Contrast > Allmänna diskussioner > Ämnesdetaljer
Compulsion  [utvecklare] 27 nov, 2013 @ 10:39am
Patch 11221: Glitches Begone!
Hello everyone!

Patch 11221 is live on Steam.

Over the past couple of weeks, you guys have given us heaps of feedback. We've been working extremely hard to fix the issues that frustrated a number of players, and we're confident that you'll see a major improvement in patch 11221. As you guys know, we spend a lot of time on the forums, and we wanted to make sure the game was up to your standards.

Steam should automatically update the game for you, and it's only a 16MB patch. You can tell whether you have the patch by checking in the "settings" menu in-game - it'll show the version number (11221) inside that screen. See below for the changelist, and also what didn't make it in this time.

We would really love you all to try it out, and let us know what you think. If you like the changes - please post some reviews about the patch (and the game :) ). We're 7 people, and could use your help to get the word out.

Changelist

Here are the changes, for those of you who are interested:
  • Fixed dashing, jumping and low framerates getting you stuck in objects. (Most significant fix - big change to prevent getting stuck inside objects.)
  • Fixed dashing from wedging you into geometry at low framerates.
  • Fixed getting stuck in the ground or objects while shifting out. This should fix:
    • Issues where the player could get stuck inside bDetailGeometry meshes. (Random stuff lying around the place.)
    • Cinema skip issue. (Sorry speedrunners, we will look into preserving the previous patch, but not right now.)
    • Fixes lantern issues. (When lighting changes shift you out of shadows.)
    • Fixes issues with getting stuck on dynamic actors. (Eg boxes.)
  • Game now displays the walking animation when stuck in a stable configuration while falling. (No more t-pose, unless you're still falling.)
  • Allow jumping in that case to help the player get out of the collision. (Ie, you can now jump out of most spots in the world. Together, this plus the previous change mean you can jump out of areas that you would have been stuck in previously.)
  • Map ESCAPE to Backspace in the menus. (Don't think we don't listen! It won't show in the in-game UI though.)
  • Fix going through walls (getting out of the map) and stop dash from going through shadows. (Big gameplay change - you no longer go into shadows automatically at the end of a dash. You can still manually shift once you've finished your dash.)
  • Fix for the box falling on the player's head and floating in space. (Should now just land on Dawn's head, but you'll be able to just walk away and the box will fall.)
  • Fix Carousel luminary loading/persistence problem. (This fixes the situation where you could play the Carousel, not complete it, complete the other two attractions, but then not be able to restart the Carousel.)
  • Removed critical section in ShadowFiltering TickPostProcess. (Some sort of magic voodoo that helps low framerate shadow collision detection.)
  • Fixed rare crash at the end of the hotel on machines playing on low graphical settings. (If you persistently crashed at the end of Act 1 before, you now won't.)
  • Work around rare crash when NULL is passed to ACPhysicsPawn::Dismount() (More magic voodoo. Seriously, I don't understand this one at all.)
  • Fix rare multi-thread crash on map change.
  • Allow single-threaded (in-process) shader compilation on Shipping PC Builds. (Fixes the game not starting on a number of select machines).
Now please be aware that, as with most games, playing Contrast below minimum specs will still result in a few bugs. This is unavoidable - Contrast links graphics and gameplay in a way that no other game does. If you try to play Contrast on a system below our minimum spec, you're going to have a bad time.

Things on our to-do list:

In the immediate future, we are planning on:
  • Fixing a number of more minor bug fixes (ie issues that are really rare exception cases)
  • Adding Russian localization (next content patch)
  • Adding Japanese localization (unclear when, but soon)
  • Patching the version on consoles
We're also parsing through a number of other suggestions in the forums, such as the ability to change some of additional visual and control settings from within the game instead of going through INI files.

Please feel free to leave your feedback about the patch here, or wherever you like. I think you guys know by now that we really want to support our community, and we're always listening. As always, thanks for your support.

- Guillaume, Sam and the rest of the team at Compulsion
Senast ändrad av Compulsion; 27 nov, 2013 @ 10:40am
Visar 1-15 av 18 kommentarer
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err 27 nov, 2013 @ 11:32am 
I'm 1/3 of the way through act two. I just fixed the pirate ship. In the previous version, if you dropped the box too close to the light when trying to position it in order to hit the gang plank switch it would get stuck. It still stuck on me but I was able to get it unstuck. Previously, if it got stuck on the light I had to relad from a previous save.

So far so good with this patch. Thanks.

