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Voices of the Void 0.7 (experimental 0006 build) bug report

A topic by mrdrnose created 31 days ago Views: 20,565 Replies: 142
Viewing posts 24 to 43 of 85 · Next page · Previous page · First page · Last page

The key at tutorial level has become easier to take. Is this a bug or a feature?

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Probably caused by changes in physics engine, I think developer rewrote the physics on C++ adding some changes to it and thats why some objects are easier to grab, because player physics were also affected (you can even see slight jumping when moving into a wall, which didn't happen on previous versions)

Deleted 29 days ago

It should be fixed in 0.7.0a, try downloading it and moving your save to it

Many thanks! <3

any plant in the farm pots will not grow after save & load

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I give the arirals at the picnic 8 scrimp packs, and somewhere around day later I got this


This one got stuck under the floor and I had to continuously turn it on and off until it hit a specific spot and turned over on it's side.

plug in the room near the bedroom still not work

-I think omega kerfur bug on fix server are arleady reported-

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Not sure what caused this, but I think it's making this save unplayable as this generator steadily loses health due to collisions. Seemed to be like this when I got there. TR_1 Day 3

Why are stupid mushrooms constantly growing at my base?

Deleted 29 days ago

IIRC the filter mode also resets, so you need to cycle through them to find the correct one. I forget how the upgrade works for that, but that may be a cause

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That was the cause. I am going to delete my post, since it was not actually a bug in the game. Thank you for your help.

Deleted original reply & reposted as I found corrections for some of the contents. <3

1-Hello again just found an issue on this latest build, the option for "Player Physics Damage" in the experimental settings no longer disables receiving physics damage from objects (At least for the vending machines) however it does still work for fall damage. 


2-Just had a visual inventory bug involving the equipable backpack, I reloaded the game after dying & ordered some drives, the crate was delivered & I retrieved the drives to my inventory, walked into the control room & went to place the drives & couldn't see them in my inventory. I thought they might be in my backpack so I pressed the equipment tab in the inventory & was greeted with 2 grey circle icons (1 in the top left slot & 1 in bottom left slot) No backpack icon, I clicked the bottom left icon & the GUI flashed. Now the backpack icon was there in the top left slot, I closed out of the equipment tab back to the inventory & the drives were now visible.


3-Not sure if it's intentional but when closing the inventory with tab button, after either dropping, placing,  holding or storing an item in inventory it takes 2 presses of the tab button. but if using a container or not doing any of the previously mentioned actions while inventory closed it only takes 1 press of the tab button. Escape button doesn't share this same issue.


4-When using database on the computer, I click on a saved signal to view it, no problem there. However when I try pressing escape to exit the computer it doesn't work until I select another tab then it will allow me to exit the computer once more.


5-Not sure if this is necessarily a bug but earlier had sent a box of drives to be sold, they had not yet reached their destination when I met my untimely end at the hands of a vending machine (Statistically more dangerous than you might expect) upon reloading the game I found the box of drives was no longer in it's place but I was not given any points for the delivery. I thought maybe my save was further back than I originally thought so I dismissed this as me miss-remembering the time of my save & continued valuable research. the day passes & the time reaches 00:00 on the clock, The new daily report comes in. I notice the drone arriving so I meet it to collect what I was expecting to be a drive & an MRE delivered inside of a crate, but I was not greeted with the drone dropping a crate, instead it dropped a drive box containing the same drives that I sent to be delivered earlier before my untimely demise. -Not sure if this might be a factor at all but I have autosaves turned to 0 (I presume 0 to mean that the game will never autosave)


6-This isn't technically a bug but when the power goes out for the base, the point miner continues to operate despite there being no power. I mean I don't mind still getting free points while I'm out repairing transformers but I feel this might have just been overlooked which would be easy enough to do considering the complexity of the game *^-^*


7-I can't recall if this was already something that occurred in previous builds, I thought at first it was just something to do with the ATV but upon further inspection it seems that the terrain's collision map differs to it's texture 

Sorry for the spam MrDrNose T^T I hope that at least some information provided will be of use to you & not a mere headache <3

Disabling player physics damage also seems to not disable damage from elevator in the garage, this can kill you instantly if you jump on it from above even with disabled physics damage, and I don't think the elevator even supposed to damage you when you jump on it.

