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Bug Reports Sticky

A topic by Dasius created Jan 18, 2017 Views: 157,789 Replies: 2,081
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(1 edit)

In my case: Intro and everything what is related to video (Intro, main menu and loading screen which never ends btw.) doesn't want to work propetly. Audio is fine. Is game supporting AMD and Intel graphic cards? Version .82 (I guess, I have downloaded it today)

Specs:

1. Graphics card (I guess...) AMD Radeon R9 M375 and Intel HD Graphics 5500

2. CPU: Intel core i7-5500U

3. Mainboard: Who cares? I have a laptop, I don't care about such things!

4. Ram: 8GB + readyboost 16GB

Hi. My customers dont ask for iron, but i have plenty in my shop. I dont know how to make them upgrade, please help.

The Customers will continue to ask for all tiers at or under your current hammer tier

Construct an iron hammer and they should ask for iron. - same applies for everything above that -

Basically, It means Focus on getting 3 ingots for a pick or for a hammer and dagger/spear - or 5, for a hammer and pick, and mining for more before trying to sell it.

Yes, i knew for the pickaxe rush. Thanks for the Hammer. Didnt know what it changes.

Thats why i actually have iron for the first time lmao im making 7 crates of ore each time i go to the mine

Jak KCE włączyć gre do wyskakuje krytyczny erorA.

A.

as of alpha 0.0.81, if I rotate something, it gets stuck and i cannot move it while still holding rmb.

(+1)

*0.0.82 - Yes. though. That's... not technically a bug.. more of an upgrade flaw. You see

In 0.0.81, when you rotated something, It'd immediately begin rotating back to where you rotated from, forcing you to rotate quickly and then drop it and grab it quickly, in order to maintain the rotated state.

in 0.0.82, It stops, preventing it from immediately rotating back. It was supposed to be a mechanic that allowed us to have greater control on rotation - As long as rotation was all you did, you'll be able to prepare, drop and grab it so you can move on with it

I think for the most part, this is for flipping crates upright, and downright - to allow them to be stored in, and to be quickly emptied, without immediately whipping back up, and sending ore, or otherwise, across the room/field/world.

Though yes, Most would assume that the actual change was to make them simply keep the rotation, and continue to be movable, but for the most part - this is the intended change, and unless i see Dasius say "no the stopping in midair is a bug, only meant to keep rotation" I assume that its intended this way. - Personally, I kinda like it this way - for instance. I like to stick my freshly smelted ingots into a crate, carry them to forge, and then dump them out - The stopped movement helps me not accidentally yank the crate to a side and hurl ingots with the momentum either off the forge or out to the yard

Plus, I can walk a slight bit away while emptying them, and go "Okay that customer wants aaa........ pickaxe" and walk back, toss the crate into the yard, finished emptying already, and set out to make the pick. instead of waiting for the ingots, tossing the crate so I didn't carelessly knock something over with it, and then checking, and coming back

Deleted 3 years ago
(+1)

another person had this issue, I think from the way they talked, it just eventually fixed itself. - Keep trying to sync up it being opened and the shop being open, or it closed and the shop closed - and eventually , sleep - save - quit, and reload, and see if it stops misbehaving.

I can't remember if I told him or if he did anything else than that - Find his post and reply to it, asking what he did to fix it if you're interesting in a better answer - I told him how odd and crazy it sounded and I've never personally had it so I don't know a good way to fix it.

(2 edits)

Version 0.0.82

1. Ingots stack on the anvil and sometimes don't count properly because of it.

2. After loading the saved game customers don't want to buy stuff I crafted before quitting the game, so I have to destroy it on the anvil and craft again.

3. Boxes glitch into each other, when I order stuff two times in a row.

4. The light in the shop a little bit glitchy sometimes

Still want to say thank you for fixing annoying bug, when all the weapon become heated and disassembled after loading the game. Good job!

Not sure if anyone else has had this but, after about an ingame day and one skill point alocated, when I open up the skill menu it makes my charatar look all the way down and I can't see the menu.

The reason isn't related to anything on the actual page itself, You likely used the Carriage, or perhaps hit some sort of physics variable wrong.

Your character model is actually, technically not positioned right, even if everything about what you see looks right, and this affects how your character "puts up their arm and holds a piece of paper in front of its face" - head on over to http://mlbs.slipcor.net/ and download one of the last two versions of their Save game fixer applet.

I think the last version actually has all the features on it, but the 3rd version is the one that specifically helps your issue.

"reset player model" doing this should fix your sheet issue, as well as any other misc issues that you might not be aware of happening related to it.

"Reset horse and waggon" can assist in fixing issues with the horse that may (likely) have caused the character issue in the first place, however, ultimately, you're recommended to not actually drive the cart until a later time, as its known to be quite buggy, still.

