Duck Game

Duck Game

View Stats:
 This topic has been pinned, so it's probably important
CORPTRON  [developer] Nov 13, 2020 @ 11:27am
1
Duck Game 1.5 is OUT!
Check it out ! https://steamcommunity.com/games/312530/announcements/detail/2945878952270072890

Thank you everyone, your love and support has made this all possible. I'll be around the forums constantly over the next couple of weeks so if there are any issues please let me know and I'll work with you to get them sorted out as soon as possible!


February 4th 2021 Patch (6190465)
-------------------------------------------------------------------
-New Muting/Blocking system. To use, open the pause menu in a multiplayer game, move up to the name you're having trouble with and press GRAB. You can mute chat, hat, room and name seperately and blocking a user will automatically mute all. Additionally the blocked user will be kicked from your game if you are the host. Matchmaking will not join players you have blocked and they will be unable to join games that you host.
-Fixed crash related to SteamUtils() returning null (the game will now run for the few experiencing this issue, but chat filtering will not function)
-Removed chat filter toggle from options menu, as it was redundant with Steam's settings. To disable chat filtering go into Steam and click 'View -> Settings -> In-Game' and click 'Change Chat Filtering Preferences'
-Fixed issue with XML loader where loading a blank file would cause a crash
-Made a number of changes related to the PS4 porting process (rewrote shaders, optimizations and preprocessor changes). This should have no visible effect if everything was done correctly.
-Duck Game is now being built in Visual Studio 2017 instead of Visual Studio 2015 due to PS4/Mono build requirements
-Significant level rendering performance optimizations (AutoBlock/Level tile batches are now cached, need to keep an eye out for layering issues and other oddities)
-General performance optimization (Level.things._bigList and Layer updates no longer constantly call RemoveWhere)
-Disabled mods now appear at the end of the mod selection list, instead of at the beginning.
-Retextures and map packs are now loaded before anything else, which should fix retextures not being applied to ducks
-Fixed a number of issues related to using higher definition textures in texture packs
-HD texture packs no longer need to set the isHD variable, larger resolution images will automatically load in properly
-New system for re-texturing parallax backgrounds, see background/office.txt in DG's content files
-Fixed bug where spectator's fans where showing up in the crowd
-Fixed bug with full moon check not taking timezones into account
-Fixed glitch when holding F1 with chat open (F keys no longer repeat when held down)
-Fixed bug where taping a taped sword to another sword would eat the sword (taped swords should not be able to be taped to other swords)
-Characters missing from room fonts will now fall back to the default font
-Fixed issue with Energy Scimitar where it would get stuck glowing in props
-Fixed bug with storing gold rocks in purple box where the stored rock would not be gold for clients
-Fixed issue where input 'down' actions weren't behaving correctly with inputs mapped to mouse buttons (you can now properly throw the energy scimitar with throw bound to the mouse)
-Killing ducks floating in the lobby beam is no longer possible.
-Fixed Musket/Blunderbuss collision boxes



December 16 Hotfix (5979042)
-------------------------------------------------------------------
-Fixed issue where bullet ranges weren't being represented correctly, leading to ducks being killed by the ends of invisible bullets
-Fixed issue with high fire rate bullets sometimes not synchronizing (G18 in particular)


December 16 Patch
-------------------------------------------------------------------
-Reduced precision required to fire darts into pipes
-Fixed rendering size issues with dinput button icons in furniture editor
-Fixed some issues related to having SHOOT/MENU1 and BACK bound to the same button

December 15 Hotfix (5973003)
-------------------------------------------------------------------
-Fixed issue with hat particles not showing up for clients
-Fixed a few null reference issues related to steam friends/chainsaws

December 15 Patch (5972386)
-------------------------------------------------------------------
-Fixed wierd gap that appeared at the end of chat messages when they where multiline
-Fixed a few UseDuckColor hat problems
-PNG Hat files adjacent to the Duck Game EXE are no longer loaded (.hat files will still be loaded). Please place your custom hat files either adjacent to the exe in a folder called Hats, or in
Documents/DuckGame/Custom/Hats or Documents/DuckGame/Hats
-Fixed a number of issues related to Touch function being called when it shouldn't have. This should fix dart->spike/saw interaction and a number of odd spike/saw collision issues
-Fixed issue with zeros hat not working in lobby
-Fixed a few issues where maps would be saved with mod dependencies even though no modded objects where present in the level
-Fixed a number of metapixel issues, namely with anchoring and direction changing
-Multiple lines of metapixels are now supported (up to 4)
-Added some new metapixels:
[Metapixel(3, "Hat No-Flip", "If this metapixel exists, the hat will not be flipped with the direction of the duck.")]