Update: Finished the game and didn't have any issues.
Senast ändrad av err; 27 nov, 2013 @ 1:46pm
Compulsion  [utvecklare] 28 nov, 2013 @ 7:37am 
Ursprungligen skrivet av err:
I'm 1/3 of the way through act two. I just fixed the pirate ship. In the previous version, if you dropped the box too close to the light when trying to position it in order to hit the gang plank switch it would get stuck. It still stuck on me but I was able to get it unstuck. Previously, if it got stuck on the light I had to relad from a previous save.

So far so good with this patch. Thanks.:cage:

Update: Finished the game and didn't have any issues.

Nice one, that's really helpful. Even though you got out of it, we think that's an important thing to fix and we're working on that today. It will go live with the next patch. Thank you!

- Sam
Senast ändrad av Compulsion; 28 nov, 2013 @ 7:37am
Nessuna Luce 28 nov, 2013 @ 5:50pm 
I have now played a few good hours and have a few glitches and a few general comments and thoughts so far:

* - Not that bad / annoying
** - Somewhat bad / annoying
*** - REALLY bad / annoying

Glitching over fench *
It's possible to glitch over the fence to get the luminari in the back alley next to the gramophone (phonograph) that plays the scene with Didi and her mom on the opposite wall by just keep on jumping up and down it, at some point Dawn will get stuck in the fence and pressing the jump key will make her move upwards until she jumps over. Don't know if this works on any other fences...

Killing framerate *
In act II if you go down to the pirate ship past the 'Test your might' attraction all the way down to the end and spin around 360* small lags / hiccups will occur, if done like crazy - the way I do things :) - it actually brought my frame rate down and kept it on 30 from a fluid and almost constant 62 until I hit escape...

Mouse slowdown **
Mouse slows down A LOT in a few (almost select) areas and also seems to do it every time the game comes out of a cut scene, it's only minor annoying as all I have to do is move the mouse around for a few seconds and it's back to full speed, but still...
Update:
It seems to also do it everytime I interact with a puzzle like the solar machine, not picking up objects though.
It feels almost like it activates a bad mouse acceleration of sorts and then turns it off shortly after... Has gone from minor to somewhat annoying as it does it a lot...

No rebinding keys *
It's always nice to be able to do just saying!
But with only a few keys to use through the entire game and the default mapping being very good it's not a problem to me, just pointing it out.

FPS LOCK ***
Frame rate locked to 60-62 when on a 120hz monitor and having the hardware to push the frame rate far beyond that...
NO, no no no I hate that!!! (But at least it runs smooth as butter so...)

------

Things I would have liked to see but can live without especially since most can be helped through the magic of Nvidia control panel to some degree at least: *

- Anti-aliasing settings
- V-Sync option

------

Other than that I haven't encountered many problems or annoyances at least nothing worth mentioning.

And also just gotta tell you that I'm having a blast with this game I loooove the art direction and overall feel of the game it's so nice to just look at and it's so much fun to play - so GOOD JOB!
Senast ändrad av Nessuna Luce; 28 nov, 2013 @ 6:05pm
Nessuna Luce 28 nov, 2013 @ 7:03pm 
Just finished the game and happy to report 0 - none - narda - no more bugs, glitches or problem encounters for the remainder of the game...

Now I will just take a while to think about the end, put all pieces together and figure out the meaning behind it...

Thanks for a fun and great game :)
Compulsion  [utvecklare] 29 nov, 2013 @ 7:59am 
Ursprungligen skrivet av Nessuna Luce:
Just finished the game and happy to report 0 - none - narda - no more bugs, glitches or problem encounters for the remainder of the game...

Now I will just take a while to think about the end, put all pieces together and figure out the meaning behind it...

Thanks for a fun and great game :)

Thanks Nessuna! Glad you enjoyed it. The FPS lock is enabled by default as is V-sync - many people with really good PCs were running the game at higher than 60fps, which caused some bad tearing. You can mess with the .ini files (at your own risk!) to change the graphics settings - I suggest checking out this thread.

Thanks for the feedback.

- Sam
Meredy 29 nov, 2013 @ 9:33am 
We're also parsing through a number of other suggestions in the forums, such as the ability to change some of additional visual and control settings from within the game instead of going through INI files.

I couldn't say it in the other post, since it was locked, thanks for hearing us. It's more than a lot of game studios do...

Compulsion  [utvecklare] 29 nov, 2013 @ 9:38am 
Ursprungligen skrivet av Meredy:
We're also parsing through a number of other suggestions in the forums, such as the ability to change some of additional visual and control settings from within the game instead of going through INI files.