What do you use to run the .jar file?

(+1)

If you can't just double click it/execute it/run it

It is used by Java, which most people have installed for other reasons than MLBS - JAR is a Java archive and while not all of them launch their own applet, some, and these ones, do.


I think in the event that it doesn't automatically open on its own, it means Java isn't pathe/ pathed correctly - which doesn't stop Java itself from running, but does prevent a decent amount of discovery.

You can try and just tell Java to run it, or you might try looking up how to path Java so that you can just run it without telling Java to do it.

Or you can try and wait for Slipcor to take advice on the matter for the fixer.. I feel like I remember seeing a comment somewhere talking about using it in alternative ways...

I installed a new version of java and it works! Thanks!

It feels like my save is brand new, besides my progress.

Not sure, is it a bug or not, but fancy grips marked as common grips.

If I try to pick up the drawing of all weapon, the game start lagging and run about 5 FPS

(+1)

Mentioned that it Duplicates.

The game doesn't really lag, I don't believe, though.

You just assume it does because the /drawing/ lags.... Though. I could be wrong. Your computer is not my computer, and for you, it could seriously be lagging.


take them to the incinerate every time you reload the game to prevent them from piling up.

Rotate them a few times to get them unsyncronized from each other - They're identically stuck together, and forcing each other to move in sync with one another when you grab one of them, so it may take a few turns to get half of them to a different angle

Once they're unsynced with each other, it'll get a lot easier and the game will render/process the pile slightly better, and every time you free one, too.

And the incinerate can delete them from existence all at the same time if you can't separate them, just be patient while dragging them to the window by workbench, and then go through or around the window (you can crouch jump through the windows) and take it through and around to the incinerator.

Or you could do what I do, never touch them.

(+1)

Its possible though that if you start and stop playing a lot, they may multiply without your action, and may cause the game undue strain - 3-10 of them might lag themselves, but 40 of them might cause the game to take an hour to load into, and 20 more might crash the game on load

Ot

100 of them might still only lag themselves. - who really knows, honestly, I find it just best to keep them in check after learning they duplicate. "better safe, than sorry"

I got rid of all of mine, don't need it anyway.

Dunno how many are in my game but I tried once to pick it up after reading that you could and it was stuck as soon as I grabbed it and my fps dropped to unplayable. now I dont touch lol

i downloaded the game yesterday, seemed like a cool game and i really want to play it. My issue is that there is no customers coming at all, i reloaded my game, i reinstalled it also, but there is no customers coming when i open shop, (the npcs dont walk on the road either, but right next to it, i do not know if that has any relation though). i hope you can help :)

(+1)

Just in cases

A) examine the Door, There's two click zones, open door is pretty much everywhere on the doorr

Open shop, is only on the little plaque (and on the other side of door, where the plaque would be)

B) Time of Day - Although its small - Customers don't come at around 10 or 11pm, until the next day at around 7ish am

C) is when you know you're opening shop, but still don't seem to get anyone - Check beside the door, check in areas where its hard for you to walk through without jumping, yourself.

For right now, Pathing is a bit... sketch.. for NPCs who shop, they can kinda wind up anywhere, and if that anywhere is a spot they can no longer walk towards your shop without backing up from (namely beside your door) they get stuck.

Closing your shop will cancel that NPC's script to come to your shop, allowing you to reopen and get a new one

Standing in the way of an NPC can cause them to hit you and path (slowly) around you, you can try using this to block the area beside your shop door - so they have more time to slide towards the entrance than get stuck behind the door

oh god, i´m so completely stupid, it was the problem with the door. i did not click the sign but the door instead, so shop was still closed... Thx alot mate for the help, it saved my day ! :D this was very helpful!

There have already been posts about the cart wrecking and launching off into the air:  I just wanted to add a picture in case it will help.  In this case the character also stayed in the air, but most times it happened to me I was able to get the character back onto the ground.  This is version 0.0.82

3 bugs:

1. If you have caps lock on (auto sprint) it tells the game that you are constantly holding shift. If you have caps lock on while making a tool on the anvil, and you decide to change the shape of the tool (for instance, a double-sided axe to a pickaxe) then it will do the quality 'minigame' when you hit it.

2. Flying with crates.

  • Get in crate
  • Grab crate
  • You will float
  • Look left or right to spin like crazy
  • The more you look to one side the more it looks like you are going to die
  • Spinning is VERY SENSITIVE
  • Let go to let go of your dreams of becoming an astronaut.

3. Flying with a crate onto the top of your house permanently traps you, as there is an invisible wall that you cannot get over. Walking up the side of the roof is not possible, and even if the crate goes in with you, you cannot get back into the crate to crate-fly. Ended all my progress on a world I was doing great on.

