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Messages - Christian Knudsen

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1
Development Discussion and Suggestions / Re: Future Development
« on: May 11, 2017, 10:32:30 AM »
I'm currently focused entirely on Hidden Asset in whatever little spare time I have.

2
General / Re: Hidden Asset development log
« on: February 14, 2017, 03:40:44 PM »
There's maybe a bug or two...


3
Bugs / Re: HELP running ascii sector in lubuntu 16.10
« on: January 19, 2017, 02:45:19 PM »
Yeah, I don't really have any further ideas. The only solution may just be to install another distro, but there's no guarantee that would fix it, so might be a lot of work for naught.

4
Bugs / Re: HELP running ascii sector in lubuntu 16.10
« on: January 16, 2017, 10:45:55 AM »
OpenGL 1.3 should be fine. I believe 1.1 is the minimum requirement for Ascii Sector.

Another user with the same problem ended up installing the MESA driver from this repository:

http://ppa.launchpad.net/oibaf/graphics-drivers/ubuntu/dists/xenial/

That resulted in something being drawn on screen, but flickering to the point that it was still unplayable. We had to give up at that point, since some more investigation from the user resulted in it seemingly being a driver issue and not something I could fix in code. Maybe you'll have more luck with the driver from that repo?

5
Bugs / Re: HELP running ascii sector in lubuntu 16.10
« on: January 15, 2017, 10:50:48 AM »
Seems like it might be an OpenGL issue. Have you tried updating your graphics driver to the newest version (if possible)?

6
Bugs / Re: HELP running ascii sector in lubuntu 16.10
« on: December 08, 2016, 01:15:11 PM »
No error message when running from terminal either?

(Navigate to the asciisec folder and run it with ./asciisec)

7
Bugs / Re: 3 Crashes
« on: November 06, 2016, 08:27:21 PM »
Thanks for reporting these!

That last crash seems related to a previous fix I did. That's how it is -- fix one thing and break something else! ;D Should be an easy fix, though.

8
Alpha Testing / Re: [0.5.3] Crash after starting the game
« on: September 22, 2016, 09:45:50 PM »
Hehe. I know. It's just embarrassing because it's a really dumb bug. ;D

9
Alpha Testing / Re: [0.5.3] Crash after starting the game
« on: September 22, 2016, 09:24:57 PM »
Fix done. Currently compiling the different OS versions and will then upload v0.5.3.1 for download.

10
Alpha Testing / Re: [0.5.3] Crash after starting the game
« on: September 22, 2016, 09:17:39 PM »
Just sent out an email about this.

On high-resolution screens where the game's screen scaling set to anything other than x1, the game will crash when you first enter a mission map/area. So it will crash when you start a new game and when you first enter the Hensley International map/area.

You can avoid this crash by setting screen scaling to x1 in the options menu when starting a new game and first entering Hensley International and then resetting it back to what it was after the initial animation that shows where your target is has played.

Currently working on a fix. Sorry about this!

11
Alpha Testing / Re: [0.5.3] Crash after starting the game
« on: September 22, 2016, 08:57:51 PM »
Dammit. It's the scaling. I'm sure I tested this. :(

12
Alpha Testing / Re: [0.5.3] Crash after starting the game
« on: September 22, 2016, 08:56:52 PM »
Does this also happen if scaling is set to x1?

13
Alpha Testing / Version 0.5.3.1 available!
« on: September 22, 2016, 07:30:09 PM »
The download links here have been updated to download this new version.

NOTE: Old savegames won't load in this new version.


Changelog:

0.5.3:

- Fixed crash when doing an aimed shot with a weapon in your right hand.
- Fixed crash related to NPC dialogues.
- Fixed crash when trying to get size of room character is in but character is actually outside, standing on building roof.
- Fixed crash when trying to find path to unreachable tile (unreachable tiles are now automatically set as non-walkable).
- Fixed crash in some instances of a guard going looking for a missing guard.
- Fixed crash when an NPC had all its orders removed and the game tries to check what the NPC's current order is.
- Fixed issue with guards not realizing that you had left a restricted area and still attacking you even though you left before they became hostile.
- Fixed NPCs getting frozen in place due to their pathfinding telling them to go to the tile they're currently on.
- Fixed instances of a door opening and closing repeatedly if an NPC is attacking diagonally across it.
- Fixed a corpse in an elevator preventing NPCs from using the elevator.
- Fixed a guard called over to help another guard magically knowing where you are even if you're hidden.
- Fixed sneak attacking with a concealed weapon resulting in critical damage.
- Fixed a bug with selecting items in drawers when screen zoom is enabled.
- Fixed NPCs with a current order to walk around randomly not attacking the player even though the NPC is currently hostile towards the player.
- Fixed information about which tile a character is on going out of sync and characters being draw at the wrong time and/or on the wrong floor.
- Fixed being able to use the All Access Keycard on the utility room door on the 2nd floor of the Hensley International map (you need a code to open this door).
- Fixed an issue with the player character not automatically walking into an arriving elevator if you changed your movement type while waiting for the elevator.
- Fixed the player stopping following a character if the player for a moment gets close enough to the character to stop moving.
- Fixed a Security Guard labeled as a Civilian.
- Fixed an alarm light hanging in midair on the Hensley International map.
- Fixed the office employee on the 2nd floor of the Hensley International map getting stuck if going to talk to the woman employee and she's not there.

- Added animated help screens for Tactical View, Melee Combat, Shooting and Noise Levels that are shown at the relevant times during play.
- New 'Help' menu option where you can also view the above help screens at any time during play.
- Added default NPC behaviour for catching you looking in a drawer or accessing a computer in a Non-Public or Restricted area.
- Police called to the scene after your Stealth reaches 0% won't remain standing outside anymore but will instead start randomly patrolling the building.
- When quitting a game, you will now be asked for confirmation if you haven't saved at all or haven't saved in a while.
- Added on-scren indicator for when a checkpoint is generated.
- When dying, the game no longer automatically resumes from the latest checkpoint. Instead, you can choose to restore from checkpoint or load a saved game.
- Selecting characters is now prioritized over selecting objects, so a character will be selected even when behind a selectable object.
- When left-clicking on an NPC to sneak up behind it, the pathfinding will now try to keep you behind the NPC so you aren't seen.
- Made it a bit easier to hide inside a cubicle.
- Changed how loss is shown on the Stealth and Health bars.
- When centering the view on the player, the speed at which the view moves towards the player now increases with distance.
- The game now automatically sets a screen zoom level on first program run on a system with a high-resolution monitor.
- Added code that prevents multiple instances of the game running as that would mess up temporary files.

0.5.3.1:

- Fixed crash with generating character selection border when showing location of target upon first entering a mission map/area.

14
That all checks out and should definitely be able to run the game. Odd.

I've sent you a PM with the download links to the Hidden Asset alpha.

15
I suspect this to be an OpenGL issue, since I don't remember it ever being a problem before switching over from pure SDL to SDL+OpenGL. The game should support OpenGL down to version 1.1, though, so it's most likely a driver issue.

I could try and PM you a download link to the version of Hidden Asset that I'm currently alpha testing, as that uses the same rendering setup. If that also renders blank, then it is indeed most likely a driver issue -- if not, then I probably messed up the rendering pipeline for Ascii Sector somewhere.

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