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Messages - ai_enabled

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Bug reports / Re: Bugs and other things
« on: Today at 07:17:03 am »
Will continue working on it on Monday.

Bug reports / Re: Bugs and other things
« on: Today at 06:51:30 am »
Thanks, you can delete the link now - I've got the file.
Yes, I see where the crash happened. I've noticed that many times the game was unable to create a texture object ("The GPU device instance has been suspended. Use GetDeviceRemovedReason to determine the appropriate action.") and when that happened the memory usage jumped (maybe the texture was allocated but due to the error it was never released).
Alas, we don't have GPU stats in our logs. What is the model of integrated GPU you're using and how much VRAM it can address? You can get this info by launching dxdiag, "Display" tab.


Bug reports / Re: Bugs and other things
« on: Today at 06:29:29 am »
2. Yes. Thanks for reporting! If you can provide the game client logs it will be the best report (you can get them from the Game Launcher by using "create debug dump"). We record the memory usage into the logs.

4. It seems to be a netcode issue - the input update command (change fire mode) seems to be not sent/received to/by the server.

5. Handling chars printing is always hard in the game when framerate is not stable. But in our case we passing all the input into UI middleware and there might be a bug when multiple keys are pressed in the single processing frame.

Regarding the bedroll - I think we can add a simple UI to allow making any free bedroll to make yours respawn point. This should resolve the problem.

Crowbar - yes, we will consider returning some amount of the spent resources when deconstructing. Just added this into our tasks lists.

>> And would be nice to have an option to disable game sounds when it is backgrounded
Right, we have this feature enabled by default in VoidExpanse. Will be useful here too. Thanks for reminding us!


Bug reports / Re: Bugs and other things
« on: Today at 05:09:47 am »
Thanks for trying the alpha and reporting all the bugs!

1. Yes, we will redone this in the future... currently, it's a simple notification - same as any other notification. It was a quick and dirty way to implement the feature.

2. The memory leak issue was fixed in the latest patch.

3. Yes, we fixed it today. The experience was mistakenly added when you dealt damage to any object in the game, but it was expected to be added only to the damage dealt to other characters (and so the added experience amount was quite large). Additionally, using an axe on a tree also added experience to weapon skill when actually it should go only to the woodcutting skill (same for pickaxe). Now all these issues are fixed.

4. Thanks, we continue investigating the issue.

5. Thanks for reporting - even if the framerate drops significantly, the printed chars should be never "eaten". We will investigate it.

Regarding the bedroll - in the latest update you should be able to use crowbar to deconstruct it (also it should work with floor). We're working on a feature to allow targeting non-physical objects such as floor and bedroll (you will need to hold a special key to attack such objects).
We will consider adding a feature to allow selection of the current bedroll (by interacting with any of the previously built bedroll).


Thanks for reporting!
0/63 as usual.
I'm testing it at least once every few versions.
It seems WebRoot is extremely suspicious...

Anyway, not much we can do against the possible false positive reports - we had the same issue with VoidExpanse sometimes.
Even if we buy an expensive code certification (EV) and sign the binary, it still might react as false positive and our code certificate might be revoked because of that (as some developers reported)... Though we definitely will get the certificate later, just in case.

CryoFall Compiler is an essential part of the game distributive - all the gameplay and UI related code ships with the game in an open source form. The game automatically compiles C#/XAML file and listens to the file system changes in order to recompile (live editing and hot-reloading of everything, including content such as textures and sounds).


Bug reports / Re: Yrol's Bug and Errors Displaycase
« on: March 12, 2018, 10:06:22 pm »
Just fixed it, thanks for reporting!
BTW, I find it pleasant to see such bug report on the first open alpha version, like there are nothing worse to report about!
From the very first day, our highest priority was to build the architecture and code of CryoFall as reliable as possible - even if we had to make a custom engine to accomplish this. It seems to pay off well now :-). Fewer bugs = more time to focus on the new features and make a great game!


Bug reports / Re: Some bugs/issues Reports!
« on: March 10, 2018, 11:20:12 am »
Thanks for reporting, ninekorn!
#1 - yes, we will correct the layer order.
#2 and #3 - the game should not spawn any objects near the water, we will fix it.

Hi guys,

A few players asked me why we decided to use 2D character art with only 2 views (front and back + mirroring).

