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Camille

Compulsion Team
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Everything posted by Camille

  1. That sounds like the area failed to stream in. I'm not sure why that would've happened, but going back to the bridge should normally trigger a stream again -- you might have to cross there and back.
  2. Hey @jarek, This is a known issue and unfortunately, the only way to avoid this at this time is to not save while plagued, or cure it first. You could use the debug console to heal yourself, if need be. I've already pushed a fix to prevent plague from kicking in on loading, it'll make it in the update next week. We're also removing the possibility of getting plague in the first island, if that's where you got it, until later islands where it's easier to craft the cure.
  3. Are you continuing from a save game or starting a new game? We've identified some rare issues where a savegame is unable to load.
  4. The tooltip animation is a bit annoying to say that without it most items are completely unidentifiable to a new player. Might I ask whether you're playing with the controller? Because with the mouse, the delay + animation are a total of 0.3 seconds and shouldn't be a problem. With a controller, the delay is increased so that people can navigate with the cursor without having the tooltips obstruct their view. But this also makes it harder to understand what's going on, so my plan is to make that tooltip delay more dynamic, i.e.: only slow down tooltips if you're quickly navigating the cursor across the grid. what about changing the background color of the items according to their uses? Like having green for healing, yellow for hunger, blue for thirst, red for weaponry, etc. This is a common suggestion and we prototyped it with mockups. I find it makes the inventory look like a bag of skittles and it can still be hard to find some items due to the amount of colours. But it's still better than the current situation. I don't know if colour coding will be the exact solution we go with, but I assure you we're going to find one.
  5. Ah, that'd be savegame issues with our scripting. Apologies about all of those, we're aware of most of them and working to address them in our update next Friday!
  6. Actually, the default on PC rightfully is to assume keyboard & mouse first. But it'll dynamically adjust to whichever was last used -- if you have a gamepad plugged in, it's possible that it's registering slight inputs and showing as active instead?
  7. You can adjust this by increasing the Field of View option in the graphics settings.
  8. You can save yourself some trouble -- the game already autosaves after all quest updates. We did have a standalone "Save Game" option a while ago, but it confused people into thinking it is possible to save and therefore load at any point (i.e.: savescum).
  9. Good catch, it's actually been previously raised as an Americanism. I do believe Alex has plans to rerecord that line somewhere down the line.
  10. @nineplusten I'm glad you were able to figure it out! I'm assuming you're using the Xbox controller emulator because you're using a different controller? Might I ask what it is? We'd like to add support for more controllers down the road, and I'd like to know which ones aren't working "out of the box" with Unreal Engine functionality.
  11. Hey @rainbowrosebacontoes, I saw you posted in a few different locations so I'm taking the liberty of closing those to reply here. Being hard of hearing myself (deaf from one ear, slightly under average from other), I want you to know I can actually relate quite well. I can follow game dialogue if I focus really hard, but that ends up being tiring and distracts me from the actual game. Not to mention with the heavy British accent some of our characters have, I had a hard time understanding our own game until we did a first subtitles pass! We do want to keep the game as accessible as possible, so we'll definitely be improving subtitle functionality. What we have in place now is a rough first pass, more to prove that the functionality works than polishing it in depth. Uncle Jack definitely deserves subtitles, the lack of these right now is mostly due to technical limitations we'll have to work on.
  12. Oh, wow -- that's some very old functionality we had put in place to visualize the world as it generates... I suppose no one thought to remove it. I'll go ahead and do just that.
  13. Duplicated in http://compulsiongames.com/forum/discussion/3717/subtitle-improvement-ideas, just closing this one.
  14. However, in order to cross the bridge in the honey mission, you have to transfer the honey through an inventory like screen that is also not obvious how to use. You have to hold shift to add single items, I accidentally handed over 3 jars of honey and had to redo the bee mission just to re-enter wellington. The idea was that the toll guy is your proverbial bridge troll and would take anything you might put on there even if it's not honey, laughing all the way. But while it sounded fun on paper, the execution isn't that nice after all, so we're changing it to a single turn-in. It would be nice to see a consistent approach on how items are transfered to other characters. This is actually a big concern that arose from all the feedback -- we have a few similar but unrelated systems that involve giving things to NPCs, which in turn caused development on them to be somewhat split, leading to bugs like not being able to turn in quest items. For the vomiting guy's Neximide pill, this isn't so bad. But for quest items required to progress in the game, it's untenable. So we're going to fix the existing systems ASAP, and then take the time to discuss and design a streamlined system for this.
  15. You mention the crash window does come up when this happens -- could you please submit a crash report and tag the contents with @camille so I can find it easily?
  16. here information I'm hitting "continue" on the main menu and sitting on the loading screen only for the game to crash after a little while That still doesn't answer my question: Does the game still crash if you start a new game instead of continuing? Right now I know is that selecting "Continue" crashes. 1. If starting a new game doesn't crash, then that means the issue is specific to continuing and I'll have to look at issues with savegame corruption. 2. If starting a new game also crashes, then I'll have to look at issues with initial loading and world generation. I'll overlook the insults because I actually do want to see this issue fixed and delivered in a patch ASAP. My colleagues might not be so lenient.
