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Gearend Demo

Explore an Abandoned Robotics Research Facility with an interchangeable Robot · By SolarLune

Save not working on Linux

A topic by AstroLung created Aug 10, 2017 Views: 341 Replies: 2
Viewing posts 1 to 3

Hi.

Save doesn't seem to work for me. After quitting or restarting the game there is no option to resume. After dying, the game enters a loop of the "Oh dear, it seems you have fallen..." dialog, and pressing the button just causes the music to restart and the same dialog to replay. The only way out is to close the game.

Graphics preferences are saved. The game does create a 'save' directory with 'Gearend-0.sav' and 'options.cfg' and the .sav file is re-written each time I use a save spot. No idea what the problem is.

I like this game a lot, and would like to get the full version if saving works.  There are some other issues as well, but not as major.  The game seems unusually system intensive with all effects on, and has crashed when switching to full-screen mode. I could easily live with this (and will provide more info if you'd like), but the ultra-hard-core no save mode seems more pressing. Too hardcore for me.

I'm running the Linux 64 demo on Mint 17.1 with a GeForce GTX 560 Ti card and 4 gigs of memory.

(2 edits)

Hey, 'sup! 

I've been able to reproduce and resolve the saving issue. I've just pushed an update that should resolve it (that's not something that was intended, and something that wasn't happening in the full version).

The game being heavy is something that I'm also working on - this update should also make it lighter on RAM usage, and tweaking the render resolution should also help if your graphics card is the issue. If the effects are the issue, though, I could make them more customizeable. I still have a couple of ideas to optimize things to make it run better.

As for the crashing on full-screen, that's unusual, and I don't see anything that might cause that, and I'm not able to reproduce it on my dev machine - can you post your crash.log file? It should be in the same directory as the game.

Thanks for playing so far!

Hello.

Okay, I do not see any update, but I appreciate your response.

There is no 'crash.log' file. The err.log file after another crash is here:

warning CollisionDispatcher.needsCollision: static-static collision!
warning CollisionDispatcher.needsCollision: static-static collision!
Exception in thread "LWJGL Application" java.lang.NullPointerException
 at com.solarlune.gearend.objects.interactables.Treadmill.main(Treadmill.java:49)
 at com.nilunder.bdx.Scene.runObjectLogic(Scene.java:865)
 at com.nilunder.bdx.Scene.update(Scene.java:923)
 at com.nilunder.bdx.Bdx.main(Bdx.java:339)
 at com.solarlune.gearend.BdxApp.render(BdxApp.java:44)
 at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:223)
 at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:124)

Attempting to get the game running a bit smoother to make it easier to reproduce the crash, I turned off advanced lighting, and it crashed again when trying to start the game. Again, no crash.log, but this is the err.log:

warning CollisionDispatcher.needsCollision: static-static collision!
warning CollisionDispatcher.needsCollision: static-static collision!
warning CollisionDispatcher.needsCollision: static-static collision!
warning CollisionDispatcher.needsCollision: static-static collision!
warning CollisionDispatcher.needsCollision: static-static collision!
warning CollisionDispatcher.needsCollision: static-static collision!
warning CollisionDispatcher.needsCollision: static-static collision!
Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: java.lang.OutOfMemoryError: GC overhead limit exceeded
  at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:131)
Caused by: java.lang.OutOfMemoryError: GC overhead limit exceeded
  at com.bulletphysics.linearmath.Transform.<init>(Transform.java:52)
  at com.bulletphysics.collision.shapes.TriangleMeshShape$SupportVertexCallback.<init>(TriangleMeshShape.java:185)
 at com.bulletphysics.collision.shapes.TriangleMeshShape.localGetSupportingVertex(TriangleMeshShape.java:67)
 at com.bulletphysics.collision.shapes.TriangleMeshShape.recalcLocalAabb(TriangleMeshShape.java:94)
 at com.bulletphysics.collision.shapes.BvhTriangleMeshShape.<init>(BvhTriangleMeshShape.java:91)
 at com.bulletphysics.collision.shapes.BvhTriangleMeshShape.<init>(BvhTriangleMeshShape.java:70)
 at com.nilunder.bdx.utils.Bullet.makeShape(Bullet.java:108)
 at com.nilunder.bdx.utils.Bullet.cloneBody(Bullet.java:210)
 at com.nilunder.bdx.Scene.cloneNoChildren(Scene.java:497)
 at com.nilunder.bdx.Scene.clone(Scene.java:554)
 at com.nilunder.bdx.Scene.addInstances(Scene.java:473)
 at com.nilunder.bdx.Scene.init(Scene.java:387)
 at com.nilunder.bdx.Bdx$ArrayListScenes.add(Bdx.java:127)
 at com.nilunder.bdx.Bdx$ArrayListScenes.set(Bdx.java:141)
 at com.solarlune.gearend.system.mainmenu.MainMenuCursor.main(MainMenuCursor.java:232)
 at com.nilunder.bdx.Scene.runObjectLogic(Scene.java:865)
 at com.nilunder.bdx.Scene.update(Scene.java:923)
 at com.nilunder.bdx.Bdx.main(Bdx.java:339)
 at com.solarlune.gearend.BdxApp.render(BdxApp.java:44)
 at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:223)
 at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:124)

I tried re-downloading it, this time through the Itch.io app. Saving is still broken. This may be a red herring, but this time it no longer goes into a loop on death. Instead, it restarts from the very beginning. regardless of where the game was saved. The gun and the upgrade chips are not in the inventory, but they're no longer in the game, either, making it impossible to advance past the first save. Restarting still doesn't show any option to 'continue' or similar. 

Hope that helps.