Bugs 2, 3 and 4 were in the previous versions too

Bug 5 is quite interesting because as I know any item that drone has when it delivers it always dissappears and gets replaced with a box at 0:00, I even noclipped to see that happen in previous versions, so it probably appeared in this version

7 is just a problem with visual terrain detail, low detail terrain texture different from high detail terrain texture, you can even see the terrain shifting when zooming in with X, not a bug with collision

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I'd say maybe the elevator delivers damage according to collision speed as to deliver a small amount of damage to player underneath elevator.  which if true I find fitting to also add a coconut impact sound effect *^-^*

 Oh okay I don't recall #4 being an issue for me previously but to be fair I've rarely used the database so I'm probably forgetting.

-Do you know if the drone has a built in autosave system? like one which would temporary save the drone's contents in case of game crash or force close. (this function would work separately to regular game autosave, It would cache the drone contents on request) That same system unless directed to do otherwise might also function the same upon death/menu boot

Oh #7 is a rendering issue? & so do you mean if I change my settings for terrain to high it will fix that issue? or it's unrelated to the in game setting. I haven't tried. Is this only for the latest build or prior? 

Also do you know if there is plans in the future to make Kerfer avoid objects  realtime & not only the navmesh for map? I had to move a shelf away from the locker I store Kerfer in because they would continuously throw my belonging around because they are a silly clumsy goober smashing into my damn objects lol *^-^*

Edit:

You can place an infinite amount of pages onto a drive box & it will just delete any pages added after the first.

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I don't know if drone has autosave, but my guess is that it is a problem with delivery queue system on reload. There is also still a bug with box visually dissapearing on reload if drone didn't pick it up yet that I think came from previous versions, this could also be connected

I don't think there is a setting for terrain resolution, I think it selects it automatically based on hardware, because I seen other people get this issue and they all had an old graphics card

I got in the exact same place where you were and still couldn't replicate the issue (I tested it on RTX 4070Ti):


I don't think realtime navigation for kerfur or any other entities will be ever a feature, because updating the entire navmesh if any object moved is extremely slow, and the game has extremely large map that will probably take about 10 minutes to calculate navmesh for. Alternative to updating the entire navmesh will be pathfinding, but that will require recalculation every 5 to 10 seconds or so to actually make it avoid moving into objects that moved into its way, this will get very inefficient on many entities.

I checked if you can put more papers on a drive box, and yes, this is most likely a bug from 0.7.0. I also noticed that if you put an empty paper on a box and take it back there will be a text "hi :)" in the paper, which is used when the text couldn't load

What is your FOV set to? mine was near max. I found that if I put FOV back to default this problem goes away. The more I increase FOV the more it distorts, Also it's affect goes away when you zoom.  I would say yeah this problem may only occur on older graphics cards, I'm currently using an ancient NVIDIA Quadro K2200.

But on the other hand if that were to be the case, why does this only occur in select areas? It's not only a matter of viewing angle or terrain angle as you can see here in this picture with even more angle but barely any visual issue ;o

Surely implementing object evasion into a Kerfer on a very basic level could be viable especially if only done for Kerfer entities & no other. You don't need a system that is constantly ticking & updating, You could use something like a raycast or cone trigger infront of Kerfer which if it hits certain whitelisted physics props (Primarily bigger objects) it then enables the evasive pathing mode, Sets timer for say 1.5 seconds, The timer disables pathing & return Kerfer to initial task. -Kerfer has single handed been the most destructive entity for me so far they have no respect or boundaries. T^T

Yeah I noticed that cute little placeholder, funny.  *^-^*

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-Also this shouldn't ever be an issue for any normal human, But I found that by nailing Kerfer's plug to the ground prongs facing up then retracting it, Then trying to pick up the plug for some reason the plug teleported up through the roof turning Kerfer into the world's first robotic piñata, & to make it even more amusing is as I took the screenshot I was simultaneously traumatized by my first sleep demon #0.0# (initial frames of him appearing just to the left of Kerfer) -Ignore my test subject to the right.

