Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 4 Vote(s) - 4 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Compiling a List of Problems
Kim Offline
Junior Member

Posts: 16
Threads: 0
Joined: Sep 2010
Reputation: 0
#73
Solved: 8 Years, 1 Month, 3 Weeks ago RE: Compiling a List of Problems

Sorry about the late reply, been distracted by Minecraft among other things.
I don't know which version the problems were on. Helloween is apparently on the forums, so sending a PM might be worth a shot if he's got notifications enabled.

On my second playthrough I never activated Agrippa's talkbox and when I came back after the capture his head were gone. Nothing all that strange if it weren't for the developers comment that talks about how whether you are helpful or not in-game affects whether your sister survives in the between level flashbacks. Well, she survived even though I didn't help anyone. Not sure if that's a bug or if it's simply something they never implemented.
I still collected the fungus and the bone, if that has any bearing on the events.

The above is on vanilla, the Linux patch was released last week so I'll try to find some time to go through it again.


Spiegelman Wrote:REMAINS (1.0.1) Vanilla * Confirmed: Machine Room - One of the possible combinations of "8 up, 8 down" on the levers may be faulty. I don't believe it is the combinations themselves. If you do the following combination from left to right - down, up, down, up, down, up - and then move the left most lever to the neutral position, it will not count the puzzle as solved. I had to leave and re-enter the Machine Room for it to work.

Like I said earlier, from what I can tell it doesn't recheck the value when a lever is set in the neutral position. Whether this is intentional, as in that having a lever in the neutral position is not meant to be a valid solution, or if it's simply overlooked I do not know.
The code in question:

13_machine_room.hps Wrote:/*Set values depending on up/down postion or 0 for middle*/
if(alState == -1){
if(asEntity == "machine_lever_1") SetLocalVarInt("up_"+asEntity, 3);
else if(asEntity == "machine_lever_2") SetLocalVarInt("up_"+asEntity, 3);
else if(asEntity == "machine_lever_3") SetLocalVarInt("up_"+asEntity, 5);
else if(asEntity == "machine_lever_4") SetLocalVarInt("up_"+asEntity, 1);
else if(asEntity == "machine_lever_5") SetLocalVarInt("up_"+asEntity, 2);
else if(asEntity == "machine_lever_6") SetLocalVarInt("up_"+asEntity, 4);

CheckValue(asEntity);

AddDebugMessage("Lever Min & up value: " + GetLocalVarInt("up_value"), false);
}

else if(alState == 1){
if(asEntity == "machine_lever_1") SetLocalVarInt("down_"+asEntity, 1);
else if(asEntity == "machine_lever_2") SetLocalVarInt("down_"+asEntity, 5);
else if(asEntity == "machine_lever_3") SetLocalVarInt("down_"+asEntity, 6);
else if(asEntity == "machine_lever_4") SetLocalVarInt("down_"+asEntity, 5);
else if(asEntity == "machine_lever_5") SetLocalVarInt("down_"+asEntity, 2);
else if(asEntity == "machine_lever_6") SetLocalVarInt("down_"+asEntity, 2);

CheckValue(asEntity);

AddDebugMessage("Lever Max & down value: " + GetLocalVarInt("down_value"), false);
}

else if(alState == 0){
SetLocalVarInt("up_"+asEntity, 0);
SetLocalVarInt("down_"+asEntity, 0);

// No CheckValue(asEntity); to be found here!

AddDebugMessage("Lever Mid", false);
}


Quote:STILL NEEDS TESTING (1.0.1) Vanilla * On occasion, if the player dies in the Cellar Archives where the water monster is first encountered, upon respawning the water monster will not be present. This can also happen with the second water monster encounter.

I think I remember one of the developers comments mentioning that the level can change when you die a certain amount of times. For example, I saw in Helloween's play that the guarding monster in the sewers disappeared when he died a couple of times. Another example, dunno' if this is still in the full game, in the demo I died in the Cellar Archives to the second lurker and upon respawning it was gone only to break down the wooden door when I touched it.
So this might be intentional.


Quote:REMAINS (1.0.1) Vanilla * Confirmed: Occasional slight drop in frames-per-second when activating the lantern. Tested this myself. Hard to tell if it's an actual FPS drop or rough animation.

You might already know this, but you can activate FPS and other debug settings in user_settings.cfg found in your game profile. Refer to Kein's savegames post for details.