Everything to do with 2 and technically 3 is known. - it also all applies to every single physic-connected item

A note from bedroom

a cheese wedge

a dagger

a stone

crate

ingots

swords

anything can do it.


The only thing I can mention other than that, is to attempt to "crouch" jump when trying to maneuver in and out of uncomfortable places. - you can crouch an insane amount and some spaces are accessible by timing crouch right - like hopping over your fence at almost any location, or any fence, as well as through windows with no glass on them.


You could also maybe try slipcor's character model reset - I don't know everything it does, but I think it fixes character position, rotation and sets you back in bedroom (Puts you at ground level, fixes orientation, and places you in bedroom, to say that slightly differently and maybe more understandable )

it says fatal error when I try to load it u

(+1)

Try the other stickies. theres a couple that may be of assistance.

(+1)

i downloaded the itch.io app and then reinstalled the game. and now it works :D

Anyone know how to get rid of the screen flicker when you look at a object that can be picked up? I can produce a video if not sure what I mean. Also I run a mix of low/Medium settings to get a good frame rate.

dunno if hardware is an issue but I am running

Intel i5 4440 CPU

Sapphire Nittro R9 390 8 gb

32 gb Ram

windows 10

Customers won't accept my products. And I know I didn't craft them wrong, because a copper great hammer only takes a two handed grip and a 3-ingot hammer head.

at least for Alpha0.0.82

Do not fully assemble items until Point of Sale

here's a list of things that can cause customers not to accept fully assembled items.

  • Two different tiers of the same type of item - e.g Tin Greatsword and Iron Greatsword - If a customer asks for Iron Greatsword - First and foremost, they look at the "Greatsword" they see first, and try to take it.
    • If that greatsword is Not Iron, Their programming tells them not to take it.
    • However, another code tells them to take any Greatsword (afaik. This is one of the Things Dasius attempts to "fix" was customers not taking "any" greatsword when they walked up)
      • Further on "any greatsword" in version 0.0.81 Customers would ask for "A greatsword" and if you had 8 iron Greatswords, they'd refuse to take all but 1 of them - and you had to figure out which one was THE ONE they were actually looking at.
      • Dasius mentioned in the changelog "this" was fixed - I assume he means specifically that. - that whole "only "the one" out of all" is no more - but now, there's an additional catch - and now a customer will ask for a specific metal tier as well
      • Since there's code telling them "Take any Greatsword"
      • and then conflicting code telling them "Don't take anything but iron"
    • They get stuck in a logic loop, Refusing any and all other items, even the correct item, even if its moved closer to them. - 
      • That is until, the offending object is removed from their sight/reach.


  • If you have fully assembled items ("You created an iron greatsword!" "you created a Copper Greathammer!")
    • And then save, quit, and reload.
      • The item will now be "broken" and require dismantling and reassembling in order to be sold.
      • I'm not entirely sure what brought this on, but it may have a mix bag of things related to previous errors in state of the weapon parts that plagued 0.0.81 - that "fixed" that problem, but together, spawned a new problem.


  • I have heard that some users/versions of the game/computers/whatever - have had it where even in the same session, without save quit reload
    • After 5-25mins (likely no specific time range) an assembled item becomes "broken' and unless they broke it down and reassembled it, it wasn't going anywhere.
      • I've never personally experienced this myself
      • but.


All of these can currently be worked around with the same solution.

Do not fully assemble your items, and you'll be fine.

Instead, Premake large blades and large hammer heads - etc. and Keep 3 ingots of whatever metal you're working on, on the forge, at all times.

Every time you get an extra three, make a new head - keeping in mind that the more ingots it requires, the less you'll have to hammer later.


Keep the premade Tool-heads, near the counter, and keep handles within reach of the workbench, then when a customer comes in asking for something, take the appropriate tool head, and set it on the workbench (if you have the appropriate head, if not, you'll have to make it, regardless)

Then grab the nearby handle and set the item ontop of the cloth on the counter for sale. - handle towards the gap/customer


This way you'll stay ahead of the request timer by having /something/ premade - and you won't have to deal with any of those three pace-halting bugs.

Keep in mind while doing this. to not accidentally carry a tool head over the forge while its on.

If the tool head (recently cooled) gets even a millisecond of heat from the forge, it'll require cooling before it can be attached later.

The shorter it was over the fire, the worse. as it seems to take a minimum level of heat before the game will automatically cool it off. resulting in a tool head "cooled off" that is forever like 0.01% heated (which can't be combined)


to stay further on the ball - I do however, recommend constantly keeping the forge running, especially when a customer is halfway up the road on their way to your shop - this way the ingots are already heated to be hammed.