[Metapixel(60, "Quack Delay", "Amount of time in between pressing the quack button and the quack frame appearing.")]
public MDFloat QuackDelay = new MDFloat() { range = 2.0f, value = 0.0f };

[Metapixel(61, "Quack Hold", "Minimum amount of time to keep the quack frame held, even if the quack button is released.")]
public MDFloat QuackHold = new MDFloat() { range = 2.0f, value = 0.0f };

[Metapixel(62, "Quack Suppress Requack", "If this metapixel exists, a new quack will not be allowed to begin until Quack Delay and Quack Hold are finished.")]



December 13 Patch (5962033)
-------------------------------------------------------------------
-Fixed issue where cooking a duck in the lobby would cause them to go invisible (how the heck do you cook a duck in the lobby??)
-Fixed issues with ducks sometimes transcending the mortal space when being killed in lobby
-Fixed a number of issues that would lead to object desyncs due to tick indexes getting out of whack
-Fixed an issue with object ownership transfer, which solves a number of floating gun issues.
-Fixed a number of crashes in various places related to applying ghost object data
-Taping things to basketballs now works as expected

December 11 Hotfix (5958900)
-------------------------------------------------------------------
-Fixed issue with music reskins not working correctly
-Fixed a few compatibility issues with GlobalMatchmakingMod, and added autodisable for it as it is now implemented (Thanks Yupdaniel!!)
-Added MenuItemMode which can be used to set UIMenuItems to either Normal, Disabled, or Hidden
-Improved error logging for ghost objects
-OUT OF MEMORY crash windows now provide a list of which mods are taking up the most memory
-Fixed a few crash bugs with ghost objects


