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CORPTRON  [developer] Aug 18, 2017 @ 9:43am
Duck Game UPDATE BETA DISCUSSION
Hello!! The big update is coming out officially on the 22nd, it's being run through all kinds of tests this weekend and I thought it would be good to start a thread for discussing issues/crashes/etc related to the update content. To access the big beta, right click the game in steam and go Properties->Betas and enter "tonyhawksunderground" into the beta key field. You should then be able to select the underground branch!

The main new features include
===================================
-New leveling system, grow up little men and get toys to decorate your duck's room
-Entirely new random level generation system, "Pyramid" themed levels.
-A dozen new Snow tileset levels with new ramp physics
-Half a dozen new hats
-All new fire extinguisher!!
-Rewritten netcode, online play should be faster and smoother


Please let me know if anything goes wrong, or if you guys have any comments on the new content. I really hope everything goes smoothly and that the new content is good :excitebox:
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Showing 1-15 of 86 comments
mrred55 Aug 18, 2017 @ 10:38am 
I launched the game and try to start the arcade and the game crashed :csgogun::csgohelmet: here is the crash report

Crash Source: DuckGame
Mods apparently were not responsible for this crash.

System.NullReferenceException: Object reference not set to an instance of an object.
at DuckGame.ArcadeLevel.Update() in C:\Gamedev\duckgame\duckgame\DuckGame\src\DuckGame\Levels\Challenge\ArcadeLevel.cs:line 658
at DuckGame.Level.DoUpdate() in C:\Gamedev\duckgame\duckgame\DuckGame\src\MonoTime\Level.cs:line 959
at DuckGame.Level.UpdateCurrentLevel() in C:\Gamedev\duckgame\duckgame\DuckGame\src\MonoTime\Level.cs:line 153
at DuckGame.MonoMain.RunUpdate(GameTime gameTime) in C:\Gamedev\duckgame\duckgame\DuckGame\src\MonoTime\MonoMain.cs:line 1117
at DuckGame.MonoMain.Update(GameTime gameTime) in C:\Gamedev\duckgame\duckgame\DuckGame\src\MonoTime\MonoMain.cs:line 818
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at DuckGame.Program.DoMain(String[] args) in C:\Gamedev\duckgame\duckgame\DuckGame\src\Program.cs:line 119
at DuckGame.Program.Main(String[] args) in C:\Gamedev\duckgame\duckgame\DuckGame\src\Program.cs:line 36

Date: 08/18/2017
Version: 1.0.6439.15183
Platform: Windows 8
Online: FALSE
Editor: False
Time Played: 00:00:00
Special Code: Couldn't load texture furni/tub
Code: 0
Adapter Resolution: 1280x720
Game Resolution: 1920x1080
Fullscreen: True
Device: False
Level: Content/levels/abcustomarcade.lev
Mods: 7 (0 enabled)
Command Line:
Last edited by mrred55; Aug 18, 2017 @ 10:38am
Giampiero Aug 18, 2017 @ 11:33am 
First of all I just want to say thank you for all your work Landon! Putting this out for consoles must have been a hell of a job and I'm really glad that it's finally done for good. I'll be the first in line to rebuy when the Switch port will happen, congrats again!

Having said this, there's actually a request that I want to make: could you please add a modifier to play with the classic randoms? You'll probably hate me for asking this I know :D but as broken as they could be sometimes they were the perfect battlefield between skilled players, with the abundance of aerial fighting that those promotes. The Egypt set pieces are cool but kinda limiting, mostly contained in a closed environment and following all the same pattern. You think that's possible or just plain too hard to re-add at this point?
CORPTRON  [developer] Aug 19, 2017 @ 8:31am 
mrred thank you a ton for finding that, I don't know how I missed that. Updated the build last night and the problem should be fixed now!