I checked the same place with terrain rendering issues again with FOV set to 130 degrees and now I can see it too:

so it is definitely not related to hardware, just a bug caused by game thinking that player is farther away when on high FOV and loading low quality terrain map instead of normal

Kerfur (standart, not omega) does have some type of object detection, because it is constantly jumping when stuck on something, so I think it will be better to replace the jumping by moving to the side until the path is free again, for example if there is a wall in front of it and it can't jump over it will just follow the right or left side of this wall until it can reach its target without intersecting this wall

like this:


Also I couldn't get the bug with plug teleporting anywhere, when I try to nail it to the ground and retract it it just starts flying around, I also tried it with smaller objects like a microwave, and it also does the same thing, but I noticed that after retracting it nails still remain flying in the air following the microwave:


Oh I think you're right on it with that one as when you zoom it loads higher res & Clicks back to normal.

I feel Kerfer has something along the lines of:  Go to x,y,z -If pathing & Velocity is <below certain threshold = Jump.  However if you are correct then it would be an extremely viable solution to create a system like you mention, Also fairly easy when you're speaking on a basic level of just moving Kerfer around an object & not completely re-pathing them 

Although, A great addition to a Navmesh (Like what I suspect MrDrNose would be using for his entity's navigation) -Would be one of a few different avoidance methods, I found this awesome official UE4 Doc which details such systems & Their implementations & Purposes. It's a lot but I feel it would be very possible to implement & Incorporate something like this to the existing systems (If they are what I assume)  

https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/ArtificialIntell...

Also, I haven't been able to test it out but the nails I used were specifically the axle nails which will most likely make a big difference. I even had one of the green garbage bins just clipping through a wall in a circle. But the Kerfer plug incident was extreme in comparison & A lot harder to recreate. The floating nail should move in conjunction to the plug  *^-^*

                                        

So after a sleep Kerfur (usual one) got stuck under floor in server room. Such things are pretty common with most of the objects, so I'm not complaining here. But would be good to consider some debug option in order to respawn/delete/refund your robotic friend. Amazing and outstanding project btw, I love it no matter the issues I encounter! Hope to see version 1.0 someday :p CDN media

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Found some disturbing sound jumpscare that appears only near garage door, also  "they arrive" story event started in garage at day 13(same garage door, just turned behind garage door, and these 3 aliens just spawned near me, nearly died from heart attack D:)

I am using version 0.6.3 and encountered this bug. When trying to interact with consoles or door panels an error occurs. The error sound is played and the interface resets. That is, I go to the console and press "E", console screen begins to approach, but not approaching to the end,  back minimizes. At best I can connect 1 time in a couple dozen attempts. Very annoying.
btw sorry for my english if i wrote smthing wrong

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Good evening, I have already downloaded the game on all possible versions, it’s still the same, if this is some kind of problem not related to bugs, sorry. In general, I download the game, go in and start training, and that’s it. This is what he writes "node graph is out of date restructuring"

Click "Regenerate data.sav" in settings, it should solve this problem

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It appears that the mop is broken. It doesn't clean.

The mop works fine for me. You might be looking at the uncleanable dirt and grime that is part of the base texture and not a separate overlay. (Hoping that changes in the full build) 

No, it's broken. I'm not confusing the textures for the removable grime. The sponge will clean what the mop can't.

adding on to what was already said, the mop doesn't work for me either so now I've just spent 300+ on a worse broom

Yeah, since I made this comment I realised how useless the mop is now. Not only does it take 6 passes to clean a dirty spot (instead of the 5 previously) - but the sponge cleans everything much more efficiently now when you grab and drag it, compared to how it was prior to 0.7.0. 

recent pre alpha 0.6.3b russian obsolete language does not work, cant use it

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download new debug version, it works here

I can't seem to change my resolution in 0.7.0a. Even changing to the lowest resolution (356x???) clicking apply, closing and reopening the game does nothing. I'm playing in 2560x1440 and in the config file all the reso lines are 1920x1080.

use'd the map thingy and go to 175 : -450 as the letter say'd but after digging for some min, still couldn't get the box for the fishing rod
the map with all the entity also stop showing the logs next to the image

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