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"Voices Of The Void" Pre-Alpha

Gather unknown signals from deep, silent space · By mrdrnose

Fixes and Errors in 0.9b

A topic by BornToLose129 created 15 days ago Views: 4,104 Replies: 29
Viewing posts 1 to 17
(8 edits) (+5)

I went in knowing very well that these shadow-dropped tests are going to still have bugs. That being said, I felt compelled to share things that were possibly fixed from the initial 0.9.0 test and what is now broken in version 0.9b. Keep in mind I only spent a couple hours going through the newest version, so the following listed fixes are from cursory observation and from others findings in the replies. Some of the issues may not be fully solved, and issues I've found could be related to leftover assets and data from prior versions. (U) will indicate if the issue is prevalent and should be reported. If you come across any of the listed issues below, make sure to submit it as a report so that the devs have consistent reports. 

Fixes:

- Icon/object rendering appears to "hook" properly now.

- There appears to be no random failure of the coordinate towers, at least with decay disabled. Towers were still online and did not fail under any conditions.

- ATV no longer appears to "teleport" or rubber-band from where you park it.

-Performance and rendering appears to be better than the prior version.

- The treehouse and props associated with the Arirals now spawn in, but only on new saves or resets. Attempting to load a save where you've progressed further than day 22 will not load in those assets and all the events associated with them automatically. You will need to reset events and objects and reset before day 22.


New issues and bugs:

- The difficulty, custom rules and gameplay settings for your saves no longer retain. The only options that appear to retain and work properly are disabling coordinate tower decay, day speed, and environmental settings. (U)

- Physics damage, spoilage, fatigue and transformer decay are permanently enabled. (U)

- Mouse wheel no longer works on transformer panels, making it difficult to adjust the rotary dials and cycle the transformers. The visual indicator no longer appears on the panel.

- Custom content does not work for paintings even when enabled. Paintings and TVs cannot be used for custom content as of this latest version. (U)

- Some upgrade levels do not retain. Some of the signal table and radar levels will save, others reset to level zero after loading a save.

- Satellite servers that go down may auto-repair themselves and function for a few moments when you quit and reload the save.

- Eject option on the PC does not work for floppy and ZIP drives. Player must interact with the drive ports of the servers, PC, and ZIP reader for the time being. (U)

- Fuses still fail under unknown conditions. This can occur without getting notified of any towers taking damage with the alert module.

- Drone carry bags can duplicate under certain circumstances after loading a save, regardless of the drone location. The drone will drop an additional bag right after quitting and loading a save while it is stationed at the base, other times it spawns a second bag after the player leaves and returns to the base without sending the drone back. When this happens, the first bag self-destructs. The drone will arrive with a bag carrying broken assets on it's return, and interacting with the dupe bag causes the inventory system to break entirely.

- Cabinet doors, oven door, and fridge doors are "collectable", or can be held by using the pickup bind. Removing, placing and interacting with the fridge door causes it to glitch through the world and instantly crashes the game.

- Lids placed onto tape log cases will not come off again. Players must avoid putting the lids near the case until they've placed tape logs into the case. (U)

-Glowsticks, pins, and even the signal station computer parts can phase through the floor and get stuck between the geometry of the sub-base.

Again, this is just a cursory gander. If you have observed any other bugs and issues that damage the gameplay loop and can stall player progression, share it and I'll take a looksee.

(+2)(-4)

Performance doesn't seem to have gotten better at all

Coffee from the machine in the base now costs me 2.1 billion for 1 cup. Not game breaking but kinda funny.

Fun fact. It's actually The signed 32bit Integer limit

Like starfire said, it is the 32-bit integer limit that is caused by an underflow error. Coffee is now just slightly more expensive lol

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- Crouch does this funny little thing where I 'hop' a bit when I let go of CTRL

- When I take the drone bag to collect items, there is occasionally a glitch where items from my hotbar disappear and a 30,000 weight blank cube appears in the bag instead

- The 'eject' button for floppy disks in the PC UI does not work

- As of my current save, turning off 'food tolerance' does not fix Dr.Kel refusing to eat his MRE crackers >:^(

Yeah, there are a number of the settings that don't change anything which includes the 'food fatigue' setting. I have like 10 packs of crackers that Dr. Kel won't eat and the only thing I can do with them is sell them.

Also, for the drone bag glitch with the cube: I don't know about the hotbar disappearing and being replaced by a cube, but I do know that if you stand too close to the detached drone bag when putting items into it, the item will instead appear in the bag as a cube and not the item that you put in. I go around this by making sure I am at max distance to interacting with the bag before putting anything into it.

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There's some the devs are aware of, I don't recall them knowing about the inventory glitch where most stuff in your inventory from previous saves disappears (loaded a sandbox save where I had the newest kerfur skin and the sandbox disintegrator in my inventory, so it doesn't delete ALL items)

By the by, pipebombs do not require extreme combat on. I know this because I didn't wanna turn it on when I fought [[a certain cat]] so I just spawned in a ton of them.

I only know that the mailbox is still having issues, as some of the items you place in will not be recoverable, so it's probably related in some way. Items in question I've noticed that can't be recovered are posters that have been assigned an image, drive boxes, and the metal detector. I believe the reason for this is because the newest version has catalogued, requests, and loads items differently than the previous version, in due part to affected items either having changes done to them or simply because they were sorted elsewhere in the games assets. I'm only venturing a guess because attempting to load a ver 0.8 save without resetting anything yields...uh, something interesting.