December 11 Patch (5958123)
-------------------------------------------------------------------
-Fixed item crates not spawning items properly online
-Fixed issue where non server controlled held crates where invincible (ho boy)
-Fixed a number of issues with cooked ducks
-Fixed a number of issues with placing pipes in the editor
-Fixed a few fluid issues related to objects sinking instead of floating ontop of other floating things
-Mojis are now opt-in, they are disabled by default and can be enabled at your discression through the USABILITY menu
-Fixed bug where other players' custom mojis where being saved without explicitly typing them
-Fixed bug where oversized mojis could be injected into net messages.
-Moji stealing system has changed, you must type "/steal" followed by :mojiname: if you wish to take an emoji for your own use.
-Custom hats can now be set to friends only or off (they are on by default). Hats from installed mods can not be filtered, so if you join a lobby and download its mods you will still see any mod related hats.
-Fixed issue with demo crate not blowing up correctly, and having a delay before exploding when shot by clients
-Doors are now made of wood
-Fixed issue with ragdoll not lighting on fire immediately after a flaming duck goes ragdoll
-Fixed issue with trapped ducks taking too long to become untrapped when playing online
-Level initialization object order is now maintained over the network, which should fix instant unragdolling and any other object order related issues.
-Did some work to improve reskins mod compatibility (but don't expect any miracles..)
-Temporarily removed custom moji support while I work on a better system.
-Fixed issue with uploading workshop tags
-Fixed a number of issues with browsing into mod folders via level editor file browser
-Client mods may now send net messages to their hearts content without using FixedNetworkID, as clients who do not have the mod will recognize it as an unknown client message and ignore it safely.
-You can now create and upload map packs to the workshop. To create a map pack, simply add a folder to Documents/DuckGame/Mods called 'Mappacks', then add a folder with the name of your map pack. Move any levels you want in the pack into the folder and the game will do the rest. You can upload your map pack to the workshop via the title screen Mods menu. For example, to create a map pack called 'saltymaps', create a folder with the path 'Documents/DuckGame/Mods/Mappacks/saltymaps' and fill it with levels.
-Fixed issue where disarming a chestplated bazooka loading duck with a magnet gun would cause them to get stuck
-Fixed a few bugs which caused fire to fall from the sky
-Fixed issue with pyramid fluids spilling everywhere
-Fixed issue with ragdolls not dying when falling off the bottom of very large maps
-Fixed issue where when lighting on fire as a ragdoll, then standing up and putting yourself out in water, your ragdoll would still be on fire...
-A number of issues where flaming camping balls wouldn't light ducks on fire- have been Fixed.
-Reimplemented duck cooking to work the same online and offline (_cookedInstance is no longer a thing, which means a duck can cook into a chicken multiple times if it ressurects)
-Music overriding is now supported with content reskins (to make a reskin, add a 'Reskins' folder to the 'Mods' folder in your savegame then add a folder for your reskin.
In that folder, mimic the DuckGame/Content directory for any assets you wish to replace. For example, if you want to replace the Crate sprite then just add MyReskin/Content/crate.png)
-Fixed some sync issues with taped guns
-Magnet gun now attracts taped guns properly
-Fixed some sync issues with bayonets
-Fixed some sync issues with wiremounts
-Taped guns now properly show kickback animation
-Fixed issue with trapped ducks still blocking spawners after breaking out of net
-Fixed chainsawed barrels not displaying properly
-Fixed a number of issues with spike helmet killing when it shouldn't
-Fixed issue where hat offsets would get all out of whack when their ragdolls where moved around by other players
-Improved taped object collision
-You can now properly tape swords together
-Swords taped to guns now function as bayonets
-Added hash check for NetMessages and network synchronized Things to prevent incompatible games from connecting to each other.
If you're running into the game incompatible message, your client mod needs to be using FixedNetworkID for all its net messages
and must not implement any Thing objects that have StateBindings. A new net message system for client mods is coming soon.
-Fixed a number of string marshalling errors with workshop upload
-Fixed issues with ducks randomly teleporting when being trapped in a net online
-Fixed clipping issue with level rockwall borders and pyramid wall borders.
-Fixed a number of Vincent issues, hopefully helped shy vincent and reduced his preference for round tables
-Fixed issue where spectators where dumping into closed slots when open slots where available
-Reduced likelyhood of repeating recently played maps from 10% to 5%
-Fixed a number of energy scimitar collision issues
-Improved fallback system for when default resolution is not found
-Improved -defaultcontrols functionality (now reverts configured keyboard indexes aswell)
-Fixed issue where kicking a player would send them to an empty lobby instead of showing them a kick message.
-Holstering live grenades is no longer possible, it's way too hard to cook grenades while wearing a holster when it's possible (sorry..)
-Fixed issue with Captains hat no longer having a cape
-Fixed issue where music would pile up on itself if two songs where played in quick succession
-F5 for custom hat refresh now only works offline, and in lobby. Sorry for any inconvenience, this is a debug feature.
-Synchronized sledgehammer dragging sparks
-Fixed a number of string marshalling errors with non-roman characters
-Removed NEW MAP PART button from editor, as the custom pyramid tile feature is not yet complete
-Added better logging for display mode enumeration, and a crash message for if no display modes are found
-Fixed issue where refreshing custom hat with F5 would cause arcade levels not to load
-Fixed issue where first 3 pixels of cape would not render
-Fixed issue with cape alpha metapixels not working
-Additional local ducks when playing online can now select profiles and edit their rooms
-Ragdoll/Trapped Duck/Cooked Duck instances are now sent with main level payload, this should reduce unseen duck syndrome
-Fixed issue where creating a network lobby with local players present would set the lobby's name to the local player's name
-Really fixed issue with keyboard "cancel" button closing port/name boxes when entering ports/names
-Fixed issue where joining a passworded game with uninstalled mods from the server browser would not prompt for a password, and then
kick you out for having the wrong password once the game restarts and joins
-Fixed a number of issues with joining lobbies that have unsubscribed mods enabled
-Windows in lobby now break if impacted by ducks coming from inside the beam
-Fixed a few issues with respawning in lobby
-A number of changes to the connection system to help prevent bad syncs
-The game now attempts to connect you to all clients before letting you join a game, this should prevent two people whose computers cannot connect
to each other from joining a game- which was leading to permenantly invisible ducks
-Made a change to object sync that should reduce instances of floating guns.
-The game must be joined via the first player's controller/keyboard inputs in order to play online now. Joining with any other input device will say "Player 2", "Player 3" etc.
-Modified the existing 8P duck colors to be more colorblind friendly, while also being generally easier to distinguish
-Added default color selection for ducks, your favourite duck color can now be set while editing your profile. When you join a game, if your color is not already taken it will be assigned to you.
-You can now change duck color in the hat selector by pressing Ragdoll, which will toggle through any colors not currently used by other ducks
-Players with Keyboard 1 bound to anything but Player 1 will have their Keyboard 1 player index reverted back to P1, and their default duck color will change to whatever duck color number they had
Keyboard 1 bound to. Sorry for the inconvenience this causes to anyone who had keyboard P1 bound for other players- you will have to go back into the control config menu and set the player index again.\