Before answering that question I'd like to share our requirements for the character system:
  • All player characters should have distinct appearance, so players can easily distinguish between them in the game.
  • The characters should have configurable faces constructed from multiple parts (face "shape", upper and lower face parts, hair, skin, color, etc.).
  • The character faces should always be as visible as possible. For example, if the game was top-down we would never be able to see the characters faces, and in isometric view, players would only see really small faces without much details and without much customization).
  • All the clothing and equipment should be visible on the character (and it shouldn't be simple recoloring or texture swaps).
  • It should be relatively easy to add new content into the game - including faces, clothing, equipment, etc. Let me reiterate - it must be so easy that even modders who are not artists should be able to throw something together in Paint.
  • It should be relatively easy to animate characters.
  • The resulting assets file sizes should be reasonably compact.

We've considered three approaches to characters art during the pre-production:

1. All characters made completely in 3D:
This will require modeling of the characters, clothing, equipment and even hair. In some cases, it will be possible to reuse the models and just redraw textures, however drawing textures in unwrapped view is hard.
The projection will be 3D isometric or similar and players will not see much of the details in face styles and equipment.
Animating 3D models is also really hard and requires special (quite complex for novice modders) applications.
It's hard to match the style of other (2D) art in the game - buildings, terrain, etc.
And it's plainly difficult to integrate 3D rendering with 2D rendering from the programming point of view.
Good thing - it allows more views/directions and smoother transitions between them.
Conclusion: doesn't satisfy several important requirements

2. Prerendered 3D characters exported as 2D spritesheets (like old-school RPGs and some newer indie games)
Obviously, it has all the drawbacks of the previous solution PLUS it doesn't satisfy size requirements as it will require hell lot of images (many frames multiplied on many views multiplied on many different clothes and equipment).

3. Use 2D character art with front and back views only (+ mirroring)
This is the chosen solution, completely satisfying all our requirements!
The only drawback is that the amount of views/directions is very limited, but it's an acceptable compromise - we've tried hard to keep it looking stylized and fun.
With this solution, it's very easy to add new content into the game. You just need to draw a bunch of sprites to add a completely unique face style, clothing or equipment item into the game. You can even use Paint, but we recommend using Photoshop and our special Photoshop template and export scripts (which we will make available later). The game itself is able to automatically reload ANY changed image file and so you can draw-save-try-redraw-save as long as you want and check how it looks in the game.

So, is that it?
No! Our animation engine actually allows for much smoother animations and sprite mesh deformations, so you can expect much better animations in the future when we can set aside couple of months specifically for this task. We will come back to that in a year or so and hopefully make our character system even better.


Development discussion / Re: .Net 4.7
« on: March 10, 2018, 04:29:51 am »
BTW, the latest version (open alpha) automatically detects when .NET Framework 4.7.1 is not installed and navigate you to Microsoft Downloads to download and install it.

Development discussion / Re: Linux
« on: March 08, 2018, 11:57:57 am »
Tchey, yes, we're using a huge amount of new techs/libraries which are not ported and not emulated yet. The only way is to wait for our official Linux version.

Modding info / Re: WIP Salvaging
« on: March 06, 2018, 05:13:26 am »
Better 1 year delay than never :-)
We've implemented this feature in v2.1.0

Bug reports / Re: Error in multiplayer horribly
« on: February 11, 2018, 10:24:36 pm »
It's not possible to create a random item generation mod similar to Diablo 2.
Regarding localization of DLC - it was discussed there

Bug reports / Re: Error in multiplayer horribly
« on: February 09, 2018, 01:08:40 pm »

Thanks for reporting!
We've got a few reports of this issue and were able to reproduce it in some cases.
Surprisingly, the game doesn't work very well with some VPN connections. If the players who experienced this issue are using VPN, please ask them to disconnect from VPN and try to connect directly to the game server.

Another source of the issue could be your localization mod. Please try to remove it from ModsConfig.xml for your server and restart it. If that helps, you can upload your mod and post the link - we will check it and tell you how to resolve this issue for your mod.

We're planning to release the patch for VoidExpanse later this month, but I'm very unsure if we will be able to resolve this issue as it's really hard to reproduce.


I think the error is quite different from what we had with the asteroids.
This error message appears if you're asking Scripting API to perform some action on a ship and the provided ship ID is 0. You can try to isolate some parts of your scripts to find the line which leads to this error message.
If you're unable to locate it, I will be able to look into the source of this issue when our vacation is over (we're going to a Lunar New Year holidays for the next ~1.5 weeks).


Development discussion / Re: CryoFall - new screenshots & news
« on: February 07, 2018, 12:49:54 am »
I'm happy too as we didn't find any serious bugs and overall the game is rock stable.
Bottom line is - the game is kickass, prepare to throw us your money within 30 days or maybe even less! ;D
Though, we are planning to release the game completely for free during this initial period!

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