Contrast

Contrast

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Compulsion  [utvecklare] 9 dec, 2013 @ 8:31
Latest changes for PC and console
Hey everyone

As mentioned on our website etc, we're now in the process of patching the console versions of the game, as well as PC. I appreciate this is the Steam forum, but it's by far the best place to encourage discussion on these changes.

Console Changelist

IMPORTANT NOTE FOR PS4 USERS: If you are playing on a PS4, and your game fails to load at any point, please re-download the game. This is not a bug within Contrast, it is an error during downloading the game that has corrupted your version of the game.

In the latest console patch, we have fixed the following issues:
  • Fix orb focusing bug on the top level of the Lighthouse. (You should now be able to "lock on" to the orb in all cases.)
  • 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.)
  • Fixed dashing and jumping 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.)
  • 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. You may also find yourself able to double jump in certain circumstances.)
  • Fix for the box falling on the player's head and floating in space.
  • Fixed a bunch of rare crashes.

PC changelist

The PC version already received most of these changes, with some extras, as discussed here. We will also be patching PC very shortly to add Russian localization and adding some of the more minor bug fixes that we have just made in the console version.

Thank you guys for testing it out - you were really helpful. Also, the speedrunning community blows my mind.

Please remember that playing Contrast on PC below minimum specs will always result in more bugs than other players experience. 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.

Chat!

If you guys want to ask any questions about these changes, then please do. Often the reasoning behind why things happen in game development is really opaque, and we'd be happy to clear up some misconceptions (eg why games ship with bugs).

- Sam
Senast ändrad av Compulsion; 10 dec, 2013 @ 9:29
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Cavalcadence 13 dec, 2013 @ 0:03 
(Game Version 11534)

Did a little bit of testing on the new version. Found one minor glitch, which I think is new (I don't think it was in 11221).

Minor glitch: Floating "CAUTION" signs
The problems of three little people (Part1)

If you select this chapter from the Chapter Select (or after getting to this chapter, you reload the chapter by selecting "Restart from last save"), you'll find that on the bridge, the "CAUTION" signs (the ones that were on the billboard supports) are floating in mid-air along the right side of the bridge.

If you play normally and get to this point from a previous chapter, however, everything will be normal (no floating "CAUTION" signs).


"adding some of the more minor bug fixes"

Out of curiosity, is there an official list of these new fixes? I noticed that the way Dawn picks up boxes has been adjusted (probably to prevent object overlaps or other problems), and I've noticed one or two other differences as well, but I wouldn't mind seeing an official Changelist, if there is one.
Compulsion  [utvecklare] 13 dec, 2013 @ 7:55 
Ursprungligen skrivet av Cavalcadence:
(Game Version 11534)

Did a little bit of testing on the new version. Found one minor glitch, which I think is new (I don't think it was in 11221).

Minor glitch: Floating "CAUTION" signs
The problems of three little people (Part1)

If you select this chapter from the Chapter Select (or after getting to this chapter, you reload the chapter by selecting "Restart from last save"), you'll find that on the bridge, the "CAUTION" signs (the ones that were on the billboard supports) are floating in mid-air along the right side of the bridge.

If you play normally and get to this point from a previous chapter, however, everything will be normal (no floating "CAUTION" signs).


"adding some of the more minor bug fixes"

Out of curiosity, is there an official list of these new fixes? I noticed that the way Dawn picks up boxes has been adjusted (probably to prevent object overlaps or other problems), and I've noticed one or two other differences as well, but I wouldn't mind seeing an official Changelist, if there is one.

You have a career in QA, if you ever want it, I'm sure!

The additional fixes are really small, and were listed in the console fix above. One is the box picking up etc - basically, Dawn no longer drops boxes unless she's falling from REALLY high up (previously it might happen on drops of <1m). We made this change originally to solve an animation issue, but we realised that it's really bloody annoying whenever she drops boxes, and in fact it led to a lot of the box related issues. So, back it goes.