November 27 Patch (5893065)
-------------------------------------------------------------------
-Fixed a number of issues with fire, particularily when you ragdolled into water you would still burn by invisible fire
-Lobby naming now works
-Fixed explosive barrel/demo crate sound/visual synchronization
-Fixed issue with ragdolling into pipes causing you to die
-Increased Dandylion aiming range
-Fixed issue with hat metapixel offset position


November 26 Hotfix (5889807)
-------------------------------------------------------------------
-Fixed crash when all clients disconnect during match

November 26 Patch (5889597)
-------------------------------------------------------------------
-Improved error logging for UnauthorizedAccessException
-Fall death feathers are now synchronized
-Fixed bug where typing letters into server name/password box would close the box if the letters where also bound to Cancel
-Fixed a few issues with wiremount synchronization
-Added message fragmentation for reliable messages over 700 bytes in size
-Changed NMGhostData so the maximum synchronization size per message is 500 bytes
-Fixed a plethora of message order related bugs/crashes
-Fixed a number of issues that caused ducks to be invisible during matches
-Fixed a number of issues that caused clients to randomly disconnect from each other during the game, which led to false deaths, invisible ducks and inbetween level hangs
-Improved overall network bandwidth usage which should reduce connection failures and lag spikes
-Added compression system for packets over 750 bytes in size
-Fixed a few issues where custom hats would become desynchronized
-Fixed issue with controls randomly resetting, or being wrong upon joining a game
-Fixed some random stuttering issues caused by device change messages
-Fixed bug where mods would sometimes be auto disabled at incorrect times
-Fixed issue with crash window not opening correctly

November 24 Patch
-------------------------------------------------------------------
-Joining a new game while still in lobby now works correctly instead of taking you back to the title screen
-Fixed issues with windows not breaking correctly online
-Made some changes to hopefully reduce ocurrences of props disappearing
-XP will now be given when manually disconnecting from a match, as long as a full game was played
-Fixed a few issues with power holster + hammer
-Added error message that shows when trying to test a level without spawns


November 22 Patch
-------------------------------------------------------------------
-Free XP day will no longer stop the XP screen, only Vincent can do that.
-PORT Settings menu can now be closed with gamepad
-FIND GAME menu now automatically moves the cursor to the FIND GAME option when it opens
-Chainsaws now play their idling animation even when not held
-Golden Chainsaws now have infinite fuel and cannot flood
-Did a pass on taped chainsaws
-Fixed some TV sound/visual sync issues
-Using WAGNUS while in a pipe no longer kills you
-Spawn reticle now pulses for your own duck(s) when playing online
-Fixed issue where throwing an energy scimitar downward at objects wouldn't destroy them
-Fixed issue where energy scimitars would disappear when thrown into pipes
-Improved energy scimitar collision accuracy
-Added complexSync setting for AmmoType. If true, any variables in the ammo type instance that have been modified from their original values will be synchronized over the network.
-Added PhysicsObject.SyncNetworkAction which can be used to easily synchronize functions with the [NetworkAction] attribute. Example usage:

[NetworkAction]
void SpewParticles(byte pNumParticles) { spew some particles }

override public void OnPressAction() { SyncNetworkAction(SpewParticles, 20); }

This will only work for functions with the [NetworkAction] attribute, and it will only work if isServerForObject == true

November 22 Patch
-------------------------------------------------------------------
-Fixed issue with November 21 patch that caused cloud data to read, but not write. This was causing save data to revert to the point it was at
prior to the November 22 patch everytime the game restarted, resulting in lost save data and mods refusing to turn on/off.


