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Hello again,

wanted to load up Cryofall today to have a look at it, but when/after installing I got a virus detection alert from my scanner (WebRoot), see screenshots.
File location is apparently inside a zip-file (during extraction I assume), the full path is also attached.

I can now verify the game from the launcher, and it says it's fine. If I scan the folder, it's also fine. If I launch the game, scanner kicks in again and prevents the compiler from doing whatever it's trying to do and quarantines it again. Queue me having to re-verify and start again.

I've not white listed the file, but eventually it launched and I'm not in. Weird...

I don't know what the compiler is compiling, but as far as I understand it, especially when run 'interactively' virus scanners tend to listen closely (since it's a way to avoid signature detection). This might be a rather fragile construct, since you probably can't test every version against every virus scanner for every release (I assume).


I'm off doing some gamin'

News and Updates / Re: VoidExpanse - Patch notes v1.1.x
« on: April 03, 2015, 08:54:35 am »
BTW, in borderless mode you cannot select active monitor from the game. Do we need to add this feature also? :-)

No, I don't think so. As long as the game (implicitly?) respects the "Primary Monitor" setting that should be fine, and it always popped up on the primary for me so far. I personally always run my games on the primary monitor, since that's basically why it is the primary: For normal windows operation that setting doesn't really do a whole lot. For the (presumably very few) people who might need such an option, a command line switch would probably do, if you really want to implement some way to change monitors in that mode

Game discussion / Re: On Release
« on: April 03, 2015, 08:45:08 am »
Ah that's my bad then. I think I was still using the launcher based version on my other computer... Never mind me, sorry ^^

Mods / Re: Co-Pilot Voices v1
« on: April 03, 2015, 08:35:29 am »
Thanks, I'm glad you like the mod, but I'm not sure about it being in the base game. That's the whole purpose of mods, so you an add and change features you like (or don't).

Fair enough ;)

Also thanks for quickly putting it in the steam workshop for everyone's convenience (auto updates and such, should there ever be any update necessary).

Side note: You should update the mod description. It still says "Game version:1.0.x", but seems to work perfectly fine with 1.1.x as well (as far as I can tell).

Game discussion / Re: Shield or armor...which is you?
« on: April 03, 2015, 08:31:24 am »
I'm really missing some more detailed information on some of the stats/properties, armor in particular. What does having "30 armor" mean from a mechanics standpoint? Often, it implies that everything that hits/damages you will damage you by 30 points less than it would otherwise (30 damage reduction). I've checked the Wiki, and it doesn't have any info on this either (or I couldn't find it). There are a few more stats that aren't 100% clear from the name alone, and obviously you can't mouse over something in a tooltip to get more info ;)

For what it's worth, I purchased the game yesterday on Steam for my iMac running OS 10.9.
I've yet to be able to play a game.

For what it's worth, I've been playing the game for quite a while before release, and significant problems like this are extremely rare and usually fixed very quickly. So I understand that the game hasn't made the best impression for you (yet), but I would expect that to be resolved very quickly. Really unfortunate that the first official release build has such a game breaking bug :(

Piggybacking on this report, since I have the same issue. I can seemingly load games fine after starting the game, but if I "save and quit" and then try to load it again, it hangs as described by OP.

System: Win7 x64, AMD Radeon HD6870
Game Version: 1.1.8 (Steam)
Game Mode: Single Player

Message from Windows (from the "not responding" dialog):
Code: [Select]
Problem signature:
  Problem Event Name: AppHangB1
  Application Name: VoidExpanse.exe
  Application Version:
  Application Timestamp: 5515372e
  Hang Signature: 1f50
  Hang Type: 0
  OS Version: 6.1.7601.
  Locale ID: 1031
  Additional Hang Signature 1: 1f50d55a8852b9c8c4a5743008bfa42d
  Additional Hang Signature 2: 420e
  Additional Hang Signature 3: 420e3530e29b836084b3ff1a16a8fe61
  Additional Hang Signature 4: 1f50
  Additional Hang Signature 5: 1f50d55a8852b9c8c4a5743008bfa42d
  Additional Hang Signature 6: 420e
  Additional Hang Signature 7: 420e3530e29b836084b3ff1a16a8fe61

and here are the logs: LINK

Edit for Additional info: When I was trying to load the game, I did click outside the Window (I'm running borderless windowed, and "pause when minimized" is disabled, in case those matter) to read/scroll in a browser window on the second monitor during the loading process.