Thanks for the kind words Giampiero, the port was a hell of a thing but it's finally done now :) unfortunately I don't know if I'm gonna be able to bring back the old random level system since I tore it out completely, but I might be able to copy the old code in and attach it to a dev console command. Sorry about the change I'll do my best to keep the old stuff available but it probably won't get patched in for a week or so :frogzone:
Doktor Mandrake Aug 19, 2017 @ 10:29am 
Glad to see a release date, played the beta awhile back and really enjoyed the improvements

I'm guessing progress won't carry over, I think one of my favourite features from update was the ready rooms, just really nice to unlock stuff and customise my room

I hope the lobby system has been reworked in that friends don't get kicked from my game for being AFK too long, it should either only effect host (since they can kick AFKers if they choose to anyway) or make it so friends only games aren't effected, I say this just cus me and friends do like to afk and have breaks in ready room
Giampiero Aug 19, 2017 @ 10:44am 
Originally posted by superjoebob:
mrred thank you a ton for finding that, I don't know how I missed that. Updated the build last night and the problem should be fixed now!

Thanks for the kind words Giampiero, the port was a hell of a thing but it's finally done now :) unfortunately I don't know if I'm gonna be able to bring back the old random level system since I tore it out completely, but I might be able to copy the old code in and attach it to a dev console command. Sorry about the change I'll do my best to keep the old stuff available but it probably won't get patched in for a week or so :frogzone:

Man no need to be sorry lol, you're a saint amongst us sinners! If you can pull it out even with a console code that would be perfect, much obliged :steamhappy:

Other things to report: Icons for the custom parallax and movings segments objects are missing from the editor! And I had reports that non-online guns spawned via cannons makes the game crash, haven't tried that though
fluury Aug 19, 2017 @ 1:38pm 
Very happy to see it finally happing! There are some other bugs we encountered, but before I go to sleep and the like, I'll just get the most gamebreaking bug out for now:

Sometimes, friends cannot join your game. It'll just say "Can't establish connection."

It's super weird. Restarting Duck game seems to solve the issue, however when you do restart, Duck Game will for some reason take ages to load.

I don't have any more detailed information sadly, sometimes they can join, sometimes they can't.
White_ Ink Aug 19, 2017 @ 4:18pm 
Itshappening.gif

squidaccus Aug 19, 2017 @ 6:40pm 
Quick question: how do you get the beta for the new update? :frogzone:
EDIT: Found the upcoming features thread that has the passcode, nevermind! :burgzone:
EDIT2: I switched to the beta but even when I play on the beta branch it still seems like the normal branch. Do I have to do something to make it update to the beta branch or something? I tried restarting steam, that didn't work.
Last edited by squidaccus; Aug 19, 2017 @ 6:53pm
Stoat Patronus Aug 19, 2017 @ 8:15pm 
Crash with magnet gun and mind control gun
Crash Source: DuckGame
Mods apparently were not responsible for this crash.

System.NullReferenceException: Object reference not set to an instance of an object.
at DuckGame.MindControlRay.Draw() in C:\Gamedev\duckgame\duckgame\DuckGame\src\DuckGame\Weapons\MindControlRay.cs:line 173
at DuckGame.MagnetGun.Draw() in C:\Gamedev\duckgame\duckgame\DuckGame\src\DuckGame\Weapons\MagnetGun.cs:line 446
at DuckGame.Thing.DoDraw() in C:\Gamedev\duckgame\duckgame\DuckGame\src\DuckGame\Thing.cs:line 1584
at DuckGame.PhysicsObject.DoDraw() in C:\Gamedev\duckgame\duckgame\DuckGame\src\DuckGame\PhysicsObject.cs:line 957
at DuckGame.Layer.Draw(Boolean transparent, Boolean isTargetDraw) in C:\Gamedev\duckgame\duckgame\DuckGame\src\MonoTime\Layer.cs:line 817
at DuckGame.LayerCore.DrawLayers() in C:\Gamedev\duckgame\duckgame\DuckGame\src\MonoTime\Layer.cs:line 265
at DuckGame.Level.DoDraw() in C:\Gamedev\duckgame\duckgame\DuckGame\src\MonoTime\Level.cs:line 1109
at DuckGame.Level.DrawCurrentLevel() in C:\Gamedev\duckgame\duckgame\DuckGame\src\MonoTime\Level.cs:line 158
at DuckGame.MonoMain.RunDraw(GameTime gameTime) in C:\Gamedev\duckgame\duckgame\DuckGame\src\MonoTime\MonoMain.cs:line 1595
at DuckGame.MonoMain.Draw(GameTime gameTime) in C:\Gamedev\duckgame\duckgame\DuckGame\src\MonoTime\MonoMain.cs:line 1191
at Microsoft.Xna.Framework.Game.DrawFrame()
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at DuckGame.Program.DoMain(String[] args) in C:\Gamedev\duckgame\duckgame\DuckGame\src\Program.cs:line 119
at DuckGame.Program.Main(String[] args) in C:\Gamedev\duckgame\duckgame\DuckGame\src\Program.cs:line 36