I think the PC version is now very solid - sure there are some very minor issues, but we think it's playing pretty well.

- Sam
ssv_170379 13 dec, 2013 @ 13:18 
Russian is well-done. I completed Chapter I, have read collectibles briefly, and found only a few minor semantic inconsistencies with English version (I am not a linguist at all, so not to be taken too seriously). Translation is very artistic, not just brute word-to-word, but using Russian idioms where it is needed etc, top-notch work, bravo!

Also noticed some more issues with latest version:

In game press Esc, menu screen will appear. Also there will appear Contrast logo with some Japanese(?) text under it.

In main menu select Settings. You'll get to Controls-Camera-Video-Audio menu, where you can select any of these items. But once you selected one, you cannot switch to others until you press Esc or Backspace or RMB, which is not mentioned anywhere and very unintuitive. Correct way is to let user switch between menus (maybe with “save / chancel changes” popup), or to dim (hide) left part of menu if it is not clickable, or at least make “back to settings” button beneath settings.

About reversed left stick Y axis on Logitech gamepads ( http://steamcommunity.com/app/224460/discussions/0/666828127049814033/ ). At least one person (in Russian thread, http://steamcommunity.com/app/224460/discussions/0/810938810812121367/#c648814300305328205 ) found this method useful. Maybe it is reasonable to implement kinda “Logitech gamepad mode” checkbox? Oh, I just discovered, that those .ini editing also affects (in fact: messes up) keyboard controls, which is very frustrating if you'll need to switch between gamepad and keyboard. Take this in account if you're going to implement this feature, maybe need to check whether gamepad is connected.

In Johnny's death cutscene (being shot) floating Johnny's hat can be seen.
Cavalcadence 13 dec, 2013 @ 22:36 
Ursprungligen skrivet av Compulsion Games:
You have a career in QA, if you ever want it, I'm sure!

=)

Ursprungligen skrivet av Compulsion Games:
Dawn no longer drops boxes unless she's falling from REALLY high up (previously it might happen on drops of <1m).

Nice. Yeah, I noticed in the pirate ship that she wasn't dropping the cannonball as much as she used to.

Ursprungligen skrivet av Compulsion Games:
I think the PC version is now very solid

It is. I mean, it looks like the Speedrun community is still doing some crazy out-of-bounds stuff, but most of that is stuff a normal player would probably never stumble upon by accident.


Ursprungligen skrivet av ssv_170379:
In game press Esc, menu screen will appear. Also there will appear Contrast logo with some Japanese(?) text under it.

Yes, it looks like the Japanese title graphic: English "Contrast" with Japanese katakana "Contrast" as subtitle.

So your game is doing that too? I thought maybe it was because I have Japanese in my installed input languages in Windows... but maybe it appears in Japanese for everyone?

@Compulsion Games:
The Japanese title graphic only appears on the pause menu. The main menu (title screen) is still normal.

I didn't even know there was a Japanese version of Contrast planned, but I did some searching around, and it looks like it's been announced at least for PS4. So I'm guessing that you had the Japanese title graphic around the office, and somebody put it into Version 11534 by accident? (probably a simple mistake, if the file names were similar)
ssv_170379 14 dec, 2013 @ 22:54 
(about Japanese text). I have no Japanese keyboard layout installed. Glyphs are visible in pause menu regardless of game localization (tried English and Russian)
OpCode90  [utvecklare] 15 dec, 2013 @ 13:37 
Ursprungligen skrivet av Cavalcadence:
(Game Version 11534)

Did a little bit of testing on the new version. Found one minor glitch, which I think is new (I don't think it was in 11221).

Minor glitch: Floating "CAUTION" signs
The problems of three little people (Part1)

If you select this chapter from the Chapter Select (or after getting to this chapter, you reload the chapter by selecting "Restart from last save"), you'll find that on the bridge, the "CAUTION" signs (the ones that were on the billboard supports) are floating in mid-air along the right side of the bridge.

