bed assignments on my own is by relocating settlers or scrapping beds, and I had done neither. So the only other way I can think of to lose bed assignments is that the game mysteriously unassigns them on its own.



To your other point, manually assigning beds to even one or two settlers can be a pain. First, you need to find out which settlers don't have beds, and the only way to do that is to drag all the settlers one by one over to the beds and see which settlers don't have beds that "light up". If your beds are not all in one room, that's even more of a pain, since you have to drag your settlers to multiple locations. That's why I said it was necessary for the settler menu to show bed assignment too, not just job assignment.

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Claudz
 
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Post » Tue Jan 19, 2016 8:19 am

Well, like I said, I am (was) both a PC and Console user. I think things change in general, but I just don't see how they are catering to console users.



As for mods on console, the last thing I read was that we would hear something this month. It seems more information has come out that I missed in regard to that and I thank you for clearing that up for me. :)



As for them catering to console design we can't really blame them if they are. I read an article that said their sales were 50/50 which means that they have lost 50% of their PC sales since prior to consoles it was 100%. So I think it's an inevitable transformation. PC's are getting attacked on several fronts and their days are numbered. And I'm not saying I like that. I hate playing FPS's on console. I'd love to be able to hook a mouse and keyboard up to to my PS4. I don't see how anyone can accurately aim with their thumbs and two tiny sticks, and I've been playing guitar since I was 9 (44 now) and have pretty good control of my digits. You give me a mouse and keyboard on the PS4 and I'll play on Survival without ever going in to VATS.



Edited: Fixed a typo.

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Louise Dennis
 
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Post » Tue Jan 19, 2016 3:48 pm

Making wires don't use up copper?


1. Why? I thought it made sense. What are tha wires supposed to be made of?


2. Gimmie my butt loads of copper I already used back. :P

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Nathan Barker
 
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Post » Tue Jan 19, 2016 1:19 pm

Yeah, i agree.



And why the heck do we have to build generators when all the power lines are still working? I see sparks coming off the wires hanging from poles all the time so there's juice flowin' from somewhere. Must be coming from Helios One. ;)

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Rhi Edwards
 
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