Three things:

1.When you said, 'conflicting items' in relation to not accepting an item, would a conflicting item be a tool or weapon of the same type but different material, or any other type of tool, regardless of material?

2.Does 'line of sight' mean that if they can't see it, it won't be put into consideration when being given a tool? Would this mean that I could put them in the bedroom and they would not conflict? I'm not sure whether or not 'line of sight' is a thing, because I put all of the tools on the shelves inside of the front table, where the tools cannot be seen from the front, but the customer would not accept the item.

3.How do you deconstruct items?

A conflicting item would be Iron Greatsword and Copper Greatsword

Not Iron Pick and Iron 2h axe

_____

Line of Sight doesn't necessarily mean sight, nor do they really need sight... its like.. a box. there's a box of like "consideration" and a box of like "reach"


Like. you can set fully assembled items in the shelves on the front counter, like, behind the counter kinda way, the customer "can't see them" but they can grab them if nothing else goes wrong.

But they can't grab them if they're on the Greatsword display wall/shelving - but they can "see" them from there -because in 0.0.81 I had experience with having to fumble through items over there to find "the one"

But but. in 0.0.82 I've had moments where there was say - an iron 1h sword, and a tin 1h sword - both under the front counter, where they've sold from before - just without the  - - - anyway. when I would pull the item back and toss it to the door in the back, across from workbench - they'd immediately notice the correct item. (provided nothing else went wrong, that it was the closer item)

______

You dismantle things by taking them back to the anvil and then striking them with a hammer.

You don't have to accurately get them on the anvil - Just get about to the steps, and you can toss it at the anvil - with the cursor over the anvil.

If it was tossed like that, or if any part is actively touching the anvil, the smack will cause the parts to separate

*pardon this entire response if it sound like utter gibberish - there's reasons if it does, but even those would likely make no sense.


(1 edit)

Thanks for the info! I am not very far into the game, so I only have copper. I think that it is the loading glitch, as it appears that you do not know of any others. So, when I reload, I just have to disassemble them and reassemble them and give them to the customer? Sounds great! I will most likely just disassemble and reassemble them when I reload. Also, for when I do get to the next metal, I assume, from your recount of the problem, that the back of the main room is out of the customer's 'sight box'. I assume that customers will ask for weapons at metal levels of the hammer metal and below, or else this issue would not exist. Do you happen to know what places I could put items without them being in their sight boxes and are easy to access? (Sorry for the subject jump between sentences) Also, could you maybe tell me what the problem is exactly in the code with the different metal tools of the same type in the sightbox? Just so I could maybe help you.

BTW I am typing this all on my tablet. (This post, the one before, and the one before that)

(R.I.P. My sanity)

Here. Lemme show you the picture I had up in response to Slip, and that I showed M..mr..MrManvi..? something...

Anyway. This is how I set up my "tool heads" unless I know i can sell through the assembled items and intend to go mining.

If you just do something /like/ this. not necessarily this.

then you don't have to worry about any of the other issues associated with customers not paying attention.

They won't break randomly, cause they're not assembled.

They won't break on reload (every. reload.), cause they're not assembled

They won't slow you down all that much, because they're already heated, hammered, cooled, and placed near the workbench/assembly table.

And. As you could see in that specific pic/moment. having iron, tin, copper, and steel large blades (which would be greatswords, assembled)

They won't (can't) lock onto them and prevent a sale either - because they're not items

Now like I said. You don't have to set it up exactly like this - do it however you like. You don't /need/ to keep all material stocked - you could just go with /only/ the best or maybe best and 2nd best. In this specific picture I just happened to be doing all of then.

I'd in fact  recommend only doing top 3 at most - and only fulfilling orders for the current metal if you don't already have the metal for it.

i.e - if you have Steel (current)

and have Steel on hand (3 ingots), iron (28 ingots) and Tin (1 ingot)

I would Leave the steel on the forge- so that I had enough steel ingots to complete any one steel request (and then likely buy more to replace them)

Make /all/ of the iron into tool heads - If they don't ask for one of the ones I made, then I send them away

Make the tin either into a tool head, or just stack it on a shelf for fun because it isn't worth the hassle at one ingot. - if I do that, I send all other tin away.

 Have no Copper, isn't worth ordering more in. Send them away.

And as the picture mentions. I keep 2h spare handles on part of the shelf nearby (dunno why I just find it easier to keep them there for some reason, you could place them anywhere else) - I keep 1-4 one hand grips with guards attached already on the backboard of the workbench - I keep 1-3 (2h) grips with guards attached - backboard in another slot - and 1-2 no grip handles, either size, but only one of whichever size. - sometimes I make it 1h guards.