If you play normally and get to this point from a previous chapter, however, everything will be normal (no floating "CAUTION" signs).


"adding some of the more minor bug fixes"

Out of curiosity, is there an official list of these new fixes? I noticed that the way Dawn picks up boxes has been adjusted (probably to prevent object overlaps or other problems), and I've noticed one or two other differences as well, but I wouldn't mind seeing an official Changelist, if there is one.

Hey Cal;

Yes I made fixes for boxes penetrating geometry, and cleaned up the pickup/drop code to make sure you wouldn't wedge yourself into spots when dropping boxes in weird configurations. I'm surprised you picked up on it :). I also fixed some cases where the box could get wedged into geo and float off into space on the rotating wall of the lighthouse. Mind you - I kinda liked the behavior - but it most definitely broke gameplay.

Guillaume.
Compulsion  [utvecklare] 16 dec, 2013 @ 7:33 
Ursprungligen skrivet av ssv_170379:
(about Japanese text). I have no Japanese keyboard layout installed. Glyphs are visible in pause menu regardless of game localization (tried English and Russian)

That's no good, I'm sorry it slipped through QA. We are planning a Japanese version for PS4. We may also have Japanese on the Steam version - I will check that out.

- Sam
senseidongen 19 dec, 2013 @ 5:54 
Ursprungligen skrivet av ssv_170379:
(about Japanese text). I have no Japanese keyboard layout installed. Glyphs are visible in pause menu regardless of game localization (tried English and Russian)
I can confirm that this happens to me too - it's not a problem as such, it's just weird!

Also, awesome game, great stuff :D
oldtyrone17 19 dec, 2013 @ 21:41 
any way to have save games, where you are at? I love the game but an tired of starting over if I don't get to the next level!...GREAT GAME!
Cavalcadence 23 dec, 2013 @ 16:23 
Whew! Been busy with Christmas stuff, but I did have some free time to test out Version 11534 a bit more.

Looks good. Haven't found any new glitches, and it looks like you've fixed up some of the old ones.

Ursprungligen skrivet av OpCode90:
Yes I made fixes for boxes penetrating geometry, and cleaned up the pickup/drop code to make sure you wouldn't wedge yourself into spots when dropping boxes in weird configurations. I'm surprised you picked up on it :).

I noticed mainly because there was a box trick on the pirate ship that I think depended upon object overlap. So when that stopped working, I figured something like that must've gotten fixed.

Ursprungligen skrivet av OpCode90:
the box could get wedged into geo and float off into space on the rotating wall of the lighthouse.

Heh, I don't think I've ever seen that happen before.


Feature(?): Shadows kicking you out more often

I also noticed that shadows seem to kick you out into the real world more often than they used to. It doesn't happen in many places, but certain sections of wall which, in 11221, you could walk across normally while in shadow, now kick you out of shadow and into the real world at certain spots.

This seems like it might just be part of a bigger fix (maybe a general rule to prevent 2D-to-3D shifts from getting you stuck?), but if it is a new glitch or unintended side effect, let me know, and I'll point out some specific spots where this happens, so you can test it yourself.

Anyway, from what I've observed, it looks like the game is looking at whether there's enough room for the real world Dawn to pass, and if there isn't, it forces you out of shadow before you get to that point (maybe so you can't cause object overlap by exiting from shadow into an obstruction). So if the surface of a wall is uneven in a way that would cause the real world Dawn to bump into a protruding section... or if there's an object next to the wall that real world Dawn would bump into... the game will kick her out of shadow right before she gets to that point.

The only times I've encountered this, though, have been when I'm doing something non-standard (like going up to the balloon without turning on the beacon). When I played through the game normally, I didn't encounter any problems. So even if this is an unintended glitch, it probably won't cause new players any problems. =)


Japanese title graphic
Ursprungligen skrivet av ssv_170379:
I have no Japanese keyboard layout installed. Glyphs are visible in pause menu regardless of game localization (tried English and Russian)
Ursprungligen skrivet av senseidongen:
I can confirm that this happens to me too - it's not a problem as such, it's just weird!