November 21 Hotfix
-------------------------------------------------------------------
-Fixed issue where XNA Framework and VC++ Redist crash windows weren't showing the correct information

November 21 Patch
-------------------------------------------------------------------
-Fixed issue with grenade launcher bullets blowing up when grenade launcher is thrown from a slide next to a wall
-Fixed issue where holding SELECT to speed up level box would automatically skip vincent in some cases
-Hopefully fixed issue where vincent was giving blank hints
-Fixed issue with magnet gun and good book causing players to lose control
-Fixed issue where manually created backup profiles where being loaded instead of their counterparts
-Hopefully fixed issue where game could get stuck on score screen if the host disconnects
-Fixed metapixel issue where 2 randomizers could not be applied to a single pixel
-Fixed metapixel issue with emitter offset only applying to single particles, and issue with Box Emitter Fill Randomly not working (thanks bsnollie)
-Matchmaker should no longer join games with a higher max player count than filter settings (could still happen if someone changes slot settings as you join)
-New matchmaker window with completely rewritten code. Also added "Ping" setting which has the following modes:
PREFER GOOD (Default): The matchmaker will spend a bit of time looking for nearby games with better ping (around a minute). If it fails to find a game, it will switch to global matchmaking (lower pings)
GOOD PING: The matchmaker will only search for closer games with better pings
ANY PING: The matchmaker will search once for nearby games, if none are found it will quickly give up and switch to a global search (lower pings)


November 19 Patch
-------------------------------------------------------------------
-Fixed basic dedicated server support. To use, enter the beam and press Play Online, then in the CREATE GAME menu go to SETTINGS and set Dedicated to ON.
this will allow you to host a server in which you can watch but not play; matches will start on their own when all ducks enter the beam. These games do not appear in the matchmaker.
-Keyboard player numbers can now be set up to Player 8
-Fixed serious issue with matchmaker trying to join your own lobby which cause a myriad of other issues
-Fixed issue where every day was Halloween


November 18 Patch
-------------------------------------------------------------------
-Some changes to facilitate new save game recovery tool
-Fixed issue with deleting files not working in the editor

November 17 Patch
-------------------------------------------------------------------
-Fixed a number of disconnect cases where XP would not be given
-Drastically reduced memory footprint of sound effects in mods, which should help reduce memory related crashes.
-Added warning message to crash window when OutOfMemoryException occurs, recommending that some mods be disabled
-Fixed issue where client's left angles weren't displaying correctly with oldangles set
-Fixed issue with mind control ray not showing mind control bolts correctly
-Fixed issue where newline constants could be inserted into chat
-Added chat opacity setting
-Fixed issue where 2 doors would open with the same profile
-Fixed longstanding grapple desync where grapple rope would appear incorrectly after the grapple's owner was killed
-Fixed custom emoji transparency
-Fixed fancy shoes
-Fixed a few disappearing issues with pipes
-Hopefully fixed a few random disconnect issues, and connection state issues


November 16 Patch
-------------------------------------------------------------------
-Fixed issues where some hats where re-locking themselves
-Game will no longer crash with superwide monitors, proper support is still coming
-Fixed crash in RandomLevelString

November 15 Patch
-------------------------------------------------------------------
-Reduced maximum particle animation speed for custom hats
-Custom hats will now also be loaded from (Save Folder)\Hats
-Fixed issue with new default control system where fallbacks to old controls where causing Select and Cancel to be the same key with some configurations
-The game should now maintain old default controls when migrating from old accounts
-Files in Custom/Moji folder will now be automatically resized to supported moji dimensions
-Custom mojis now support PNG, JPG and BMP
-Improved error log for when XNA Framework is not detected
-Fixed a number of issues related to entering matchmaking and exiting it before a lobby is joined.

November 14 (15?) Hotfix
-------------------------------------------------------------------
-Fixed some DLL dependencies
-Switched from AnyCPU build to x86 build which should hopefully solve a number of crashes


November 14 Hotfix
-------------------------------------------------------------------
-Fixed a number of issues that where causing potential save data loss when upgrading to 1.5
-Fixed angle laser bullets not rebounding on clients
-Added 'recover' console command, which can be used to attempt recovery of pre 1.5 save data from the cloud.

November 14 Patch
-------------------------------------------------------------------
-Fixed an issue with XP skipping where the level menu would get stuck if you spammed skip *just right* before vincent arrived
-Names no longer show up in red in arcade profile selector
-Fixed issue with energy scimitar sending ducks into walls
-Fixed issue with camera not following ducks after going through extremely long pipes.
-Downgraded version of NVorbis to one that does not require .netstandard
-Fixed issue where occupied slots could have their types changed, leading to missing options menu items
-Removed (!) in resolution menu as it wasn't useful
-Fixed issue where match was detected as 8 player match even though less than 5 players where present