Under the bench on the lowest shelf I tend to keep 1h grips, on the floor, pole grips (just order a few, set the box flat on the ground, open, then use one to line them all up and push them all under with that one (slowly)), and on the shelf with the lantern - I set 2h guards - Everything is in a quick to reach, fairly 'separated' area - that I can get into a pattern of muscle-memory/remembrance of where it is, and quickly assemble it, without sending 8 different things flying trying to get a one-hand blade out of a pile of 12 different tool heads.

++++++++++++++++++++


If you /were/ to want too keep assembled items.

I'd recommend one or two types (e.g Greatsword and Greathammer) - of only the best material (e.g steel and mithril) and not making more than you think you can sell in a single session.

Keep them under the counter, stacked ontop of one another (like how you see the large-blades in the pic, only, reversed, you want the handle near the walkway/customer, not the bedroom) - However. Only use the first and second shelf - they can't reach the third, even if they can see it. - you can instead stack them above the counter. - again. You want the grip - which is the "thicker" part of the handle, to be right under that cloth you see on the front counter- and customers can "reach" for it.

For Pole arms - this often means Blade towards customer, because the thick-grip part is so high on the grip.

For almost everything else - the blade/tool head should be towards your bed, and the handle to the customer.

I recommend this method for /sale while mining/ but do not recommend it in general for ver0.0.82

__________________________________________

If you want a different idea, and do not plan to be mining.

Perhaps placing them outside the front door will suffice for "out of box"

There is a different, unrelated to sale bug, bug that plagues 0.0.82 - It's Mad Strafe Disease

Customer pathing is faster but much sloppier than normal NPC pathing. Normal Npcs can be smacked around with physics, Customers will walk right through most physics, but not Terrain, and they will NEVER EVER walk backwards while walking towards your shop to purchase.

As a result, one of the most common accidents is them getting stuck and never ever being able to reach the shop.. and one of the most common places for that... is at the shop. Behind the door. - They strafe, again, for whatever reason, once they've gotten to shop, and lock themselves in the small gap between the backside of the door, and small stool/table outside....

YOU. can stand in that area and walk against them, causing them to slide off you and inwards towards shop if you do it right (note: if you just stand there or do it wrong, they actually can strafe beside you and get even further off course, I've had it happen.)

So. Anyway. Placing the items outside might be an option. Since you might stand out there anyway to ensure MSD doesn't take the life of another sale, you may (or very well may not) be able to see what they want, and then carry it inside, they can have items handed to them, through them. And they /can/ reach a little bit beside them.

I pretty much have never tried this and don't really recommend it for anything. - in general for ver0.0.82 I recommend just going with tool heads.

As for... what the code is. I have no clue. I imagine the code is in the engine and I'm just a user who sees this and speculates things. Dasius is the one that does things.

I just assume based off the misc clues pointing.

That there was a line of code introduced from Version 0.0.81 to Ver 0.0.82 - That was intended to "destroy" customers refusing all but "the one" Type they came in for.

and that this code basically told them to accept all that match type requested.

But then another code tells them to "Only accept matching  material and type as requested" - and that this part, is newer than the bugfix - that it was added along side them "requesting material"

and that these two codes are conflicting (because one says to only accept Copper Greatsword while the other tells them to accept every greatsword) - causing a customer to become logic-stuck as it goes

"accept all that match type requested" - OH HEY, a greatsword that's right here in front of me (closest to them) I'll just grab that

"Deny - Doesn't match Material requested" - Oh, It's not iron, Nevermind

"Accept all that match type requested" - OH HEY, a greatsword (cloest) right here in front of me

Not Iron

Greatsword

Not Iron

and it does this likely hundreds of times in a second.

To me. this is what it looks like goes on, especially since before.

they'd walk in go "I need a Greatsword" and then deny Greatsword after greatsword until the ONE greatsword they were actually asking for was given to them - even if they were all (insert material)

and now, one of the changelog "fixes" for 0.0.82

"Fixed: Customer will not refuse any weapon no matter how many there are of the same /Type/ "

This specific Line gives me all the confidence in my speculation being what is happening.

Only I'm horrible at explaining things, and this is probably overly simplified or crudely so.


like saying "does this likely hundreds of times in a second"

The code probably does that hundreds of times in a second.

The customer themselves probably only work through a small fraction of that per second.  - And normally that'd be fine.

