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Oct 2 14 9:28 PM

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This seemed like the most appropriate place for Bug Reports. I found one.

___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of  Step Event0
for object char:

Push :: Execution Error - Variable Get -999999.type(100072, -2147483648)
at gml_Script_Char_SetGunSprite
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_Char_SetGunSprite (line 0)
gml_Object_char_Step_0


Wasn't sure how to create a hidden/spoiler box. The game crashes whenever you go to one of the Black and Red statues(?). The ones that display your gun and an empty box to the right of it whenever one is activated. If you hold Left Trigger, or whatever Key is used to aim your gun, while this window is open and proceed to spin the gun around in circles, the game crashes. I've tested it 3 times, I'm fairly positive this is the cause.

Having a ton of fun with the game!
 
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#4 [url]

Oct 3 14 7:15 AM

Crashing at title screen

The game's crashing for me as soon as press anything at the title screen D: I get the following error:

___________________________________________
############################################################################################
FATAL ERROR in Vertex Shader compilation
ShaderName: shd_CharPaletteSwap

D3DXCompile failed - result

at gml_Script_shader_set_paletteSwap
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_shader_set_paletteSwap (line 0)
gml_Object_char_Draw_0

It worked fine for me last night on my home PC, but not on my laptop.

EDIT - If anyone runs into the issue I posted - update your DirectX. That was it.

Last Edited By: mashingkeys Oct 3 14 8:28 AM. Edited 1 time.

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#6 [url]

Oct 3 14 10:32 AM

Bug found

 ___________________________________________############################################################################################ERROR inaction number 1of Other Event: User Defined 15for object Scenery: Data structure with index does not exist.at gml_Script_sprite_get_zheight############################################################################################--------------------------------------------------------------------------------------------stack frame isgml_Script_sprite_get_zheight (line 0)gml_Object_Scenery_Other_25 ___________________________________________############################################################################################ERROR inaction number 1of Other Event: User Defined 15for object Scenery: Data structure with index does not exist.at gml_Script_sprite_get_zheight############################################################################################--------------------------------------------------------------------------------------------stack frame isgml_Script_sprite_get_zheight (line 0)gml_Object_Scenery_Other_25 

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#8 [url]

Oct 3 14 11:53 AM

Yeah, I can vouch for various holes that shouldn't exist in the game's walls. Here's one I found:
Walking up the circled wall here, you'll just fall right through (this is the room with the first of the giant jumping enemies, to clarify)

image

Also I'd like to note that exploding a rolling grenade on top of a inactive security tower will cause its sprite and hitbox to move, though when it activates, it fires from where it was originally. Not really a game-breaking bug, but an odd one nonetheless.

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#10 [url]

Oct 3 14 2:48 PM

A gameplay question, actually: There doesn't seem to be a save function, eh? When I restart the game, I do have the extra weapons etc I gained along the way, but I spawn in the start location =/

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#11 [url]

Oct 3 14 2:57 PM

Aleonymous wrote:
A gameplay question, actually: There doesn't seem to be a save function, eh? When I restart the game, I do have the extra weapons etc I gained along the way, but I spawn in the start location =/

Yeah, the game doesn't have a save function for the player to save at any time during the game, but the game just auto-saves your item progress anyway. So all your main/optional keys, weapons, and other stuff will be saved when you exit the game. I imagine in the full game it'll be something like that, but rather that there'll be checkpoint save areas for each big location. In the preview build, since it's just one dungeon (or what I would consider a dungeon) it just spits you back out at the beginning.

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#13 [url]

Oct 3 14 3:26 PM

Toltage wrote:

Aleonymous wrote:
A gameplay question, actually: There doesn't seem to be a save function, eh? When I restart the game, I do have the extra weapons etc I gained along the way, but I spawn in the start location =/

Yeah, the game doesn't have a save function for the player to save at any time during the game, but the game just auto-saves your item progress anyway. So all your main/optional keys, weapons, and other stuff will be saved when you exit the game. I imagine in the full game it'll be something like that, but rather that there'll be checkpoint save areas for each big location. In the preview build, since it's just one dungeon (or what I would consider a dungeon) it just spits you back out at the beginning.

The GUI/HUD is maybe a bit too abstract, so I was afraid that maybe there was some hidden save function I just hadn't found. Thanks for the reply (ephellstrom too).

But, indeed. If it's just one "dungeon", it makes sense to remove any save/load function, because it must be ~2 hours play to go through all the content of this preview build... I wonder in which part of the actual game this preview part lies.... Also, I wonder if there's any in-game text at all! :D

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#14 [url]

Oct 3 14 3:43 PM

Aleonymous wrote:

Toltage wrote:

Aleonymous wrote:
A gameplay question, actually: There doesn't seem to be a save function, eh? When I restart the game, I do have the extra weapons etc I gained along the way, but I spawn in the start location =/

Yeah, the game doesn't have a save function for the player to save at any time during the game, but the game just auto-saves your item progress anyway. So all your main/optional keys, weapons, and other stuff will be saved when you exit the game. I imagine in the full game it'll be something like that, but rather that there'll be checkpoint save areas for each big location. In the preview build, since it's just one dungeon (or what I would consider a dungeon) it just spits you back out at the beginning.

The GUI/HUD is maybe a bit too abstract, so I was afraid that maybe there was some hidden save function I just hadn't found. Thanks for the reply (ephellstrom too).

But, indeed. If it's just one "dungeon", it makes sense to remove any save/load function, because it must be ~2 hours play to go through all the content of this preview build... I wonder in which part of the actual game this preview part lies.... Also, I wonder if there's any in-game text at all! :D

Oh yeah, what ephellstrom said is true too. Any time you enter a new sub-area, you'll see an icon show up above the Companion, indicating the game saving your progress. Honestly, if the rest of the game content is this meaty, I'd be really happy. And no text in the game would be awesome. Though I'm sure if there ends up being a hub town area, vendors might need some text dialogue.

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#15 [url]

Oct 3 14 6:59 PM

Leaper bug and turret bug

Found this bug during the horde fight.


___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Other Event: User Defined 5
for object Leaper:

Push :: Execution Error - Variable Get -1.fricOn(102581, -2147483648)
at gml_Object_Leaper_Other_15
############################################################################################

Can't get passed this point anymore, did it earlier today though :S

Also! If you use the pokeball bomb on a burrowed turret it will shove the turret hit box and avatar away but when it unborrows it will shoot from its spawn point, and not where its new hit box is.

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#16 [url]

Oct 3 14 7:10 PM

imscoobydew wrote:

Also! If you use the pokeball bomb on a burrowed turret it will shove the turret hit box and avatar away but when it unborrows it will shoot from its spawn point, and not where its new hit box is.

Yeah, I noted this bit above in one of my posts. Really weird bug IMO.

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#17 [url]

Oct 4 14 1:58 AM

You know those turrets that pop out from the ground?
If you use the remote detonator bomb weapon on it while its still closed, it'll cause the tile to slide away
The attacks still come from the original spot, but to kill it you have to attack it wherever its slid to.

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#20 [url]

Oct 4 14 8:06 PM

Unfortunately I haven't been able to play it more than a few minutes. If I take any damage the game freezes. Also, I am unable to kill it in task manager. I have to restart to stop the program. Hope it can get addressed/fixed as I can't play this great game right now...also can't get an error or anything to report further. Would be happy to document further if I'm able.

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