so as i understand it, the ZIPs are meant to be written to exactly once. I could be misunderstanding this, but it may be that ejecting the Zip > Inserting the (bugged?) floppy > Ejecting the floppy > reinserting a previously written-to ZIP , and re-writing, may be overwriting the ZIP with Null? IDK, just spitballing, honestly i don't have much experience with the new daily tasks. Have we ruled out legacy save files? like, are we having this issue with saves created with 0.9.0?
Nir the Human
Recent community posts
I'll second that! Thanks guys! I'm stoked to see consistent development going into the game by people who are obviously invested and seem to be passionate about their vision. I don't know how you do it. I'm stoked to see people who are able, donating to help a promising project succeed. If I weren't broke, lol, I'd be donating myself. but even though I can't, I still get to take part in this awesome project. Thanks for that!
The CDs (gold/purple) were used in older versions for server maintenance, and were replaced recently with blue floppys and server upgrade modules. seems the assets are still there though. pretty much plastic scrap atm. you can find them around. I havent noticed the CD drive tray before. Maybe the CD's were left in for a reason.
I'll start by saying that I've loved this game since i first stumbled across it back in 0.6 (i think), but had always struggled with the control scheme. I do however understand that a physics based immersive sim requires complex item interactions, which in turn require complex control schemes. I think Nose and his crew are doing a great job in refining and fleshing out the game, and I'd encourage anyone who may be frustrated with progress to "let it cook", but before i get off topic....
With the recent release of 0.9.0, I've seen a lot of people disappointed with the new item interactions interface, and the inventory use options hover menu. TBH, My initial reaction to the change was frustration as well. Since i started playing VotV, I've been trying to implement gamepad input (even before the game actually supported it) with varying degrees of success, and invariably wound up having to drop the controller and switch to m/k for various tasks or to navigate menus. but i finally figured out a control scheme for controller that works comfortably and intuitively for both 0.8.2 and 0.9.0, without the need to ever grab the mouse or keyboard (except to type on the console, obviously, but I've got some ideas for that too) I've since realized that the new item interaction interface lends itself pretty well to gamepad input, and for that reason, I've gotten to the point that i personally prefer it.
Some folks may have already solved this issue; congrats!, but for those who may be struggling, I'll give you the brief version, and ill fill in gaps if needed.
I'm using a shareware mouse and keyboard emulator called "JoyToKey" (you can download it for free from their website), and my config is based on an Xbox Series controller, but a PS controller would work or just about any modern gamepad. There's a couple of inputs not assigned such as "1" for put in container from inventory, just cause that was kind of redundant, and "6" for equip from inventory, because i was running into conflicts and that seemed like the easiest one to drop, but I'm still working out the bugs and adding more functionality for this control scheme. Here's a screenshot that sort of lays out the mapping, which is set to correspond to the game's default keybinds. I can try to share the config profile if anybody is interested, or if you notice any potential tweaks, let me know.