Example

  • Check Timestamp 1:11:1
  • check failed 1:11:1
  • check 1:11:2
  • check failed 1:11:2
  • Check 1:11:3
  • check failed 1:11:3
  • check 1:11:3
  • check failed 1:11:4
  • Check 1:11:5
    • Item Detected matching Type 1:11:5 - clearing queue, accept?
      • Item Detected Matching Material and Type 1:11:6 - Accepting
        • Run Animation for Accepting item 1:11:7
          • Accepting item matching material and type, marked at 1:11:6 (1:11:8)
            • Run price calculation/pay blacksmith
  • check failed 1:11:5
  • check 1:11:6
  • check failed 1:11:6
  • Check 1:11:7

Really - this would probably look more like "check scheduled 1:11:6" and scheduled every "however long it takes to scan detection area"

But then you get that logic loop

  • Check 1:12:1
    • Item Detected matching type 1:12:1 clearing queue, Accept?
      • Deny
      • (potential) Reject denial "accept any no matter how many there are of same type (Potentially just endlessly loops here.)
  • Check !:12:1
    • Item detected 1:12:1
      • Deny
  • Check 1:12:1
    • Check failed - Item previously detected no longer exists, removing redundant obsolete instances of item detected at 1:12:1
  • Check 1:12:2
    • Item Detected Matching type 1:12:2 Clearing queue, accept?
      • Item detected matching Material and Type 1:12:3- Accepting
        • Run Animation for accepting item 1:12:4
          • Accepting Item match, marked at 1:12:3 (1:12:5)
            • calculating payment
  • Check 1:12:1
    • Item detected 1:12:1
      • Deny
  • Check !:12:1
    • Item detected 1:12:1
      • Deny
    (This probably goes on for dozens to hundreds of additional lines. - all for 1:12:1)

It runs through it much faster because it can quickly and easily see the "wrong item" as opposed to scanning the entire view area only to come up empty handed - and do it again.

I dunno. That could still be horribly simplified or technically incorrect because of my lack of expertise/knowledge in the area But it's how I imagine it's happening.

If its way 2 - it's able to run code faster than the game/npc can process it. - causing them to constantly restart the process, but still stay locked onto the item because it's processing code that was ran seconds ago, and will still be processing that code for seconds more.

if not, Then it has to be way 1, and it's becoming fixated and locked onto the item purely because the code is telling it "No, you can't "not" accept the item, you have to accept it' and the other code is refusing to budge. - never relinquishing the search for a new item (essentiallly... recreating the "does not accept" bug from prior.)

(I'm just saying this so Dasius might see, but you could respond to it if you want)

Would it be possible to assign a value, zero,  to each item and then when the code sees the first item, it checks to see if its value is one. If it is one, it skips the item check for that item. If it is zero, it does the check. If it is not a match, it sets that item's value to one. If it is a match, it  sets the item's value to 2. Then it goes along with all the other checks and then loops. For every check, after checking if the value is one, if is not, it checks for 2. If it is 2, then the customer buys the item. This value system might eliminate the loop of checking one item over and over again, because if it is not the item the customer wants, it will skip the check... hopefully. I am not very good with coding, so I am guessing what will work.

Developer

Hey Kurzidan,

In essence, you are right, if I understood you correctly.

The code, initially checks for any matching weapon type. Then when it found a matching weapon type, it proceeds to check if it has the right material type and then if it has already been sold. Once all of the requests are true, it will save the weapon in a variable which then is used throughout the other parts of the code. However, that block of "code" is pretty much all in the same line of "code". In UE4's Blueprint(which is what i'm using at the moment), i'd say "follows the same trail" if you get my meaning. So, although every second or so, its first checks to see if the weapon type exists, once the query result is true, it will then check the next query.  If non is true, the Customer won't recognize the weapon as a valid weapon for him/her to purchase, because the weapon variable is not set.

Thanks for taking the time to input about it. I wouldn't have minded had you not though, I'm just a end-user, I don't particularly need to know the specifics.

Personally. I feel like I should refrain from trying to respond in full to the additional information.. like I said - I'm Just an end-user.. Knowing the specifics won't provide me with any method to actually help - nor further my own pursuits.  - though, I /think/ I do understand what you're saying/adding.

At the same time. I'm making a reply (this one, right here....) because while I think I should refrain, I still want to thank for the input. Otherwise I'd either be making another massive list trying to respond in full (potentially still being very wrong in interpretation) or not making a reply at all

Developer(+1)

Hey Kurzidan,

No need to feel that way. I'm gratefull that you bring up issues and your interpretation of what is going on. I enjoy seeying everyone discussing issues with the game along with how much they enjoy it, as it helps me and maybe someone else. Maybe it might help someone else understand something that is unrelated to the game. Your thoughts and opinion matter and let knowone say otherwise.  So please don't feel the need to stop.

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The more I open my stats menu for upgrades, it steadily gets more and more skewed on vision, until I can barely see the menu.

Running version 0.0.82.

System Specs:

Windows 10

GTX 1070

Intel i5 4690k

16GB additional ram

Developer (1 edit)

Hey Corvaer,

This is the result of using the horse wagon. Slipcor has a player model reset here. Not sure if it will fix this issue but give it a try. I did manage to get it fixed for the next update but will require a new game as usual. 

