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Messages - Christian Knudsen

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31
Bugs / MOVED: linux mint 17.3 white screen
« on: May 22, 2016, 10:15:56 PM »

32
Alpha Testing / Re: Extremely slow download of the alpha ?
« on: May 22, 2016, 09:36:09 PM »
It's from Amazon servers, so it should be fast enough... Could your ISP be throttling?

33
Alpha Testing / Re: Feedback
« on: May 22, 2016, 04:30:07 PM »
Ahh, great. Yup, add that to the troubleshooting list!

Yes, I'm programming in Free Pascal, but using SDL to set up a rendering context and getting resolution info through that.

34
Alpha Testing / Re: Feedback
« on: May 22, 2016, 03:59:58 PM »
I've sent the saves + explanation. The game is stored in a E:\Games\Hidden Asset it is a normal folder by all the accounts. Nothing unusual about it. To me it seems that it crashed because of naming. I've tried to erase old saves and this time it worked well (first save). So I don't think it's anything to do with folder. But I might be wrong.

Thanks for the files. I get the crash consistenly when leaving the map, but not when loading the Kate04 savegame, waiting for it to load and then load the Kate05 save. Weird. Will have to dig deeper into that.

I'm not all too familiar with Windows 10 (still on Windows 7 myself), but the 'Games' folder is a standard folder on Windows 10, isn't it? I mean like Documents and so on. I still can't help but suspect that Windows doesn't like it when I write files in that folder. If you try to move the Hidden Asset folder to for example the desktop and run it from there, do you still get loading crashes?

I would try to multiply displayed resolutions by detected scaling, while still internally using those detected. I played many games and they all display 3840x2160 (so the scaling is taken into factor). It was confusing first time and I played it in windowed mode just to be sure.

The issue is detecting that there's scaling going on at all. I'm not sure how to do that with SDL, so I'll have to read up on that.

35
Alpha Testing / Re: Feedback
« on: May 22, 2016, 03:21:51 PM »
Hi, yes. It is Windows 10. I just unzipped it to a normal disk (I have like 8 of them), this one is 512GB SSD specifically for games. When running it "as administrator", it's still the same. (I only could repeat loading bug and leaving map bug).

I meant more in which folder, as maybe it was placed in a folder that the game didn't have permission to write temporary files to. It could also be an issue with the first save crash leaving a somewhat corrupted save file that carried over to other saves when continuing on from that one. If you start a brand new game and save it and then try to load that save, does it still crash? Can you email me one of the savegames that crashes?

The highest one is 2560x1440. If I try to manually enter >2560 it reverts back to 2560 (lower resolution works i.e. 2559) same for the vertical resolution. I'm running 150% scaling in Windows 10, I wonder if it has anything to do with it. Because 1.5*2560=3840. So I guess problem is not the list of resolutions, but that it is not multiplied by a scale in Windows. I as a programmer don't probably care, if it is 2560 in text, but 3840 in reality, other people might.

Yeah, definitely sounds like a problem with Windows 10 scaling. SDL just reports the current resolution to the program, and that is used as the max resolution allowed. I'm not sure how I can get SDL to realize that there's Windows 10 scaling going on. I'll have to look into that...

36
Alpha Testing / Re: Feedback
« on: May 22, 2016, 02:17:13 PM »
(I moved this to its own thread.)

Awesome! Thanks for your feedback! Looks like there's a big issue with reading temporary files. This is on Windows, correct? Where did you unzip the game folder to? If you try running the game with 'Run as administrator' do you still get crashes?

- after 3rd cutscene (2nd target killed) some (all?) doors are locked again (even though they were unlocked before, maybe it is explained in missing cutscene, dunno)

Unless you made sure to keep the doors open, doors unlocked with keycards will relock automatically after a couple of seconds. Is this what happened? Or were opened doors suddenly closed and locked again?

- log didn't contained anything special when error occured, even thought I was running a debug version

Debug version just gives more details on where a crash happened in the popup window, so that's fine. Though it should have output some info to the log file about not being able to read files. Weird.

- resulutions doesn't include a support for 4K (as my monitor is natively 4K) i.e. 3840x2160, it would be welcomed (I have to play either windowed or "uglier" at lower resolution)

What's the biggest resolution on the list? And what happens if you type in your resolution manually under 'Custom resolution'?

37
Alpha Testing / Re: Fullscreen glitch
« on: May 20, 2016, 11:22:52 AM »
Oh, okay. It's probably an issue with SDL (which I use for setting up the window and rendering context), then, and not something I can fix.

38
Alpha Testing / Re: Fullscreen glitch
« on: May 19, 2016, 10:22:01 PM »
Like the rendered screen had been pushed down 1/4 of the way? I'll have to check if it does something different when switching from window to fullscreen than when it starts in fullscreen. Is this on Linux?

40
Alpha Testing / Re: Office elevator bug
« on: May 19, 2016, 02:12:43 PM »
D'oh! The elevator numbers are switched in the script for that level!

The elevator power box on the 1st floor turns the 3-4 elevator on/off (but still toggles the power line to the 1-3 elevator), and the elevator power box on the 4th floor turns the 1-3 elevator on/off (but toggles the power line to the 3-4 elevator)!

I think I accidentally removed and then replaced one of the elevators right before releasing the test version, which made them switch numbers in the code. Nice catch!

41
Alpha Testing / Re: Office elevator bug
« on: May 19, 2016, 01:42:01 PM »
Thanks for the savegames!

Wow, that's completely messed up. Will have to runs some tests to see what could cause that. :o

42
Alpha Testing / Re: Office elevator bug
« on: May 19, 2016, 08:54:45 AM »
I'm not able to replicate this. Switching off the alarms doesn't affect the elevator when I do it. Can you send me a savegame?

EDIT: The save games are numbered like this, by the way:


43
Alpha Testing / Re: Office elevator bug
« on: May 19, 2016, 08:13:08 AM »
That's odd. Both elevators should be powered on when the map is first loaded -- and only ever be off if you've switched them off. Can you send me a savegame with this issue to contact@laserbrainstudios.com? Thanks! :D

44
Alpha Testing / Re: Linux SDL 2 dependencies
« on: May 18, 2016, 08:48:13 PM »
I don't think it was a hard drive space issue, more a "that's not the Linux way" thing. But, eh, I'll probably add the libs for the next test version. :)

45
Alpha Testing / Re: Linux SDL 2 dependencies
« on: May 18, 2016, 08:38:13 PM »
When I originally distributed Ascii Sector on Linux, I included the SDL libraries for the exact reasons you're giving. And the only feedback was that I shouldn't do that as users didn't want multiple copies of the libraries whenever they downloaded something. :-\

For the actual release of the game, it will of course be distributed as a proper .deb package that will check for and install missing dependencies. For testing versions, it's just a zip.

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