Yeah, for the record, I tried changing some of my Windows language settings, but the pause menu always showed the Japanese title graphic. So you probably know this already by now, but it probably appears that way in everybody's game.


Happy Holidays!
I hope everyone's enjoying the holidays and not working too hard. =)
DragonSeer 28 dec, 2013 @ 14:19 
Ursprungligen skrivet av Cavalcadence:

Feature(?): Shadows kicking you out more often

I also noticed that shadows seem to kick you out into the real world more often than they used to. It doesn't happen in many places, but certain sections of wall which, in 11221, you could walk across normally while in shadow, now kick you out of shadow and into the real world at certain spots.

This seems like it might just be part of a bigger fix (maybe a general rule to prevent 2D-to-3D shifts from getting you stuck?), but if it is a new glitch or unintended side effect, let me know, and I'll point out some specific spots where this happens, so you can test it yourself.

Anyway, from what I've observed, it looks like the game is looking at whether there's enough room for the real world Dawn to pass, and if there isn't, it forces you out of shadow before you get to that point (maybe so you can't cause object overlap by exiting from shadow into an obstruction). So if the surface of a wall is uneven in a way that would cause the real world Dawn to bump into a protruding section... or if there's an object next to the wall that real world Dawn would bump into... the game will kick her out of shadow right before she gets to that point.

The only times I've encountered this, though, have been when I'm doing something non-standard (like going up to the balloon without turning on the beacon). When I played through the game normally, I didn't encounter any problems. So even if this is an unintended glitch, it probably won't cause new players any problems. =)

I'm running through Vincenzo's workshop at the point where you have to jump from the spinning gears to the statute's shadow and then onto the the bar to get to the solar elevation machine reset. In prior plays before patches, I just jump and dash through shadow across the open space, passing a column. In my newest playthrough, the column you have to pass through is booting Dawn out of the shadow realm no matter how I jump (whether jumping normally or using the dash ability) or how I angle the camera.

Is anyone else having this problem? This makes the level unplayable. I can't get to the solar elevation reset button to progress the game, which is really frustrating. I've tried reloading, swapping around the places of the shadows, jumping regularly, jumping with dash, altering my camera angles, and nothing is working. This is my fourth playthrough, the first after these patches, and I've never had a problem before.

Thoughts from anyone?
Cavalcadence 28 dec, 2013 @ 19:29 
Ursprungligen skrivet av DragonSeer:
to get to the solar elevation machine reset
...
the column you have to pass through is booting Dawn out of the shadow realm no matter how I jump (whether jumping normally or using the dash ability) or how I angle the camera.

Is anyone else having this problem?

Wow, you're right! Just tested this, and yeah, the first column from the corner does kick you out of shadow. Hmm, I guess the first time I tested this room, I accidentally hit a spot that lets you through normally.

Just did some more testing. Yeah, looks like there's at least two spots along that column that will let you through, but more often than not, it will kick you out of shadow, so this is probably something that should be fixed. =(

Interestingly, the other columns on that wall don't seem to cause as many problems (the second column has given me no problems, and I've only found one spot on the third column that kicks you out of shadow, but I think it might only happen going left-to-right), so hopefully that means there's an easy fix for the first column.

Ursprungligen skrivet av DragonSeer:
I can't get to the solar elevation reset button to progress the game, which is really frustrating.
...
Thoughts from anyone?

Treat it like the way you crossed the billboard gap to get to the cinema. After you jump and dash and the column kicks you out of shadow, just shift back in. You may have to press towards the wall (if getting kicked out of shadow moved you slightly away from the wall), but other than that, it's pretty much the same thing.
markoh00 30 dec, 2013 @ 7:52 
I just bought the game and so far it runs fine. There are however some minor mistakes:

Strangely I cannot use 720p as a resolution even if my windows runs with it (GeForce GTX650 Ti).