  17. It might make you feel a bit better for a short while, but in the end your game still crashes and I still don't have the information I need to understand and fix the crash. Sounds like a losing situation for everyone involved.
  18. If you haven't restarted too many times since then, the log files might still contain useful information. It's worth a shot -- preventing savegame corruption is a top concern.
  19. Instead of complaining and downvoting, you could try to actually answer questions so we can help you.
  20. Does the game still crash if you start a new game instead of continuing?
  21. Hmm, it sounds like something might've gotten corrupted in your inventory. Could you please provide me your logs & save file by following these steps: 1. From your Windows desktop, press the Windows key + R together. This will bring up the “Run” dialog. Type in (or paste) %LOCALAPPDATA%\GlimpseGame and press Ok. This will bring up a File Explorer window showing the directory where the game stores its local data. You should see a folder called Saved. 2. Right-click on the Saved folder, select Send to and then Compressed (zipped) folder. 3. This will create a zip file called Saved. On your system it may be called Saved or Saved.zip depending upon your settings. If you can’t tell the two apart, look at the “Type” column and note the zipper on the icon of the compressed folder. Send the compressed zip to support@compulsiongames.com and mention it's for this thread.
  22. Hey @deathkitty, Likewise, whatever screen you exit from should be the first to be retrieved. This should already be the case -- with one exception. If you have a notification active on the screen (upper right), then bringing up the player menu is going to directly focus the source of that notification. The item menu is killing me. I can barely see what item is being selected. During imperative times, like fights, it should be easy to me to grab whatever medicine or item I'm looking for. That's kind of the intent behind quick slots! But we're definitely working on both reducing the amount of item clutter and identifying items. As for the highlight, I changed it to be more noticeable as well as adding some animation to the cursor. Here's a preview of what it looks like now:
  23. 1. Can we have a way different color border around the item you are selecting/hovering over. I have a hard time seeing what i'm selecting, especially the white items. something like this: I pushed a change to this last Friday, but that was too late to make it in the build. Here's what it looks like, the colour is intact but the highlight is generally more visible and the item is zoomed slightly: There's also an animation whenever the cursor is moved so it's harder to lose track of it. 2. Can we improve some of the stack quantities? i have the feeling some items just can't stack enough and my inventory and vault is always full. I use other dresser around the map to hide my stuff atm. it is fun i have to admit, but would be nice to have bigger stacks of some flowers seeing as you pick that up a lot. Increasing stack sizes feels like an inadequate fix for what is essentially a symptom of too many item types and amounts. I personally would rather reduce the amount of items in the world so that inventory management doesn't become a tedious matter of dropping dozens of empty pill bottles. But even if we have different ideas on how to fix it, the team is very aware that right now the inventory gets cluttered too easily and we're looking to make it better. 3. Can we have a more improved compass, something like Skyrim, where it will show me Places of Interest, our Safe House, Water Wells and such? And can it be made that stuff we completed shows up with a different type of Icon? maybe another collor so we know we already done all we need at that place? (also like Skyrim) I'm afraid you lost me there. The compass already does all of this, even the specific examples you gave. I am considering increasing the distances at which elements are visible, however. 5. Can we have Music during the loading screens? They are really long and i understand why they are long, but some of the Games Music playing while it loads is a nice touch. maybe even rotate some cool concept art We actually have something better in mind! But the reason why we aren't playing any music right now is that attempting to do so causes the music to stutter due to the heavy load we put on the drive and CPU while loading. While it's definitely doable, we chose to spend our efforts in improving the load times altogether. But it's on the timeline. 6. Can we have a better view on Quests, maybe add on which island they are started so when i gather up side quests and want to do them later, i still remember where to go and on which island i want to start what. The lack of location feedback on quests is currently half bugs, half lack of time for execution. We're actively fixing the former and I'm hoping to get more control over tracking quests in general ASAP.
  24. It sounds like something might've gotten corrupted in either your inventory or the shopkeeper's... It can be hard to pinpoint the source of these but I'd like to have your save file and logs to see if it's an easy fix. 1. From your Windows desktop, press the Windows key + R together. This will bring up the “Run” dialog. Type in (or paste) %LOCALAPPDATA%\GlimpseGame and press Ok. This will bring up a File Explorer window showing the directory where the game stores its local data. You should see a folder called Saved. 2. Right-click on the Saved folder, select Send to and then Compressed (zipped) folder. 3. This will create a zip file called Saved. On your system it may be called Saved or Saved.zip depending upon your settings. If you can’t tell the two apart, look at the “Type” column and note the zipper on the icon of the compressed folder. Please send the compressed zip to support@compulsiongames.com and mention it's for this thread. Thanks!
  25. Once you complete the Fill interaction, that canteen is replaced by water in your inventory. That item can then be used by pressing X like any other item. After you drink this water, it'll turn back into an empty canteen. This can be obscured a bit by the fact that canteens are stackable. If you have a stack of 3/3 canteens in your inventory, then filling it will remove 1 from that stack and add 1 stack of water... And so on. If you're not getting that behaviour, it could be a bug, but it'd be the first I hear of it. An easy, surefire way to test it would be to interact with a pump with only one empty canteen in your inventory -- after filling it, the canteen should be gone and replaced by a water canteen.
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