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So, it's been a week, the issue is still not fixed :-(

Still the endless loop of the character sitting down in the tube, idling for a while, then being prodded up into a standing position, then slowly sitting down again.

The tube is not emptying itself, the game is stuck.

What is super frustrating is that there is no CHECKPOINT before that, and no way to save the game, so whenever I'm asked to check if the problem persists, I have to replay a "tutorial" section which seems 3-5 minutes long.
This is mind-blowing to me. I completely separated the normal gamestate storing mechanics from this pod and hard-coded it to open when the game reaches gamestate 2 ( 0 is the intro, 1 is the home, 2 is this part). Tested it over and over.

I COULD do an autosave at this point. I'm afraid however you would still be stuck after reloading.

We've probably went over this.... I'll look now... but you use a gamepad / keyboard / anything unusual? When you went through the first part, do you by any chance remember the exact sequence of things you picked up?

FYI I'm off work today (day-job) so this is #1 today. I've got a list of about 15-20 items to address for the weekend but if I can fix this I'll patch immediately.
Post edited November 09, 2018 by BrandonGoins
1.0.0.8 up! Crossing my fingers that this is fixed now.
Just a suggestion: It would be better to quote people so that they are aware there has been a new reply. Without quoting the person with the request does not get any notification.
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Alcator.504:
As you can see above Brandon just released a new version. Fingers crossed this issue is now fixed for you as well.
Post edited November 09, 2018 by MarkoH01
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BrandonGoins: This is mind-blowing to me. I completely separated the normal gamestate storing mechanics from this pod and hard-coded it to open when the game reaches gamestate 2 ( 0 is the intro, 1 is the home, 2 is this part). Tested it over and over.

I COULD do an autosave at this point. I'm afraid however you would still be stuck after reloading.

We've probably went over this.... I'll look now... but you use a gamepad / keyboard / anything unusual? When you went through the first part, do you by any chance remember the exact sequence of things you picked up?

FYI I'm off work today (day-job) so this is #1 today. I've got a list of about 15-20 items to address for the weekend but if I can fix this I'll patch immediately.
That's a no for me (talking 1.0.0.8). Everything is as Alcator.504 says is applicable to the update.

P.S. I'm using a Logitech F710 controller under microsoft's xbox 360 driver (no proprietary drivers/software available). Launching the game or galaxy launcher as admin also impacts nothing. Also, after minimizing the game's window, its icon dosn't show itself on the main panel, so I can unminimize it only through the process manager.

Can be Visual C++ libs issue? I mean, there are people who run the game flawlessly, so the issue might be out of the internal code scope or so?
Post edited November 10, 2018 by Eartydude
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BrandonGoins: This is mind-blowing to me. I completely separated the normal gamestate storing mechanics from this pod and hard-coded it to open when the game reaches gamestate 2 ( 0 is the intro, 1 is the home, 2 is this part). Tested it over and over.

I COULD do an autosave at this point. I'm afraid however you would still be stuck after reloading.

We've probably went over this.... I'll look now... but you use a gamepad / keyboard / anything unusual? When you went through the first part, do you by any chance remember the exact sequence of things you picked up?

FYI I'm off work today (day-job) so this is #1 today. I've got a list of about 15-20 items to address for the weekend but if I can fix this I'll patch immediately.
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Eartydude: That's a no for me (talking 1.0.0.8). Everything is as Alcator.504 says is applicable to the update.

P.S. I'm using a Logitech F710 controller under microsoft's xbox 360 driver (no proprietary drivers/software available). Launching the game or galaxy launcher as admin also impacts nothing. Also, after minimizing the game's window, its icon dosn't show itself on the main panel, so I can unminimize it only through the process manager.

Can be Visual C++ libs issue? I mean, there are people who run the game flawlessly, so the issue might be out of the internal code scope or so?
You as well as Alcator.504 are both using th esame gamepad. Might be a coincidence but it might be worth just for testing purposes to try to unplug the gamepad and see if the same thing happens if you just use the keyboard (again - only for testing and finding out where the issue originates from of course).

As I said, I am using a Logitech F310 which is identical to the F710 but without the rumble. Maybe there's an issue with this? Of course I am just guessing here. I am using windows 7 btw.
Post edited November 10, 2018 by MarkoH01
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BrandonGoins: This is mind-blowing to me. I completely separated the normal gamestate storing mechanics from this pod and hard-coded it to open when the game reaches gamestate 2 ( 0 is the intro, 1 is the home, 2 is this part). Tested it over and over.

I COULD do an autosave at this point. I'm afraid however you would still be stuck after reloading.

We've probably went over this.... I'll look now... but you use a gamepad / keyboard / anything unusual? When you went through the first part, do you by any chance remember the exact sequence of things you picked up?

FYI I'm off work today (day-job) so this is #1 today. I've got a list of about 15-20 items to address for the weekend but if I can fix this I'll patch immediately.
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Eartydude: That's a no for me (talking 1.0.0.8). Everything is as Alcator.504 says is applicable to the update.

P.S. I'm using a Logitech F710 controller under microsoft's xbox 360 driver (no proprietary drivers/software available). Launching the game or galaxy launcher as admin also impacts nothing. Also, after minimizing the game's window, its icon dosn't show itself on the main panel, so I can unminimize it only through the process manager.

Can be Visual C++ libs issue? I mean, there are people who run the game flawlessly, so the issue might be out of the internal code scope or so?
Edit... read below.
Post edited November 10, 2018 by BrandonGoins
Just an update on this. I have in my possession a Logitech Rumblepad. To my surprise, although I've never been able to reproduce this bug before, the first time I started a game with it the same thing happened.

So, not sure how it's related yet but I can test and figure it out now. Also noticed the button assignments were incorrect by default so will work on that.
Reproduced and fixed! Patch on its way!
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BrandonGoins: Reproduced and fixed! Patch on its way!
Now you made me curious. Was the gamepad/rumble the culprit?
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BrandonGoins: Reproduced and fixed! Patch on its way!
Truly fixed, sir! Thank you!
Really, how the controller could be an issue?
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BrandonGoins: Reproduced and fixed! Patch on its way!
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Eartydude: Truly fixed, sir! Thank you!
Really, how the controller could be an issue?
Maybe the rumble function has been the problem?
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Eartydude: Truly fixed, sir! Thank you!
Really, how the controller could be an issue?
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MarkoH01: Maybe the rumble function has been the problem?
IDK...how controller controls could prevent game states to happen? That's only what the dev knows I guess=)
Going to have to roll back this update for a little bit, added new looping death issue mentioned in other topic. Sorry!

Honestly still not sure how the gamepad caused this issue. It's bizarre. But since I could reproduce it I was able to test and then just find a solid way to hardcode the cutscene to trigger. I'm still looking into the root cause.
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MarkoH01: You as well as Alcator.504 are both using th esame gamepad.
I'm not using a gamepad. I honestly don't know where any of you got the impression that I was using a gamepad.

I'm trying to play this on a keyboard.

I'm going to give this at most two more tries:
1. I will try it again without a controller.
2. I will try it with the Steam controller.