Quote:<Debug ShowFPS="true" ShowSoundPlaying="false" ShowPlayerInfo="false" ShowEntityInfo="false" SaveCheckPointOnMapLoad="false" ShowDebugMessages="false" UseProgLog="false" ScriptDebugOn="false" InspectionMode="false" DisableFlashBacks="false" DrawPhysics="false" />

Most FPS drops appear to be related to bad implementation of OpenGL on the driver side of things?


Quote:STILL NEEDS TESTING (1.0.1) Vanilla * Game crashing may occur when having an inventory item ready to use (double clicking), then re-entering the inventory and combining the object with another one, e.g. combining the hammer with the pick.

Helloween did this with the syringe, but instead of crashing the object simply became invisible. The combination is at 12:00 and then 12:40 he uses the invisible object on the door.
http://www.youtube.com/watch?v=jOfuCH-TA7I


Quote:Also seen a youtube video somewhere showing a monster falling through the bridge on the right (the one that collapses later).

This one?
http://www.youtube.com/watch?v=gG6YKTXH0Fk

By the by, could you please switch to imgur for image hosting? Imageshack is so annoying when it comes to zooming the image and being generally messy.




(10-09-2010, 05:52 PM)bugmenot Wrote: Agrippa talks about a lever, CH02L21_Agrippa_Nrm_PulledLever_01 and CH02L21_Agrippa_Nrm_PulledLever_02, "What lever? Oh, that one. So many of Alexander's things are breaking down. Look around, maybe the other room." and "There are machine parts hidden all over this place. You'll find a way to fix it.". I have no idea what lever he was talking about. The IDs suggest I had pulled a lever, but the only levers I remember around there were the one on his talking machine, and the two up the stairs, which I don't think I had pulled when I heard him say it.

The only time I've heard this is when I pulled the levers before setting the gear in place. So it's a hint, from a crazy bastard but still a hint. The "PulledLever" in the file name might be in reference to the actual lever you pull to make him start his crazed ramblings or they might've simply forgotten about that last 's'.

Quote:Maybe a bit nitpicky, and unlikely to be changed, but worth mentioning anyway... When you are approaching the torture room where the man was sawn in half, you hear noises of sawing wood.. Unless they saw wood in there too, or the man was made of wood, this seems a little funny.

I guess sound samples of men being sawn in half aren't as readily available as one might expect. =P Sawing flesh and bones doesn't generally give off much sound from what I've experience, but that wasn't with such a broad and large saw either.
10-09-2010, 10:37 PM
Find