I couldn't say it in the other post, since it was locked, thanks for hearing us. It's more than a lot of game studios do...

It's our pleasure - we really want to do the best we can for you all :)

- Sam
Nessuna Luce 29 nov, 2013 @ 5:43pm 
Ursprungligen skrivet av Compulsion Games:

Thanks Nessuna! Glad you enjoyed it. The FPS lock is enabled by default as is V-sync - many people with really good PCs were running the game at higher than 60fps, which caused some bad tearing. You can mess with the .ini files (at your own risk!) to change the graphics settings - I suggest checking out this thread.

Thanks for the feedback.

- Sam

I thought Vsync might be on by default but then I saw a bit of tearing here and there and after turning on Vsync in Nvidia control panel it disappeared... so I dunno...

I'll be sure to check out the link you posted and play around a bit - at my own risk, I fear nothing :)

I am curious though if anyone else has reported the mouse slowdown problem I stated as that gets quite annoying along the way especially if you like me sit down and play 4 hrs straight...

Also just gotta say I agree with Meredy it's damn nice to see a developer take the time to read and respond to comments and listen to it's community - props right there...
MelodyOfDawn 29 nov, 2013 @ 6:08pm 
The section in act 1, beginning of "the usual suspects" where Didi and Dawn go to the cinema, right as dawn walks out of the bar there's a fence that i know she has to break.
there's a glitch that doesnt give me an option to break the fence.
I cant move on with the game because it's the only way to get to the other side. fix please?
­­­ 30 nov, 2013 @ 8:26am 
I was playing Act 2 in the ship where you are headed to the control room. The girl was carrying a lantern so for giggles I shifted onto the wall there. Once she went to the next room I was catapulted out of the world and ended up in some kind of gray void with a space texture in the distance.
I didn't die even as I hit what looked like a slightly darker ground and the subtitles kept progressing.

I forgot to take a screenshot, don't really feel like replicating it since the checkpoints in that act are outright horrible. This is the third time I have to redo the pirate ship :'c
Manywhelps  [utvecklare] 30 nov, 2013 @ 9:57am 
Ursprungligen skrivet av kib:
I was playing Act 2 in the ship where you are headed to the control room. The girl was carrying a lantern so for giggles I shifted onto the wall there. Once she went to the next room I was catapulted out of the world and ended up in some kind of gray void with a space texture in the distance.
I didn't die even as I hit what looked like a slightly darker ground and the subtitles kept progressing.

I forgot to take a screenshot, don't really feel like replicating it since the checkpoints in that act are outright horrible. This is the third time I have to redo the pirate ship :'c

Hey kib - yep, we're aware of that one. But, that's the only place in the current version that I know for sure you can get out of the world. We're working on it for the next patch, which will come soon. What other ways were you getting stuck in the pirate ship? Everything else should be fixed, so if you've found something, we'd love to hear it.

Ursprungligen skrivet av MelodyOfDawn:
The section in act 1, beginning of "the usual suspects" where Didi and Dawn go to the cinema, right as dawn walks out of the bar there's a fence that i know she has to break.
there's a glitch that doesnt give me an option to break the fence.
I cant move on with the game because it's the only way to get to the other side. fix please?

This is a new one - are you 100% sure? Can you still use your break ability? The tooltip won't come up at that point, because the ability is permanent, but you still should be able to use it :) If you can't, let me know because that's very serious and I'd like to help you fix it.
Senast ändrad av Manywhelps; 30 nov, 2013 @ 9:58am
Cavalcadence 3 dec, 2013 @ 10:18pm 
Ursprungligen skrivet av Cavalcadence:
Looks good so far (I haven't yet been able to get stuck in an object, even when I've tried), though I haven't played through every chapter of the new version yet.

Finished playing through every chapter. Looks good. I made it through the game without ever getting stuck in an object accidentally. And I was only able to find one place where I was able to get stuck deliberately:

Glitch: A location that gets Dawn stuck
Pirate ship, maintenance room: "Restart the generator"

If you shift into shadow on the wall by the switch, then walk to the left, then shadow-dash to the left, then when you land, you'll be stuck (unable to walk, jump, dash, or shift out), even though there's enough space around you that you should be able to move around. So for some reason, rather than a specific spot or object, it looks like something about this entire area to the left of the switch will get you stuck!

The easiest way to get into the wall is when Didi's still in the middle, and hasn't gone to the switch on the right yet. Her lantern will light up the wall in a way that makes it fairly easy.