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So the horse wagon has some side effects, right? :D 

Mine is glitching out a lot (I have posted a report about this).

Developer

Haha, ya. This generally happens when the horse gets too far away from the wagon. I'm looking into a how to stop the horse from moving if the wagon is stuck. 

In my horse cart, it will bug out and fly. when i get out, i can no longer jump. restarting didnt do it, and i dont know what else to try. i cant play anymore until this is fixed

Developer

Hey brandomatron7,

Slipcor has a quick fix for your character that might also help with the jumping issue.

http://mlbs.slipcor.net/

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Hello, I've encountered an issue with the front door that seems to only occur after saving and closing out the game. 

To make it as clear as possible, I included a short video demonstrating the problem as well as a brief detailed description on how it happens.

Video:

As mentioned earlier, it only seems to occur for me after I continue a saved game. and because of it, I'm forced to start a new game which fixes the problem but happens again the same way. (Play the game, save it, close it out, start playing again, load up saved game, problem persists.)

I find it to be a major problem because my customers can't get through the door because its in the closed position when the shop sign is "Open" and in order to open the door, I would have to set the sign to "Closed" which causes the customer to walk away.

I'm sure it doesn't have anything to do with the save file being from a old version since it also occurs with new saves aswell.

I hope this problem is resolved, or if anyone has a temporary solution for it, please let me know.

Developer

Hey Rod Gaming,

Thanx for the video, I am currently investigating the issue and will try to find a solution. Sorry for the inconvenience.

Developer

When you reload back into the game, is the door open or closed?

It is closed and when I try to open it, it opens towards the inside when its normally suppose to open towards the outside.

Developer

Hey Rod, 

Sorry for the delayed response, what does the sign say when you enter the game before it messes up?

(3 edits) (+1)

it says closed. When i turn it to open, the door stays in the same position.

I do have a suggestion or two which can serve as a solution.

Have the shop sign become independent. For example, set the sign on the wall next to the door instead of on the door and have the door itself open and close freely regardless if the shops open or not.

Second suggestion would be to give the NPC's the ability to either open the door, or clip through it. This can also help prevent them from getting stuck on obstacles since that tends to happen often aswell.

Developer

hey Hot Rod Gaming,

Thanx for the suggestions. I want to avoid customers passing thru doors. 

I have the same bug, is there a solution?

Developer

Hey Elessar, 

I, unfortunately, am having troubles reproducing this bug on my end. Are you able to reproduce the effect with a new game?

I will try, but at the beginning yesterday there was no bug . But when i started the game today it occured. Is there any way to save the old game?

Oh, when i started the game now the bug was gone. I just restarted my Computer and now its gone. 

Developer

Interesting and very strange, thanx for the update Elessar

ok, thats strange i restarted the game 5 minutes ago and now the bug is back, and this time  a computer restart also dont helped. 

when i buy stuff at the actual shop, like the wooden stuff, after i leave the items get frozen in the box after i open it, and the price on the crate is wrong

Developer

Hey brandmatron7,

At the moment there is no fix for it on this version but in the next release, Geoffreys shop work significantly different and no longer need you to use the crate to make purchases.. 

Sorry about that.

There's actually a fix for it, two, now.

Masonator discovered you could incinerator the crate with minimal loss to items inside if you're careful, Once the crate is incinerator, it deletes the related lock, freeing the items, seemingly. (Masonator discovered, I did not test)

The Alternative I did test, and I discovered through methods of which utilized other bugs and fixes. It's definitely safer, but its far more complicated to actually perform.

Using the Fix for "Unlocking Menu-Grab-lock items" (Hold item, hit esc, and attempt to hold it again, Forces the item to be locked into position (it was the "ingot stuck on smelter" bug, it works on any items)

The Fix is to use another Crate to force-relock and then unlock with that crate's parameters - The same can be applied to a shopping basket, It's just... harder.

If you can manage to get the lower half/corner of the basket into one of the Blacksmith's-Crates - and then quickly close it before the crate or basket is pushed away, You can do one of two things.

  • 1) you can free SOME of the items, whatever happened to be at that corner - If there's only a few small grips, this will likely be ALL of the items.
  • and 2) It will "free" the Basket from the location of the lock. - It will NOT fully reset the ENTIRE lock, However, Doing THIS part will make unlocking any other items far easier.
  • Once the BASKET is free, You can then ROTATE the basket away from the items, first ensure that all freed items that you can manage to shake out are shook out, otherwise when you quickly rotate the basket, You'll send freed items flying, Matters less if you're already in the blacksmith house.
  • Once the basket is rotated away, it will likely become FREE entirely, and there will no longer be a physical container blocking you from netting the other items with another crate HOWEVER...... The Locked basket physics will be ATTACHED to the Player-Crate used to break the basket out. - You'll need two player crates to fully unlock everything.
  • Once you've netted most of the Contents with another crate, you can just close it and open it, freeing them and causing them to fall/move away - continue until you can close and open the crate basically on top of the other one.

as I said. It's less risky, but it takes more steps/more complicated.