Edit: I fixed that - was a driver problem - the game is innocent :)

After pressing "R" to see the collectibles it is stated on screen to use "Back" to go back to game. That is wrong - you have to press "R" again to continue. Pressing "Back" only gets you to the menu.

Edit: And for the record I also have the strange japanese titles in main screen.
Senast ändrad av markoh00; 30 dec, 2013 @ 18:57
Cavalcadence 29 jan, 2014 @ 17:24 
(Game Version 11534)

Found something new. Seems relatively harmless, because although it is possible to make a puzzle unsolvable (for example, by levitating all three cardboard cutouts completely out of reach), you kind of have to intentionally be trying to do that (triggering the glitch multiple times for all three cutouts). So it's probably not a priority fix, but maybe it's something that should be fixed eventually.


Glitch: Levitating grab-and-move objects

First encountered this glitch earlier this month (while testing the "ungrabbable" glitch someone mentioned in another thread), but didn't get around to properly testing it until more recently.

Anyway, turns out it's possible to intentionally levitate any (I think) "grab-and-move" object in the game (things you push and pull along the floor), so that it floats in the air, instead of resting on the ground. If you do this multiple times, you can get the object really high up in the air, and even so high up you no longer have the option to interact with it.

This will only work with grab-and-move objects (like carts and cutouts); this will not work with grab-and-carry objects (like boxes and cannonballs).


Objects I've gotten this glitch to work with:
Light cart (jazz bar), luggage cart (hotel), cardboard cutouts (cinema lobby), light cart (workshop, elevation reset room).

The very first cart in the game (the one Didi uses to get from her room to ground level) only sort of works with this glitch: You can get the cart into the air, but you can't get it to stay there.


How to trigger the levitation glitch:

1) Stand somewhere you have the option to grab (Interact) a grab-and-move object. If you've previously levitated the object, you'll have to angle the camera upwards, towards the object.
2) Grab the object, then wait slightly, then press jump. Don't press jump immediately after grab; basically, you want to press jump as late as possible, right before you get teleported to the standard distance behind the object. If you see Dawn rise into the air before getting teleported behind the object, you need to wait slightly longer before pressing jump... and if you don't see her rise at all, you waited too long. If you aren't sure about the timing, stand to the side of the object before grabbing it, and note the length of time before you get teleported behind it.
2a) If you did this right, the rising motion of the jump will cause Dawn to rise into the air after she's holding the grab-and-move object. Because grab-and-move objects follow Dawn's movements, this means that the object will also rise into the air with Dawn. Now if you do nothing, both Dawn and the object will fall back to the floor. But if you let go of the object, it will remain suspended in midair, even after Dawn has dropped back down to the floor.
3) Let go of the object. I think you're not allowed to let go until Dawn (and the object) start falling, so the object will probably drop a little bit, but if you let go quickly enough (press the button as soon as you start falling... or just press the button a lot as quickly as you can), the object will end up suspended in midair.

And that's it. If you want, you can levitate the object again to get it even higher up. And if the object gets too high for you to Interact with it from the floor (i.e. the "Interact" option doesn't get displayed, no matter how you angle the camera), you can even stand on a nearby object or platform, and if that brings you close enough to the grab-and-move object to Interact with it, you'll be able to levitate it again from there.


To get a levitated object back near the floor:

After levitating a grab-and-move object, if you want to get it back down, you can do this one of two ways. Both ways require that you're still able to Interact with the object, however, so if you've levitated an object so high you can no longer grab it... I don't know of a way to get it back down (other than to reload the chapter).