Game discussion / Re: On Release
« on: April 03, 2015, 06:52:26 am »
If you have a save the save is stored on your computer

Speaking of this, will VE feature steam cloud integration soon(ish)? It's so incredibly useful, assuming the effort required to integrate it isn't too much.

News and Updates / Re: VoidExpanse - Patch notes v1.1.x
« on: April 02, 2015, 06:27:00 am »
- Windowed borderless screen mode for Windows
- Smooth radar updating

yay finally :D
I can remove my command line options, thanks! Also the no longer stuttering radar is brilliant, as it's usually where you're looking when navigating (cruise mode)...

Mods / Re: Co-Pilot Voices v1
« on: March 30, 2015, 09:15:18 am »
Oh, I'm incredibly happy that I've found this. To be honest, I really dislike the "stock" voice from the game. It's much too robotic and harsh. I understand that it is supposed to sound robotic, but it's just way too much.

Is there any chance this could be actually integrated into the base-game? Maybe you could work out a deal for that, so everyone wins?
It really would be nice to get some "official" options for voices, especially for new players who also find the computer voice a bit over the top. In general, options for subjective things are probably always a good idea. (Could be swapped either from the options, or somehow on a per-save/per-character basis).

That is excellent, thank you!


Quill18 has mentioned a tiny little improvement he'd like to see that I've also thought about (and hoped for) since much earlier versions: Add an indicator for the price-levels in the shop.

Every item (in particular trade goods though) has a "default price" and it can be more or less expensive to buy/sell it in any station. Weather a price is below or above the default price is obviously very important for trading. I'm hoping you could add a small visual indication for the price as part of the symbol/indicator in the shop. It could be a up or down arrow to indicate a higher or lower price, or something like +, ++, +++ and -, --, --- to indicate a slightly, noticeably, significantly higher/lower price, if you are willing to provide a more precise indicator than just a simple above/below the default value.

This would negate the tedium of having to mouse-over every single item (particularly the trade items) to see the how "good" the price in the current station is. It should also be rather trivial to implement this, so I'm really hoping this can be added reasonably quickly!


For those hoping/waiting for more Let's Plays: Arumba has also said that he'll make a series on it (but didn't specify a time). There might be a lot of overlap with quil18's audience though, but I'm nevertheless very much looking forward to it.

Also, Quil18's run seems to be concluded now with the 4th episode now, which is kinda sad...

Game discussion / Re: Is VoidExpanse ready for gold?
« on: February 02, 2015, 07:21:33 pm »
I haven't opened the game in quite some time, but the impending release (and the fact that I actually have a bit of time now) sucked me back in.

My first comment is about a rather small issue actually (but the first thing I've noticed): While it's awesome (and important) that controls can be rebound, the interface for it is quite inconvenient. It's still not possible to bind a key that is currently bound, for example when I want to swap two keys. I first have to bind one of them to some random/unused button. It should give the option to re-assign the key (but do tell us in the dialog to what the key is currently bound).

The second issue is also of a rather mechanical nature: The launcher still downloads and installs the game into %localappdata% (of the current user). Please please please change this before release. This is not where executables and programs (or even games) go. They go in "Program Files" (as per MS guidelines). While it is now possible to change this manually, the launcher still doesn't request UAC elevation to perform updates (or the first install), making it impractical. This system is also a bit broken, I'm gonna make a bug-report post about that though (possibly tomorrow?). Another issue with this is, that when launcher is run with admin privileges, the game is also (unnecessarily) launched with admin rights.

It seems the support for launch arguments in a file called ".launch_args_custom" seems to have been broken. I used it to pass "-popupwindow" to the game while still being able to run it from the launcher, but this no longer works. The parameter works fine when VoidExpanse.exe is called directly with the argument, but doesn't seem to respond to using the mentioned config-file.

Speaking of -popupwindow: It would be really nice if the "full screen windowed" option could simply be available in the video options (since unity already supports it anyway).

Bug reports / 1.0.1.b Experience-bar is not displaying correctly
« on: February 02, 2015, 06:16:14 pm »
Contrary to askew1's problem here, I still gain experience just fine, but it's not visualizing it on the "Skills" page. I tried searching this sub-forum and haven't found any mention of this, but as this is my first time playing again in quite a while I'm still not sure if this a new or old issue...

To show what I mean: You can see in the screenshot that the progress-bar essentially shows no progress, while in fact I'm basically a few XP away from the next level. Screenshot!

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