Alternatively. Going to sleep, Saving, and then reloading, causes shopping baskets to despawn - freeing the items


BUT

Doing that may result in Additional charges.

In fact. Doing anything may still result in additional charges - I mean. Carrying them one at a time and tossing them out the door into the "yard" won't (whatever you do after that, crate, no crate, drag with one polearm grip scraping them along like a plow, etc)

I didn't exactly have.. a lot of attention to small pocket change ... when I was doing my testing. - Just know it worked.

I also found out you can left click, then while holding left click, hit right click, and then you can take the items, like from a horse cart this works

I don't think I follow. Care to elaborate? I attempted what I assumed you meant based on the topic and contents of your statement - but it just amounted to nothing both ways (accidentally kept reading it right and then doing it with opposite clicks. - but didn't change when corrected)

perhaps its 32bit related or you're not quite talking about exactly the same thing anymore....or maybe I'm just not noticing some kinda clue of execution and doing what you're saying, wrong.

dasius you should make wooden tool handles in the scroll

so I don't need geoffery

I left a comment about the frozen part - but - I failed to notice you also mentioned the price part

Price is only off when an item comes back out. If it happens, it means the crate lost sight of an item that was in it, unfortunately, causing pretty much the entire deal to go south (I.e Geoffrey calls you a crook, tells the guards to come vandalize your hard earned grips, and mark them all as "(stolen)" - Stolen is in such infancy though, that customers pay it no mind... Which might be a bug all of its own....come to think of it....

Course, Maybe Geoffrey can't tell crook from fake, and just calls it all stolen, but the game engine can actually realize you didn't actually steal it, and allows you to sell "fake(stolen)" - but if you were to actually /steal/ items (somehow) then you'd not be able to sell them, and they'd be "real(stolen)"


anyway. You can avoid it entirely by using your own order scroll

avoid it entirely by carrying them out of his shop one at a time (or going to the doorway and tossing them out with physics)

or by VERRRRYYYY carefully setting them inside his basket, close it but then open it (If you don't close it before you leave the shop, you won't be able to after you've left) and then crouch and pick it up with your knees rather than your back, minimizing the item physic explosion... Carefully carry them out, don't flail around/whip around instantly, doing so the items inside can't keep up with the basket, despite them staying inside and being pulled around by the basket - They'll "exit" the basket and fudge the price - Just take it nice and slow, carefully and walk out, once the coin chest goes away and you're firmly on the grass, you can then close the basket (now a crate)

Its a basic crate with a lid at this point, not a player crate - it will not lock physics, but it' ll keep the items from exploding across the map.

Or.

You can look at the other post I made for ways to "fix" it

I also have encountered a bug. I'm playing on version 0.0.82, and... the horse is broken. It keeps losing my stuff and the wagon is glitching out a lot. So, to have a wagon, I have to create a new game every time it glitches. It is really frustrating and I lose all of my progress every time. Glitching the wagon is really easy: ride the horse on rough terrain(which is prety much everywhere, so, basically, ride the horse). I do not have any pictures of it, unfortunately. Here are my specs, if you need them:

CPU: Intel Core I7 Octacore

GPU: NVIDIA GeForce GTX 1050

OS: Windows 10 Home 64 biti

RAM: 8 GB DDR4

HDD: 1 TB 

Please fix it as soon as possible. 

-Horia0502-

Developer

Hey Horia0502,

Sorry about the glitches, the issue does arise with issues in physics interactions. If by any chance you have lower fps, the issue might be worse. I'm also currently trying to optimize the game so users can get better Fps and will solve some of the issues with the wagon. Also, the wagon tearing apart is a result of the horse getting too far away from the wagon. I'm looking into ways to mitigate this issue.

Thank you!

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Gould you tell me an aproximate date of those fixes being implemented? If no, it's tottaly fine. By the way, I have no idea of the fps while playing, so I can't help you on that.

Developer

At the moment I don't have a release date. 

No worries on the fps.

(1 edit)

It's alright then.

(+1)

You also will not have to restart every time it glitches - either a) give up on the cart or more simply B) head over to slipcor's site and get his save-game fixer - the final one will allow you to fix the horse and wagon, and that one should also allow you to fix the player model (which will also be guaranteed broken if you rode on the horse)

http://mlbs.slipcor.net/

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