Anyway, two ways to get the levitated object back down:
A) Do Steps 1 and 2, but don't do Step 3. After grabbing and levitating, if you don't let go, the downward drop will bring both Dawn and the object back towards the floor.
B) Do Steps 1 and 2, except on Step 2, instead of grab-pause-jump, do a grab-then-immediate-jump instead (so you see Dawn rise before getting teleported to the back of the object). Dawn will get teleported to about the same level as the object, then the downward drop will bring both back towards the floor.

This will not bring the object exactly to ground level (it'll still be floating a small distance above the ground), but it'll be close enough that for most of the puzzles (exception: jazz bar), you'll be able to use the object the same way it was originally intended to be used to solve the puzzle.


Levitating a light source:

In the jazz bar and the workshop (elevation reset room), the grab-and-move objects are also sources of light. So by levitating them higher than they should be, you can actually create some different shadows and shadow patterns. Using non-standard shadows, I've found alternate solutions in both places.

The most amusing alternate solution I've found is in the Elevation Reset Room. If you levitate the light cart next to (on the "down" side as defined by the puzzle field) the gears sculpture, then get Dawn on top of the gears sculpture and levitate the light cart a little more, you can actually create essentially a flat shadow path directly from the top of the stairs (where you entered the room) to the elevation reset switch! So after you enter the shadow world, all you have to do is run to the left. =)

Of course, it's not a very practical solution, since it requires a ton of setup work... plus, if you can get on top of the gears sculpture, you can easily just jump-dash-jump (instead of using shadows) from there to the platform with the elevation reset switch... but it is still amusing. =)


PS4 Contrast

I had a chance recently to play Contrast on a friend's PS4. Overall, it seems pretty much like the PC version, except that the load times were noticeably longer. And interestingly, some of the glitches were a little harder to do.

- Jump-dash-jump actually requires slightly better timing on the PS4.
- In the levitation glitch, after you've lifted the object, letting go (so that it stays levitated) seemed to be harder to do (I didn't have time to do a lot of testing, but holding a direction on the left stick might have helped... or it might simply have been a timing issue (stricter timing, like on jump-dash-jump)).

Other than that, most of the other stuff seemed to be the same (although I didn't have time to test everything).

Oh, I noticed in the PS4 patch notes something about the lighthouse spotlight. Has that glitch been fixed already for the PS4 version? If so, does that mean that fix'll be coming here soon, too? =)
Compulsion  [utvecklare] 30 jan, 2014 @ 11:35 
Ursprungligen skrivet av Cavalcadence:
(Game Version 11534)

Found something new. Seems relatively harmless, because although it is possible to make a puzzle unsolvable (for example, by levitating all three cardboard cutouts completely out of reach), you kind of have to intentionally be trying to do that (triggering the glitch multiple times for all three cutouts). So it's probably not a priority fix, but maybe it's something that should be fixed eventually.

[...]

PS4 Contrast

I had a chance recently to play Contrast on a friend's PS4. Overall, it seems pretty much like the PC version, except that the load times were noticeably longer. And interestingly, some of the glitches were a little harder to do.

- Jump-dash-jump actually requires slightly better timing on the PS4.
- In the levitation glitch, after you've lifted the object, letting go (so that it stays levitated) seemed to be harder to do (I didn't have time to do a lot of testing, but holding a direction on the left stick might have helped... or it might simply have been a timing issue (stricter timing, like on jump-dash-jump)).

Other than that, most of the other stuff seemed to be the same (although I didn't have time to test everything).

Oh, I noticed in the PS4 patch notes something about the lighthouse spotlight. Has that glitch been fixed already for the PS4 version? If so, does that mean that fix'll be coming here soon, too? =)

Wow, that's interesting! I suspect we won't create a fix for that, but it's good to know nonetheless.

Yes - we will be pushing out one final patch in the next few days. We're only fixing the Lighthouse spotlight system bug (which is understandably frustrating) and the Japanese appearing on the in-game pause menu (which was an issue with our build process, as a little bit of the Japanese port leaked into the main Steam build).

- Sam
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Datum skrivet: 9 dec, 2013 @ 8:31
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