Wasn't aware of the pipebomb thing. However, if I were to make a suggestion for [[cat]], you'll notice he shorts out for a moment between stages. It'd be a real shame if he somehow ended up in a furnace during that momentary departure from our corporeal realm...

(-1)

TV and radio don't work? Ah bugger, I gotta wait 'till they fix that. I could accept the other bugs, but I'm a junkie for my custom content. Having my TV playing crap in the background while I do my chores has become an intrinsic part of the experience for me, to the point that my asset folder for the tv has 32 gigabytes of crap in it. Skulking around the base in a fit of paranoia after hearing a suspicious noise just doesn't hit the same without the initial panicked scrambling for the remote to pause my video.

The new name for the test build made me chuckle though, mostly because of the futility. It does not matter how many block capital clarifications you provide my dearly beloved devs, the brainlets will still cry that you didn't make the test build 100% polished and moron proof. I'm afraid that such things are as inevitable as the sunrise.

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Agree with that sentiment. It's a given that this was an experimental update and things are either bound to change and temporarily be broken until they can tweak things for a definitive stable build.

I'm just surprised it hasn't crashed on me. For having so many new additions and potential stability issues, the former build never broke or stuttered during two 4 hours sessions I put in, and this newest test has yet to crash on me as well. Most that happened was a certain meta-scare that was SUPPOSED to close the game automatically, and that's about it.

0.9 PATCHES?! ok, unstable shadow was better

To a degree, I guess.

The trade-off we got for being able to now track signals without interruption is now basically constantly being drained of stamina and hunger in order to fulfill other tasks and maintenance. I'm contemplating just migrating some stuff and modules from a throwaway sandbox save so that I'm not constantly starved of points and prone to dying at every waking moment.

There is an issue with the drone bag as well. If you save and reload the game when you have the drone bag unhooked from the drone, there will now be 2 drone bags: one that you disconnected and one on the drone, with a fun little message telling you to stop destroying the drone bag.

Fun fact, these bags share inventory so now you won't even need to open the garage to get the stuff from the drone, or drop stuff off. The only issue that I might see from it is that the drone inventory doesn't update until the drone 'lands' and plays the beeps signifying it is at the loading zone. I don't know what happens to anything you might place into the bag before it lands or what happens to the stuff in there when the inventory updates.

That explains the warning message I kept getting, "dumbass stop destroying the bag". Although the drone wasn't even present, so I'm curious if the bags are possibly duplicating and self-destructing out of bounds in my current save, because it happened without me even interacting with the bag.

I just assumed that some goofball in the forums/discord found some obtuse and unconventional way to break them in the previous build and kept complaining to the devs about it lmao.

Another bug I've found -- the pins no longer attach to the corkboard properly. I tried to place a few, but none showed up. When I took the corkboard off of the wall, they were all clustered on the back. 

yet another bug: if i put the lid on the tape case for condensed storage i cant take it off like i literally CANNOT take it off the case if i put it on there which seems like a major oversight

I'm glad he reenabled being able to activate custom content and the funny setting on a new game.

I deleted my appdata folder of VOTV when I updated so that there won't be any issues with the new version, but with it all progress got deleted and in the previous version the funny setting and custom content was disabled on a first time game.

So you were able to get all custom content working that way? I tried a new save but everything but posters doesn't work, and posters don't work correctly.

Well, it didn't work for me. Oh well.

When ordering the alternator, the upgraded engine is delivered. Any way to spawn in the alternator on a story save?

Grabbing bricks from the drone can glitch, sending the super heavy block flying within a 50m radius of the base.

Gotta position yourself juuuuust right

Just found this. Was collecting cooked potatoes from the oven and took the door. I tried to put it back on but it flew violently around the room before disappearing. At least I got my 30 taters.

Did the spectogram get fixed?

Did you submit a bug report form for all these? It's really the only way they'll be looked at.

The purpose of my post was to help other players discern isolated issues from the shared issues so that it's not just something a single person or two are sharing, but issues that EVERYBODY is experiencing with this version, even with a fresh install. Not to mention other people can see errors listed here that they have encountered and confidently report them, thus leading to more consistent reports for the devs to make use of.

Some people have replied or posted their own threads with errors they've encountered that I haven't seen on my end at all. Not that I doubt they are having issues, but it could be due to a numerous amount of things. I only feel it's worth sending out a detailed report to the devs if the issues being reported are confirmed to be experienced by nearly everyone. It'd sure be useful to the devs to cross-check reports that are detailed enough and have consistency, as it helps them delineate what major issues they should prioritize from minor things that are probably due to user error or easily fixed with a clean install.

Fair enough. It is helpful for others to see people's issues and possible fixes. I've just been looking through the bug report forms Google doc and it seems like that's mainly what they're working off of.

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honestly the problems are so extreme and with the title of the patch I think you've all been had lol
be patient and wait for a proper update

(+2)

Confused what "you've all been had" means in this context. That implies some kind of trickery or deception.

(+2)

I'm puzzled as well, I straight up opened this post with "knowing very well that these shadow-dropped tests are going to still have bugs"

That's the point. They're tests. It's a given some people are going to miss that and complain, but the majority of us KNOW. They expect feedback from those testing it, cross-referencing reports to find issues plaguing the current test build and patch them in future versions, otherwise these builds wouldn't even be public to begin with. They've been doing this for three years.