November 13 Hotfix
-------------------------------------------------------------------
-Fixed issue with mod dependencies not loading correctly
-Fixed issue where preloading mod sound effects was taking an entire eternity
-Obscured ghost creation message in dev console
-Fixed issue with disabled mods list resetting itself
Last edited by CORPTRON; Feb 4, 2021 @ 10:06am
< >
Showing 1-15 of 76 comments
Lhindir Nov 13, 2020 @ 12:15pm 
Wow, this is exciting! Unfortunately the game is back to crashing on Linux for me. I also tried the deep_underground beta and it's the same crash, I'm guessing because the beta is now no further than the release channel. I used the launch options
WINEDLLOVERRIDES="dinput=n" %command% -nothreading -linux
and also tried various subsets of those options to no avail.

I'm happy to try other solutions at your request; I'd love to get the new update running with my roommates! The latest crash log:
Microsoft.Xna.Framework.Graphics.NoSuitableGraphicsDeviceException: Invalid window at Microsoft.Xna.Framework.SDL2_FNAPlatform.CreateWindow () [0x000a9] in <2a509bd9153f43e2a56073000f1bcdc4>:0 at Microsoft.Xna.Framework.Game..ctor () [0x000cd] in <2a509bd9153f43e2a56073000f1bcdc4>:0 at DuckGame.MonoMain..ctor () [0x0003b] in <6f5c838d2ab84f6bae28e11de2f7f6f3>:0 at DuckGame.Main..ctor () [0x0002c] in <6f5c838d2ab84f6bae28e11de2f7f6f3>:0 at DuckGame.Program.DoMain (System.String[] args) [0x00394] in <6f5c838d2ab84f6bae28e11de2f7f6f3>:0 at DuckGame.Program.Main (System.String[] args) [0x0007d] in <6f5c838d2ab84f6bae28e11de2f7f6f3>:0 Date: 11/13/2020 Version: 1.1.7621.30336 Platform: Windows 10 (Steam Build 5827912) Online: 0 Mods: Time Played: 00:00:01 (0) Special Code: FIELD FAILED Level: null Command Line: -nothreading -linux
ERROR 404 Nov 13, 2020 @ 12:35pm 
Originally posted by Lhindir:
Wow, this is exciting! Unfortunately the game is back to crashing on Linux for me. I also tried the deep_underground beta and it's the same crash, I'm guessing because the beta is now no further than the release channel. I used the launch options
WINEDLLOVERRIDES="dinput=n" %command% -nothreading -linux
and also tried various subsets of those options to no avail.

I'm happy to try other solutions at your request; I'd love to get the new update running with my roommates! The latest crash log:
Microsoft.Xna.Framework.Graphics.NoSuitableGraphicsDeviceException: Invalid window at Microsoft.Xna.Framework.SDL2_FNAPlatform.CreateWindow () [0x000a9] in <2a509bd9153f43e2a56073000f1bcdc4>:0 at Microsoft.Xna.Framework.Game..ctor () [0x000cd] in <2a509bd9153f43e2a56073000f1bcdc4>:0 at DuckGame.MonoMain..ctor () [0x0003b] in <6f5c838d2ab84f6bae28e11de2f7f6f3>:0 at DuckGame.Main..ctor () [0x0002c] in <6f5c838d2ab84f6bae28e11de2f7f6f3>:0 at DuckGame.Program.DoMain (System.String[] args) [0x00394] in <6f5c838d2ab84f6bae28e11de2f7f6f3>:0 at DuckGame.Program.Main (System.String[] args) [0x0007d] in <6f5c838d2ab84f6bae28e11de2f7f6f3>:0 Date: 11/13/2020 Version: 1.1.7621.30336 Platform: Windows 10 (Steam Build 5827912) Online: 0 Mods: Time Played: 00:00:01 (0) Special Code: FIELD FAILED Level: null Command Line: -nothreading -linux

same problem there you are not alone man
Lhindir Nov 13, 2020 @ 12:45pm 
Originally posted by ERROR 404:
same problem there you are not alone man

Oh good, what distro are you on? I'm on NixOS so I thought it might be a distro-related quirk but hopefully it's reproducible on Ubuntu or whatever the dev can test with
hats error:
Good afternoon, this is to inform you that the hats are not working, neither the vanilla nor the mods
CORPTRON  [developer] Nov 13, 2020 @ 12:53pm 
Originally posted by Vmaxx1907:
hats error:
Good afternoon, this is to inform you that the hats are not working, neither the vanilla nor the mods
Hey vmaxx, could you clarify what you mean by the hats not working?