Date: 08/19/2017
Version: 1.0.6439.20482
Platform: Windows 8
Online: TRUE
Ping: 0.05781143
Loss: 0
Jitter: 0
IsHost: True
Editor: False
Time Played: 00:06:56
Special Code: DROPPED ITEM
Code: 12345
Adapter Resolution: 1280x800
Game Resolution: 1920x1200
Fullscreen: True
Device: False
Level: C:/Users/john.woltman/Documents/DuckGame/Levels/final destination.lev
Mods: 1 (0 enabled)
Command Line:
fluury Aug 20, 2017 @ 2:36am 
Originally posted by Melting Squid:
Quick question: how do you get the beta for the new update? :frogzone:
EDIT: Found the upcoming features thread that has the passcode, nevermind! :burgzone:
EDIT2: I switched to the beta but even when I play on the beta branch it still seems like the normal branch. Do I have to do something to make it update to the beta branch or something? I tried restarting steam, that didn't work.

The OP literally tells you the exact steps...
al Aug 20, 2017 @ 3:31am 
Hey,
If anyone has problems it could be because of some mods.
I fixed the chrashes by removing the 8 player mod :senpai:
Last edited by al; Aug 20, 2017 @ 3:36am
squidaccus Aug 20, 2017 @ 6:44am 
Originally posted by Fluury:
Originally posted by Melting Squid:
Quick question: how do you get the beta for the new update? :frogzone:
EDIT: Found the upcoming features thread that has the passcode, nevermind! :burgzone:
EDIT2: I switched to the beta but even when I play on the beta branch it still seems like the normal branch. Do I have to do something to make it update to the beta branch or something? I tried restarting steam, that didn't work.

The OP literally tells you the exact steps...
So you acknowledge my older point to make me look bad even though I have the word "EDIT" in my post TWICE? Whatevs, it doesn't matter if no one cares about being constructive, I'll try to fix the problem myself. :beancharacter:
fluury Aug 20, 2017 @ 6:57am 
Originally posted by Melting Squid:
Originally posted by Fluury:

The OP literally tells you the exact steps...
So you acknowledge my older point to make me look bad even though I have the word "EDIT" in my post TWICE? Whatevs, it doesn't matter if no one cares about being constructive, I'll try to fix the problem myself. :beancharacter:

You don't get it do you? The OP tells you the exact steps. The "Upcoming features" thread is out-dated and has the old passcode for the old beta, the OP has the new one with the new steps.

https://files.catbox.moe/4lvh7u.png

Does your Library show you your duck game installation like this? If no, then you haven't switched over, the OP gives you a direct instruction. If yes, Verify data to make sure it's actually downloaded. Do you get a pop-up when you are in the main menu?
Last edited by fluury; Aug 20, 2017 @ 7:02am
CORPTRON  [developer] Aug 20, 2017 @ 11:25am 
Fluury, I don't like the sound of that bug at all :( Is it usually after you've played some matches, or do you sometimes have the problem on the first match you host? Next time someone can't establish a connection, would you be able to press F2 and send the netlog.txt from next to the games executable (right click game in steam, go Properties->Local Files->Browse Local Files)? It would be really helpful!

DoctorMandrake, your progress may carry over, can't remember if I made the beta save data invalid or not, I think it's still fine!

Giampiero, I'll look into that stuff, thank you!

StroatPatronus, I fixed that crash and I'll be patching the game soon. Good find, thank you for sharing it!

Temppuuh, I'll take a look at the 8 player mod, thanks for bringing that to my attention! I'd rather the update not break any mods if I can help it.

Melting Squid, where you able to get it working?
kumano Aug 20, 2017 @ 1:22pm 
the beta code doesn´t seem to work for me... please i need help
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Duck Game > General Discussions > Topic Details
Date Posted: Aug 18, 2017 @ 9:43am
Posts: 86