After she gets to the switch, it's a little harder but still possible. If you stand on the generator (between the two switches), you can jump-dash then shift into the wall. You can also sometimes get a foothold on the box with the switch then jump from there, but jumping from the generator seems to be more reliable.

It looks like you can also get stuck on the right side (the side with Didi's switch). When Didi's still in the middle, her lantern will light up both sides, so instead of going left, you can go to the wall on the right, jump onto the shadows, go right, exit to the real world... and get stuck.


Something kind of amusing:

You can actually use this glitch to climb the wall on the left, and even get all the way up to the ceiling.

After entering the shadow world and going left (to the area where you'll get stuck), instead of shadow-dashing left and getting totally stuck, if you jump (straight up, while still a shadow) then shift, you'll get stuck at the top of your jump. And since you're still next to a lighted wall, you'll still have the option to shift into shadow. Shift then immediately jump, then shift back at the top of your jump, and once again, you'll get stuck in the air (now a little higher than you were before). Repeat, repeat. =)
Cavalcadence 4 dec, 2013 @ 5:20pm 
Glitch: Jumping at the end of a dash

Something I discovered only yesterday (tested and figured out the details today):

In Version 11221, you can actually jump at the end of a dash, even if you're in mid-air. So if you jump, then dash (in the middle of the jump), then jump again (at the end of the dash), you can reach places that are farther, higher, or both farther and higher than you're supposed to be able to reach.

I don't have a way of checking, but I don't think this was possible in Version 11173. My guess is that it's an unintended side effect of the way dashes were adjusted for Version 11221.

Just tested:
This also works with shadow-dash. So even in the shadow world, you'll be able to reach places both farther and higher than you're supposed to. For example, on the first puzzle in the pirate ship, you can do a jump-dash-jump in the real world or in the shadow world, and you'll be able to reach the upper level without using the box.


Anyway, I'm having a lot of fun playing around with this, trying to reach previously unreachable places, or jumping over fences instead of breaking them down, etc. =) Though I certainly would understand if it were removed in a future patch (I don't think this was an intended ability, and because it's so easy to do, it could easily ruin the fun of figuring out some of the puzzles, for a first-time player).
Compulsion  [utvecklare] 5 dec, 2013 @ 8:02am 
Ursprungligen skrivet av Cavalcadence:
Glitch: Jumping at the end of a dash

Something I discovered only yesterday (tested and figured out the details today):

In Version 11221, you can actually jump at the end of a dash, even if you're in mid-air. So if you jump, then dash (in the middle of the jump), then jump again (at the end of the dash), you can reach places that are farther, higher, or both farther and higher than you're supposed to be able to reach.

I don't have a way of checking, but I don't think this was possible in Version 11173. My guess is that it's an unintended side effect of the way dashes were adjusted for Version 11221.

Just tested:
This also works with shadow-dash. So even in the shadow world, you'll be able to reach places both farther and higher than you're supposed to. For example, on the first puzzle in the pirate ship, you can do a jump-dash-jump in the real world or in the shadow world, and you'll be able to reach the upper level without using the box.


Anyway, I'm having a lot of fun playing around with this, trying to reach previously unreachable places, or jumping over fences instead of breaking them down, etc. =) Though I certainly would understand if it were removed in a future patch (I don't think this was an intended ability, and because it's so easy to do, it could easily ruin the fun of figuring out some of the puzzles, for a first-time player).

Well I'll be a monkey's uncle. Er... I mean, this was totally intentional!

Yes... intentional...[i.imgur.com]

We're just "re"-testing to see if it breaks the game. So far, we're "re"-confirming that it doesn't. It does make things just a touch easier, but it's relatively difficult to do in 3D and doesn't really affect the shadow gameplay significantly.

We think we'll leave it in there - partially because it doesn't hurt, but also partially because it may actually be a bit more fun. If we get a bit more feedback that it's breaking things, we'll look at a quick fix for the Steam version.

- Sam

p.s. Speedrunners be warned - it may be that jumping through to the cinema directly after the cabaret may break the streaming, and port you back to the jazz bar once finished.

Cavalcadence 6 dec, 2013 @ 3:32pm 
One more. =)

Here's something I encountered more than once accidentally (playing relatively normally, not doing anything unusual), but couldn't figure out what was causing it at the time. After doing lots of testing yesterday and today, I think I finally figured out more or less what's going on and how to trigger it intentionally.

