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What causng desync?! Audio files works good how it should be (-there is no desync or delay), but video files is lagging, stuttering - so is video delay. If your video files stuttering just a bit, you not noticing and just thinking is audio desync - but actually is video file playback lag.
For me on longer cutscenes (bigger, longer video files) is starting stuttering badly, only on shorts cutscenes not bad.
What i did for me, and shared to everyone (check in guides section) - is reconvert video files to lower quality and size for PC and Game easier to hande.
It fixed that desync for me (but still, some times in cutscenes videos stated little bit stutter and cause small video desync to audio). I don't think is HDD speed problem (cause some peoples with SSD still hade that problem).
Maybe Invader Studios have a clue, how better to solve this cutscenes problem?
I did notice that there is a mix of how the videos files were made. In the Daymare_MASTER\Content\Movies folder some of the videos (the ones that are loops) contain audio with the video, the other ones don't. Which means they baked the animation (machinema) into the video file but kept the audio in the pak file. This is leading me to believe that the cutscene scene-timing is off and the lip-synching (baked in, since it's a video file and not part of the engine's ability to do built-in engine-cutscenes) of the video is NOT a correct match to the audio. Specifically, (referring to the lip-synching instead of the scene-timing since that's harder to explain) for example, a word that has 3 syllables, if the baked in video only has lip-synching for two syllables, then no "solution" would ever really correctly work. In that case, the only way to -potentially- fix it easily would be to take the audio files out of the pak file and encode it into the video file, but again if it's an issue (as it seems like on with my issue) of not-enough lip-synching per word then it would still be off. Ideally, since it looks like they used the game engine to render the movies, just leave the movies in the game's pak file and let the engine do the automatic lip-synching with its built-in libraries and functions and additionally time the audio and video together in lock-step instead of just fire and forget (play the audio and video and think they're sync'ed)
EDIT: After hours of regex parsing and digging through 10 of thousands of strings, I finally found that I can do:
switchlevel 00_HarborPersistent
from the debug console and jump to the 2nd level, however I have no input. That's about all the energy and effort I can put into this, at least for now. I could have just restarted since it was only the end of the first level, but my concern is suppose I get much further in and something like this happens again, I'm going to need a way to workaround it.
We didn't know this during the development, everything was fine in engine.
The other problem. The gates open on a timer not when you kill enemies, so it was weird what happened. The game autosave AFTER you start the new map (meaning you pressed start after the loading screen) There are 2 possibilities why it reloaded back to aegis: You closed the game in the loading screen or you closed it while it was saving.
We have a "the save file got currupted but i wanna try to work" system, where the game puts you back to your last save when the save file gets corrupted, ofc is not perfect so i think this caused the problem of the gate not opening.
PS: Don't try to load maps using the console, it will never work cuz the game never calls the begin play. At that point it doesnt know who's the player to posses and get stuck