Originally posted by ERROR 404:
same problem there you are not alone man
Originally posted by Lhindir:
Originally posted by ERROR 404:
same problem there you are not alone man

Oh good, what distro are you on? I'm on NixOS so I thought it might be a distro-related quirk but hopefully it's reproducible on Ubuntu or whatever the dev can test with
Looking into the Linux issue, do you know of a way I could quickly test running on linux through my windows computer? I unfortunately don't have a linux install on any of my PCs.
Last edited by CORPTRON; Nov 13, 2020 @ 12:54pm
Lhindir Nov 13, 2020 @ 12:55pm 
I uninstalled and reinstalled the game and now it immediately crashes with nothing in the Proton logs and no Duck Game exception :(

edit:
protontricks 312530 dotnet40 dinput
fixed this, after restarting I'm back to the error mentioned above
Last edited by Lhindir; Nov 13, 2020 @ 1:19pm
Lhindir Nov 13, 2020 @ 12:59pm 
Originally posted by superjoebob:
Looking into the Linux issue, do you know of a way I could quickly test running on linux through my windows computer? I unfortunately don't have a linux install on any of my PCs.

Well quickly is going to depend on your Linux experience but you might try installing VirtualBox and setting up an Ubuntu VM. There should be tons of guides out there; this one[www.makeuseof.com] looks recent and pretty concise. Follow that guide and give the VM enough resources to run Duck Game (shouldn't need a ton to just check if it launches). Then install Steam from the Ubuntu Software Center, in Steam's settings go to the Steam Play options and enable it as a fallback for all titles instead of just whitelisted ones, and try launching the game.

How did you tinker with it to get it working in the recent updates with -linux without a Linux install? Seems difficult haha
Last edited by Lhindir; Nov 13, 2020 @ 1:06pm
ERROR 404 Nov 13, 2020 @ 1:41pm 
Originally posted by Lhindir:
Originally posted by ERROR 404:
same problem there you are not alone man

Oh good, what distro are you on? I'm on NixOS so I thought it might be a distro-related quirk but hopefully it's reproducible on Ubuntu or whatever the dev can test with

Don't think do i use Arch (I use Arch btw)
Dragux Nov 13, 2020 @ 3:57pm 
Hey superjoe, the game is coming up as a virus from zonealarm since update.
SherryCoco♪♫ Nov 13, 2020 @ 4:20pm 
Yeah, same for me Kapersky detected a virus in DuckGame.exe.
CORPTRON  [developer] Nov 13, 2020 @ 7:07pm 
Originally posted by Dragux:
Hey superjoe, the game is coming up as a virus from zonealarm since update.
Originally posted by SherryCoco♪♫:
Yeah, same for me Kapersky detected a virus in DuckGame.exe.
Actually just uploaded a new version, it seems like the code for launching the crash window when the game detects that you're missing DLLs followed a pattern that was causing false positives in some AV software. Let me know if your anti-virus software is still detecting it!
Java_SE_Binary Nov 13, 2020 @ 8:21pm 
Great to see everything made it to final release!

Overall, things seem to be fairly stable, except for objects that like to send a lot of NetMessages, the game seems to get hung up on these for quite some time between levels. PlaySynchronized seems to be fairly iffy on who it plays for.

Otherwise, everything is working great! Congrats on making it to the final release of this update!
cog Nov 13, 2020 @ 9:02pm 
Originally posted by superjoebob:
Originally posted by Dragux:
Hey superjoe, the game is coming up as a virus from zonealarm since update.
Originally posted by SherryCoco♪♫:
Yeah, same for me Kapersky detected a virus in DuckGame.exe.
Actually just uploaded a new version, it seems like the code for launching the crash window when the game detects that you're missing DLLs followed a pattern that was causing false positives in some AV software. Let me know if your anti-virus software is still detecting it!

Still blocked for me.
Iosip Boroda Nov 14, 2020 @ 1:45am 
Hi!
Wow, update! Thanks!

Bad news:
duck game executable deleted by Kaspersky Internet Security, identified as:
UDS:DangerousObject.Multi.Generic
:(
LotusBlade Nov 14, 2020 @ 3:00am 
Yes if you guys can't start the game it is probably due to antivirus blocking 'exe' for having a virus.
< >
Showing 1-15 of 76 comments
Per page: 1530 50