The engine we decided to use for the game - Unity 2017 - does not support Linux ARM, unfortunately. It would be so damn cool, though! :D
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The game runs fine at that resolution on our machines. Do you have a screenshot?
Please try running the game with the following parameters: -resolution:800,600 -fullscreen:false
If the parameter fails the first time, run it a second time with that parameter as the resolution setting can lag behind. Go to the options menu and click on "Reset". What resolution does the game want to change to after you clicked on "Reset"?
Thank you so much for reporting this. We just released an update that fixes the issue with the white square cursor during NonInteractives. If you use the itch.io app, you'll get the update automatically.
We just released an update that fixes the issue with the counter. There was a mistake in reading out that information for each new playthrough and thus triggering the achievement. If you actually have heard 1000 different audio lines, the update will give you the trophy automatically, since storing your progress with these achievements was working fine.
Strange, we tried to reproduce it without any luck. We followed the instructions from your file and also run the 64bit version with -force-opengl - everything is working fine here.
You can record a video from a game with Win10 by pressing Win+G in window mode.
Great you were able to resolve the issue! Now have some fun at Fred's mansion ;)
So it seems like the issue were two different programs - Windows' own sound configuration tool and Realtek's - had incompatible settings on the same audio device?
Thank you for posting the screenshot. Everything looks good!
We need you to do some more things and answer the following four points.
1. Do you have a 5.1 speaker setup connected to you soundcard?
Back to your screenshot: In the window "Lautsprecher-Setup", see the selected entry "5.1 Surround". Click on "Testen" and count the number of audio signals, each signal being played back by a different speaker of your setup. You should:
2. hear six sounds, each coming from a different speaker
3. perceive them at the same level
4. hear the sounds as the following sequence: left speaker, right speaker, center speaker, subwoofer speaker, rear left speaker, rear right speaker
Ja, es handelt sich dabei um einen Bug. Es ist nicht vorgesehen, dass man sich beliebig viele Spinat-Dosen aus der Mikrowelle holen kann :)
Es war zum Zeitpunkt der Aufnamen geplant, dass jeder Charakter das Spinat-Rätsel lösen kann. Beim Gameplay-Testing fielen uns aber mehrere Probleme dabei auf, sodass wir uns dazu entschieden haben, den Spinat permanent in Hoagies Tasche zu schieben. Dadurch sind leider die Lookat-Sprüche, die du durch den Bug entdeckt hast, quasi rausgeflogen.
Thanks for your answer. We need some more info about your audio device. On Windows 10, please open the start menu and search for a programm called "Sound" (icon resembles a loudspeaker) and run it.
- Make a screenshot of the Sound program once the window is there.
In the Sound program, find the default audio device (the one with the green icon), left-click on it to select it. Now find the button on the bottom of the window named "Configure". Click on it.
- Make a screenshot of the new window without selecting anything.
That new window should look similar this:
Du sags, dass man nur noch eine Aufgabe übrig hat, um das Spiel zu lösen. In deinem Beispiel mit dem Pin aufhängen müsste Hoagie bereits den Spinat benutzt haben. Daher fragen wir uns, wie du es geschafft hast, dass Bernard den Spinat überhaupt hat. Oder bekommt Bernard den Spinat erst, wenn er die Mikrowelle benutzt? Hast du ein Savegame von dem Zustand davor?
Can you give us your hardware specs?
The crash on pressing "enter" is likely caused by your OS message about the program not responding. On Linux, it is necessary to do a task switch out of the game and back in upon entering the menu/language selection screen. Otherwise, the game won't process your input information.
Hi digirz, the bug you are experiencing is hard to reproduce, as it probably involves Unity skipping some frames and because of that not processing a call from the gameplay logic. However, we have developed a workaround that is able to detect that situation. It should be fixed with the next update, which will also repair your savegame.
Hi blackbird2016. The issue you have is new to us. Is this something you can reproduce by loading a certain savegame? If you start a new game, the voice is fine? If so, please upload your savegame so we can have a look at it.
Keep in mind that changes to the OS' audio system while the game is running are not supported due to a bug in Unity. Sometimes, these changes can happen without the user's notice (for example connecting a screen to you video card with audio output over HDMI).
Also, please post your hardware details, especially the audio device.
Anybody experiencing this issue (we didn't, that's because we need your help) we have an idea what could be causing this and implemented a safety mechanism to detect such scenarios. We'd happily send you a test build for you to verify that it fixes the issue.
Vielen Dank. Wir haben das Problem entdeckt und machen ein Update, welches dein kaputtes Savegame reparieren wird. Damit du aber direkt weiterspielen kannst, haben wir dir hier ein Savegame hochgeladen, wo der Fehler bereits behoben ist: https://www.dropbox.com/s/7bs35c5532uiaet/Session_00_Slot_09.dat?dl=0
Allerdings ist die Ursache dieses Fehlers für uns unerklärlich.
Als du den Schlauch aus dem Fenster geworfen hast, ist dir in dem Moment etwas merkwürdiges aufgefallen?
Kannst du uns ungefähr eine Schätzung geben, auf wieviel FPS das Spiel bei dir läuft?
The bug report does not really fit into this scenario, as it is clearly linked to mobile, has been fixed and occured in a very old version of Unity which we are not using. Also, we can't try out the workarounds from the thread because they don't apply to our setup.
We suggest on your Win7 machine you should try the 4GB-Tuning (BCDEDIT /Set IncreaseUserVa 3072) or PAE (BCDEdit /set PAE ForceEnable). We cannot help with the crashes on XP, though.
Also, we are preparing an update which allows you to reduce the scene cache size. That may help, too.
We don't get a mem usage of 1.7-1.8GB. Our game usually is somewhat between 1GB-1.2GB or 1.2-1.4GB (later on with more characters in the game).
The video is great, but as we use the Unity Engine (C#/mono), we don't do any malloc(). So it's not really our fault, though if we find a repro-case, we'd happily report this to the Unity devs or see if we can find a workaround.
It is a mystery why the OS does not start paging but crashes the software instead if one of those processes gets close to the 2GB mark. Of course, paging won't help if the app needs more than 2GB, but your crashes seem to occur once your user address space exceeds 2GB - which is not the same. All your background apps/services run under your user address space, not just our game.
Definately try the /3GB switch. Though we didn't see our game using more than 1.4GB of RAM. Is there a scenario where the game uses more than 2GB user address space?
We tried to reproduce the error with the process governor but the first part of the game works flawlessly (max Textures, 2xAA, FullHD). When do your crashes occur and what are your settings?