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Dark souls crash on load
Dark souls crash on load






dark souls crash on load dark souls crash on load

  • Navmesh rendering doesn't have the wireframe overlayed.Game or Patch Questions? Visit FileForums.
  • Restart map studio to work on other maps if too many have been loaded already.
  • Unloading maps doesn't actually free the memory and unload the meshes.
  • More advanced GPU features such as multidraw indirect are also used. This may cause difficulty in running on <4GB cards.
  • Video memory usage is fixed and much higher than it could be.
  • There's some caveats that may cause issues compared to the previous alpha:
  • Saved maps are now correctly compressed.
  • Camera speed is now faster at all levels.
  • Performance should be significantly improved, but older graphics cards may not be supported.
  • Renderer significantly reworked to use megabuffers and indirect draw calls.
  • dark souls crash on load

    This is a more experimental release than usual, as the rendering backend has been swapped to Vulkan and the renderer has been significantly reworked.

  • Sometimes after a while new map geometry will fail to load when loading a map.
  • Map studio will now warn you to use UXM/UDSFM instead of crashing if you don't have your files unpacked.
  • If a project references a game directory that doesn't exist, map studio will now let you choose the game directory instead of crashing.
  • Model editor has a lot of changes and can be really useful as a viewer of flvers, but it isn't quite ready for the limelight yet so expect bugs and missing functionality (no saving yet).
  • Map object outliner has some improvements: keyboard navigation works properly again and expanding a node (like a map) will no longer deselect your selection.
  • Unloading and loading other scenes isn't perfect, but should be a lot better now and be viable in your workflow.
  • Resource and memory management of entities have been improved.
  • Selection highlighting now renders edge outlines or wireframes instead of drawing a box, which helps a lot in visualizing which object is selected.
  • Rendering of certain maps like Cathedral of the Deep is drastically improved as a result.
  • Flver mesh rendering accuracy is improved by taking into account flver submesh bone parents.
  • Region picking accuracy should be significantly improved though. This should be mostly invisible to the user, but there will now be a couple frames of latency between clicking an object and it highlighting. The new renderer should be lighter on the CPU and perform better on scenes with tons of entities.
  • Scene management and rendering had a bit of a rework.







  • Dark souls crash on load