Basically, I think everything here is a side effect of the new "don't get stuck" process that pushes Dawn out of objects.

Short version:

In the cinema lobby (with the popcorn machine and the three cardboard (or plywood?) cutouts), there's a curved invisible wall that prevents you from moving the cutouts out of the puzzle area. If you get a cutout to overlap (or nearly overlap) with this wall, then when you grab it again, Dawn will end up inside the wall, and the "don't get stuck" process will push Dawn and the cutout up and out of the wall, and the cutout will end up too high for you to reach later (so you won't be able to use it to solve the puzzle).

Of course, you really only need one cutout to solve the puzzle, so losing one of three is not as bad as a glitch that crashes the game or gets you stuck and forces you to reload. But on the other hand, it is fairly early in the game, when a new player would still be learning how to manipulate objects, light, and shadow, and it is possible to do accidentally just by experimenting with moving objects around. Anyway, here's the more detailed version:


More detailed version:

There's actually two glitches that cause this, but if you're moving the cutouts around a lot (like a first-time player might do while trying to figure out the puzzle), both are definitely possible to do accidentally.

Glitch 1: In the cinema lobby, you can move a cardboard cutout without being in front of it

Normally, when you grab a cutout, you automatically end up in front of it, no matter where (front, back, side, diagonal) you grabbed it from. But if another cutout is already in front, the "don't get stuck" process (or maybe some other process) will prevent you from being moved to that spot (where you would overlap the second cutout). Instead, you'll remain where you were, but you'll still be able to move the first cutout around.

Pretty harmless glitch by itself. Unfortunately, it enables the second glitch, because of the invisible wall.


Glitch 2: Cinema lobby cardboard cutout becoming unreachable
While it's being moved, a cardboard cutout becomes elevated, and once you stop moving it around, it'll be too high to reach, so you won't be able to use it to solve the puzzle.

As mentioned earlier, this glitch seems to depend upon the invisible wall that prevents you from moving the cutouts out of the puzzle area. If you can get Dawn to overlap with the invisible wall, the "don't get stuck" process will push both her and the cutout she's holding upwards, and the cutout will get stuck up there.

To do this:
Use Glitch 1 (see above) to grab a cutout from behind. Move around until you find where the invisible wall is. I've been using the lower-right portion, mainly because it's easiest to see due to the fixed camera angle.

The invisible wall will stop Dawn, but won't stop the cutout, so you can actually place the cutout much closer to the wall than you'd be able to if you were holding the cutout normally (from the front). Move the cutout so that it's on or very close to the wall, and let go of it.

Now grab it again. Because a second cutout isn't blocking you this time, you'll end up in front. This should place you inside the invisible wall. Now if you try to move, the "don't get stuck" process should push you up and out of the wall, and both you and the cutout will end up elevated.

Once you let go of the cutout, you'll fall to the floor, but the cutout will remain elevated. There doesn't seem to be a way to get it back to the ground (so it basically becomes useless for solving the puzzle).

Just tested:
It looks like while you're holding onto the cutout, you can walk safely along the top of the invisible wall. But that doesn't seem to create any useful shadows. And if you move Dawn so that she's no longer on top of the wall, she'll fall to the ground, and be unable to get back up there.

And that's it.


Glitch 2 is dependent upon Glitch 1, so if you can find some way to fix Glitch 1 that doesn't cause any new problems, that would neatly solve both. =)

Glitch 2 variant:
One time, instead of pushing Dawn and the cutout upwards, the "don't get stuck" process left the cutout alone and pushed Dawn downwards instead. I ended up in the room below the lobby, and couldn't figure out a way to jump up and out of there. Fortunately, there was a convenient window to the void down there, so I just walked into that and respawned in the lobby above. =) In the lobby, the cutout was still on the ground, but any time I tried to grab it, I got pushed into the room below again. I've only encountered this variant once, and I haven't been able to reproduce it, but it's basically the same thing, only the "don't get stuck" process pushes you down, instead of up.

Something minorly amusing:
If you use Glitch 1 to get really far in back of a cutout, you can move the cutout completely past the invisible wall. So if you let go of it there, then go and grab it again, there won't be a conflict with the invisible wall. So you can actually move the cutout to the previous room (cinema entry) if you want, though because the camera is fixed in the lobby, you'll have to navigate without being able to see exactly where you are. Anyway, I've managed to get the cutout to the front doors (which are closed, so we can't move it outside), and even down the stairs along the side. No real reason to do this, other than the minor amusement value of seeing the cutout somewhere it's not supposed to be.
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