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CrossCode

A retro-inspired 2D Action-RPG set in the distant future · By Radical Fish Games

Games crashes when trying to load saves

A topic by Reyold created Mar 10, 2022 Views: 797 Replies: 13
Viewing posts 1 to 3
(2 edits) (+1)

Purchased CrossCode in the Ukraine Bundle and bought the New Home DLC from Itch.io. I was wondering if the Itch version of the game would work with saves from the GOG version I'd originally played the game in, so I thought I'd give it a try. No dice. I tried to send the crash log to feedback@radicalfishgames, but Gmail can't find it and the crash log is too long to post here. If the devs (or anyone else) could help me out, I'd really appreciate it.

Edit: Tried with the GOG version and while it loads saves, it still has the same issue it's had for a while: massive slowdown when the camera zooms in.

That’s odd, all my saves from my Steam copy appear to work just fine, including A New Home ones. Could you host your save(s) and crash log(s) on something like Google Drive or MEGA.io and send a link to that? I’d like to try for myself to see if it’s reproducible.

I stumbled across one of your comments on the page for A New Home about moving the Post Game folder to the Extension folder.  I didn't know about that, so I'll try that when I get a chance and see how that works. 

So now that the folder's where it should be, it's experiencing the same issues as the GOG version; anytime the camera zooms in, the framerate slows to a snail's pace until it returns to normal. Kinda hard to use your more powerful moves when it slows to a glacier's pace every time. I tried a fix for nwjs some time back, but it either didn't work or I did it wrong.

Odd, I’m not experiencing that to any extent, nor did I ever have it when playing on Steam. Does this happen when playing the base game on GOG/itch too? Does it happen in all scaling modes? (try also: true nearest neighbor scaling which the game’s settings don’t actually offer, as it pixelates rotation effects like those charged wave VRP teleportation elements from Gaia’s Garden) What graphics hardware do you have? Sounds like it could be an integrated graphics issue or something, at least that’s the kind of thing I know to be a fairly common cause when miscellaneous rendering/performance issues arise that don’t affect others at all.

Strangely, I never had this issue until well into the New Home DLC, during what I think is the final stretch of the dungeon. That might be the only place it happens; I'll have to check that.

Don't remember much about my PC's graphic specs off the top of my head, but I'm using NVIDIA and the computer's beefy enough to run MGSV without issue.

Turning down pixel size greatly reduced the lag's severity. It's still somewhat noticeable, but otherwise the game's quite playable, so I'll consider that my solution. I'd prefer not to rely on a 3rd party fix if I don't have to. Thanks so much for the help!

Took some time to look into this, and was able to replicate it myself by going to Ku’lero temple, though seems to only happen in the room called Outlook for me. Azure Archipelago seems unaffected, and in fact, if I teleport there, do something that zooms in the camera, then teleport back to the Outlook room in Ku’lero, the performance issues don’t appear there either, though this is temporary. I took a cursory glance at the game files of the itch and Steam versions, and there’s differences in the filesizes of their executables and libraries. In the case of the the game executable, I’m not sure if that’s Steamworks packaging its own data into it, but I don’t see why Steamworks would change the libraries. This seems to me like what’s causing the performance issue with camera zooming under certain conditions, as their post-game extention folders, and their game folders (containing critical .js and .css files) match exactly, leaving the libraries as the only possibly culprit, at least as far as I can see. I’ll bring this up to RFG in chat during their next development stream, whenever that is (Though I realize they’ll probably refer me to someone at Deck13, as they’re done developing/supporting CrossCode themselves). Hope we can get a fix!

Asked devs on Twitch, they said it’s a known issue across all platforms, and that they’d have to move to a newer version of nwjs to fix it. Found that odd since I had never experienced it on Steam including when specifically trying to, and never got it to happen. Right after he told me that I boot up my Steam copy and it happens, just as badly as on itch. I guess let’s just hope for that nwjs version move at some point.

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I’ve been playing the game with nwjs 0.62.0 and it runs flawlessly, have over 60 hours in the game and am nearing the end of the DLC without issue.

If you’re playing on Linux you can use the install scripts for Lutris that I wrote to automatically prep the game with dlc and update nwjs.

For some reason they haven’t been approved yet for the public list, guess the lutris mod team is really backed up, that makes it a tad more annoying to use, but these links should work: Base Game or Base Game + DLC

Edit: itch filters the links as they’re not standard web links, you’ll need to paste lutris:crosscode-itchio-64-bit or lutris:crosscode-itchio-64-bit-new-ho into your browser’s address bar respectively.

I’m on Windows, can you teach me how to update CC’s nwjs on there? I’ve attempted a few times to do it over the past days but I don’t understand runtime environments at all.

(+1)
  1. Extract the game into a directory
  2. Delete CrossCode.exe
  3. Extract nwjs 0.62.0 on top of the game, replacing any existing files
  4. Rename nw.exe to CrossCode.exe

Should be able to run and be fine afterwards

Thanks! Works great. Didn’t realize literally all of the game’s code is contained in the assets folder. Not sure why this hasn’t been pushed to the game by RFG/D13 if it’s that easy, but doing it manually works in the meantime. I wonder, since this thread has done so off-topic, could it be renamed? Or maybe one of us should make a new post just detailing the manual nwjs updating procedure for all platforms so more people can see it.

It has the potential to introduce bugs, but I haven’t run into any so maybe it’s fine.

The correct way to upgrade, on part of the developers, would be to build the game against the newer nwjs version and then release the new build. There’s probably been some breaking API changes so it’s not as easy for them and probably needs some code and/or build environment changes.

If they do upgrade the correct way, there’s a decent chance the game will run quite a bit faster, as there’s been a lot of improvements to the build toolchain since nwjs 0.35.5 [which is the last version mentioned in crosscode’s changelog, maybe they’re on a newer one as 0.35.5 shipped with 1.2.0-5]

I suppose I can make a post with instructions for all three major platforms.

Makes sense that it could introduce bugs, so I guess that’s why it hasn’t officially upgraded yet. A post with instructions would be great, maybe even with instructions for the unofficial Android port?