Messages In This Thread
Compiling a List of Problems - by Spiegelman - 09-10-2010, 06:59 PM
RE: Compiling a list of bugs/glitches - by SarS - 09-11-2010, 06:45 PM
RE: Compiling a list of bugs/glitches - by Jinix - 09-21-2010, 07:20 PM
RE: Compiling a list of bugs/glitches - by Rosto - 09-11-2010, 07:03 PM
RE: Compiling a List *SPOILERS* - by Spiegelman - 09-12-2010, 10:06 PM
RE: Compiling a List of Problems - by Spiegelman - 09-13-2010, 10:50 PM
RE: Compiling a List of Problems - by thiz - 09-14-2010, 01:13 AM
RE: Compiling a List of Problems - by Spiegelman - 09-14-2010, 02:52 AM
RE: Compiling a List of Problems - by Vicious - 09-14-2010, 04:22 AM
RE: Compiling a List of Problems - by Spiegelman - 09-14-2010, 03:39 PM
RE: Compiling a List of Problems - by Vicious - 09-14-2010, 11:38 PM
RE: Compiling a List of Problems - by Kim - 09-15-2010, 01:17 AM
RE: Compiling a List of Problems - by Atlas - 09-15-2010, 02:31 AM
RE: Compiling a List of Problems - by Mman235 - 09-15-2010, 02:32 AM
RE: Compiling a List of Problems - by Vicious - 09-15-2010, 02:49 AM
RE: Compiling a List of Problems - by Spiegelman - 09-15-2010, 04:33 AM
RE: Compiling a List of Problems - by Vicious - 09-17-2010, 01:30 AM
RE: Compiling a List of Problems - by Spiegelman - 09-17-2010, 08:04 AM
RE: Compiling a List of Problems - by Mr. Mock - 09-19-2010, 08:53 AM
RE: Compiling a List of Problems - by Mr. Mock - 09-19-2010, 08:50 PM
RE: Compiling a List of Problems - by udm - 09-19-2010, 09:16 AM
RE: Compiling a List of Problems - by Spiegelman - 09-19-2010, 07:16 PM
RE: Compiling a List of Problems - by Unhandled - 09-19-2010, 07:59 PM
RE: Compiling a List of Problems - by DON3k - 09-19-2010, 08:01 PM
RE: Compiling a List of Problems - by Spiegelman - 09-19-2010, 08:36 PM
RE: Compiling a List of Problems - by tonewww - 09-19-2010, 08:08 PM
RE: Compiling a List of Problems - by Daiyuki - 09-20-2010, 12:10 AM
RE: Compiling a List of Problems - by Spiegelman - 09-20-2010, 01:40 AM
RE: Compiling a List of Problems - by Daiyuki - 09-20-2010, 02:01 AM
RE: Compiling a List of Problems - by Kim - 09-20-2010, 03:02 AM
RE: Compiling a List of Problems - by Spiegelman - 09-20-2010, 05:14 AM
RE: Compiling a List of Problems - by Kim - 09-20-2010, 06:08 PM
RE: Compiling a List of Problems - by Spiegelman - 09-21-2010, 05:58 AM
RE: Compiling a List of Problems - by Kim - 09-23-2010, 04:40 PM
RE: Compiling a List of Problems - by jens - 09-21-2010, 07:53 AM
RE: Compiling a List of Problems - by THWIP71 - 09-25-2010, 08:11 AM
RE: Compiling a List of Problems - by Spiegelman - 09-25-2010, 04:11 PM
RE: Compiling a List of Problems - by THWIP71 - 09-25-2010, 11:28 PM
RE: Compiling a List of Problems - by Tanshaydar - 09-25-2010, 11:32 PM
RE: Compiling a List of Problems - by Twin - 09-26-2010, 12:47 AM
RE: Compiling a List of Problems - by Spiegelman - 09-26-2010, 02:53 AM
RE: Compiling a List of Problems - by THWIP71 - 09-26-2010, 04:49 AM
RE: Compiling a List of Problems - by Spiegelman - 09-27-2010, 01:28 AM
RE: Compiling a List of Problems - by THWIP71 - 09-27-2010, 08:53 AM
RE: Compiling a List of Problems - by Twin - 09-27-2010, 03:11 AM
RE: Compiling a List of Problems - by Spiegelman - 09-27-2010, 04:58 AM
RE: Compiling a List of Problems - by Kim - 09-29-2010, 07:43 PM
RE: Compiling a List of Problems - by Spiegelman - 09-29-2010, 09:06 PM
RE: Compiling a List of Problems - by Kim - 10-09-2010, 10:37 PM
RE: Compiling a List of Problems - by Spiegelman - 09-30-2010, 07:59 AM
RE: Compiling a List of Problems - by bugmenot - 10-08-2010, 12:46 AM
RE: Compiling a List of Problems - by Spiegelman - 10-08-2010, 04:55 PM
RE: Compiling a List of Problems - by bugmenot - 10-08-2010, 08:21 PM
RE: Compiling a List of Problems - by Spiegelman - 10-08-2010, 09:16 PM
RE: Compiling a List of Problems - by bugmenot - 10-09-2010, 05:52 PM
RE: Compiling a List of Problems - by Batman55 - 10-10-2010, 04:48 AM
RE: Compiling a List of Problems - by Mike74Negs - 10-10-2010, 05:08 PM
RE: Compiling a List of Problems - by Spiegelman - 10-10-2010, 07:27 PM
RE: Compiling a List of Problems - by Batman55 - 10-11-2010, 06:57 AM
RE: Compiling a List of Problems - by Kim - 10-15-2010, 12:10 AM
RE: Compiling a List of Problems - by Spiegelman - 10-11-2010, 07:22 AM
RE: Compiling a List of Problems - by bugmenot - 10-11-2010, 11:26 AM
RE: Compiling a List of Problems - by Spiegelman - 11-03-2010, 04:17 PM
RE: Compiling a List of Problems - by Thinker - 11-19-2012, 08:12 AM
RE: Compiling a List of Problems - by plutomaniac - 11-20-2012, 10:18 AM



Users browsing this thread: 1 Guest(s)