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  1. It might, if anyone has the time please try it out.
  2. So, while wondering around Wellington Wells and playing the Pre-Alpha, I decided to see what console commands were present and functioning in the game. I've compiled a list down below of the ones I've found that work. Note: Press ~ or ` to open the console Commands List: Fly - Enables flying Ghost - Similar to Fly but with the ability to go through walls etc like noclip Walk - Disables fly/ghost, be sure to use it close to the ground or you'll die from fall damage God - Enables/disables god mode Heal - Heals yourself Unbreakable - Enables/disables your weapon's durability AIIgnorePlayers - All the Wastrels, Wellies, Bobbies etc will ignore you. Type this in again to disable/reenable it (Note: It is aiignoreplayers, it is a i, not an L) Give ITEMNAME - Gives the specified item. E.g. give Branch (Items with a space in their name do not need to be put in quotations e.g. give Holster Expansion Kit) GiveN ITEMAMOUNT ITEMNAME - Similar to give, but you can specify the amount you want. Same thing that applies to give applies to this. Travel MAPNAME - Travels to the specified map (This is VERY buggy and can possibly cause your game to crash!) SetTime HOURS MINUTES - This sets the time. Minutes MUST be specified, even if they are 00.(Note: The time is in 24 hours so if you wanted it to be 1 PM for example, type SetTIME 13 00) SetDay DAYNUMBER - This sets the day in game. (E.g SetDay 3) This would set it to Day 3. This COULD be used to temporarily disable the 1 week timer before game ends, I personally haven't tested it out yet. SetDay AndTime DAYNUMBER HOURS MINUTES - Same as the two commands above, except they are combined together Teleport - Teleports you to where you are looking at ChangeSize SIZENUMBER - Changes your size ce COMMAND - Sort of like a dev tool to see the variables of certain things or when an event happens DamageTarget DAMAGEAMOUNT - Damages the target you are looking at with the specified amount DestroyTarget - Kills the target you are looking at DemiGod - Similar to God QuickSave - Saves the game QuickLoad - Loads the last save PlayersOnly - Disables AI KillEmAll - Kills everyone SloMo SLOMOAMOUNT - Sets slow-motion to the specified amount. More to be found soon Hopefully this helped some of you if you wanted to mess around in the game.
  3. Hello, I just spotted a loading bug with 6.1. I had made it to the city where the Wellies are located and I saved and exited my game. Upon returning back a day later and loading my game, I noticed that the moving TV screens in the city were gone. They were present before but they seem to be missing now. I can still, however, hear Uncle Jack through the speakers located through the city. The only TV that remains are those in people's houses and in the bunker. As for the Slow-Mo bug, everything goes super slow-motion upon taking the syringe used to ensure you don't overdose joy. Is this intended or not? It doesn't seem to wear off and I can't find a solution to it.
  4. Hello, I have been experiencing FPS issues with Update 6.1. Previously, in Update 6, I was able to get 20-30 FPS with occasional dips on High. For more info such as system specs etc, I made a thread about that earlier: http://compulsiongames.com/forum/discussion/586/pre-alpha-experience-and-overall-feedback With Update 6.1 however, I get 10-15 FPS on High and FPS drops a LOT whenever I move my camera around or am in combat. Decreasing the graphics quality does not help nor does disabling VSync. This doesn't appear to be an issue on my end as I have a fairly decent laptop that is above the minimum specs and it should be able to run the game fine as I can run other modern and even more graphics-intensive games fine. Therefore, I should be able to run this game on High with at least 50-60 FPS in the first place. I understand this is a pre-alpha and there are going to be problems but I hope this is fixed soon as I'm barely able to play the game at this rate. Please help!
  5. So, a few weeks ago I funded the Pre-Alpha tier and now that I finally got it, I decided to leave some feedback. First off, the game runs OK for me on High Graphics on Update 6.0 (specs listed below), I get around 20-30 FPS with occasional drops. Considering my specs + the fact that I can run modern games on high graphics with 50-60 FPS, this is fairly odd. It lagged for a minute or so after the world generated but the FPS gradually increased after a bit. There is a problem where sometimes while it was generating the world and the screen was still black/loading, the earlier parts of Uncle Jack's "Good Morning to you" would be cut off. This happened twice but its probably a minor bug. The FPS also tends to drop in the houses in the Wastrel area. Secondly, loading times are slightly long. It takes around 20 seconds to load after I create a new game. For the system I have (specs listed below), that's fairly long. I also noticed an odd bug where at Day 2/3 when Uncle Jack's shows started I heard the audio fine but his face was frozen on the TV (he was telling jokes). I don't know if this is intended or just a bug but it happened on every TV screen and I was in the Wellie City. Lastly, there were some minor bugs where ragdolls glitched out and other than that the game is fine. I haven't experienced any crashing yet after an hour and half of playing so that's great I hope the game gets more optimized as the devs progress! (I know this is a Pre-Alpha that's why I'm not complaining) Specs (I use a gaming laptop): ------------------ System Information ------------------ Operating System: Windows 8.1 64-bit (6.3, Build 9600) (9600.winblue_r9.150322-1500) Language: English (Regional Setting: English) System Manufacturer: Alienware System Model: M17xR4 BIOS: A11 Processor: Intel® Core i7-3840QM CPU @ 2.80GHz (8 CPUs), ~2.8GHz Memory: 16384MB RAM Available OS Memory: 16264MB RAM Page File: 10167MB used, 16336MB available Windows Dir: C:\Windows DirectX Version: DirectX 11 DX Setup Parameters: Not found User DPI Setting: Using System DPI System DPI Setting: 96 DPI (100 percent) DWM DPI Scaling: Disabled DxDiag Version: 6.03.9600.17415 64bit Unicode Graphics Card name: Intel® HD Graphics 4000/NVIDIA GTX 680M Manufacturer: Intel Corporation/NVIDIA Device Type: Full Device Device Key: Enum\PCI\VEN_8086&DEV_0166&SUBSYS_05511028&REV_09 Display Memory: 1792 MB Dedicated Memory: 32 MB Shared Memory: 1760 MB Current Mode: 1920 x 1080 (32 bit) (60Hz) Monitor Name: Generic PnP Monitor
  6. @Otherbuttons Yeah, I tried my best to make it as creepy as possible, especially with the lighting When I was making it, I remembered the Marionette from Five Nights at Freddy's and took some inspiration from that as well, that's probably why it reminds you of it The eye needs some work though (it's mishapen). Thanks for the feedback
  7. Hey guys, because I like We Happy Few so much (no really ), I decided to just make a 3D model based off it. It's inspired by We Happy Few but isn't meant to be a direct copy. I'm fairly new to 3D modelling, so forgive my model if it's bad please! I can't wait for you guys to release the game
  8. Ah okay, thanks! I hope the Early Access version releases on Steam shortly after the Kickstarter (since I'm unable to fund it due to lack of PayPal as a payment method) One last thing, if the project is not funded, will you guys still continue developing the game? (as you might get more funds from Steam when released on Early Access)
  9. Hi guys! I was wondering if you could answer a few question I have concerning We Happy Few. First off, if the project does not manage to reach its goal on Kickstarter, will those who backed the Pre-Alpha tier still get it or will we get a refund? Secondly, will there be a Steam Early Access release of We Happy Few shortly after the Kickstarter? I'm asking this because I would LOVE to fund the game but I don't trust Kickstarter with my credit card and they do not support PayPal. Steam, on the other hand, does and I would instantly buy and play the game if it was released on Steam Early Access shortly after the Kickstarter. Thanks!
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