Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Disabling player physics damage also seems to not disable damage from elevator in the garage, this can kill you instantly if you jump on it from above even with disabled physics damage, and I don't think the elevator even supposed to damage you when you jump on it.

Bugs 2, 3 and 4 were in the previous versions too

Bug 5 is quite interesting because as I know any item that drone has when it delivers it always dissappears and gets replaced with a box at 0:00, I even noclipped to see that happen in previous versions, so it probably appeared in this version

7 is just a problem with visual terrain detail, low detail terrain texture different from high detail terrain texture, you can even see the terrain shifting when zooming in with X, not a bug with collision

(1 edit)

I'd say maybe the elevator delivers damage according to collision speed as to deliver a small amount of damage to player underneath elevator.  which if true I find fitting to also add a coconut impact sound effect *^-^*

 Oh okay I don't recall #4 being an issue for me previously but to be fair I've rarely used the database so I'm probably forgetting.

-Do you know if the drone has a built in autosave system? like one which would temporary save the drone's contents in case of game crash or force close. (this function would work separately to regular game autosave, It would cache the drone contents on request) That same system unless directed to do otherwise might also function the same upon death/menu boot

Oh #7 is a rendering issue? & so do you mean if I change my settings for terrain to high it will fix that issue? or it's unrelated to the in game setting. I haven't tried. Is this only for the latest build or prior? 

Also do you know if there is plans in the future to make Kerfer avoid objects  realtime & not only the navmesh for map? I had to move a shelf away from the locker I store Kerfer in because they would continuously throw my belonging around because they are a silly clumsy goober smashing into my damn objects lol *^-^*

Edit:

You can place an infinite amount of pages onto a drive box & it will just delete any pages added after the first.

(1 edit)

I don't know if drone has autosave, but my guess is that it is a problem with delivery queue system on reload. There is also still a bug with box visually dissapearing on reload if drone didn't pick it up yet that I think came from previous versions, this could also be connected

I don't think there is a setting for terrain resolution, I think it selects it automatically based on hardware, because I seen other people get this issue and they all had an old graphics card

I got in the exact same place where you were and still couldn't replicate the issue (I tested it on RTX 4070Ti):


I don't think realtime navigation for kerfur or any other entities will be ever a feature, because updating the entire navmesh if any object moved is extremely slow, and the game has extremely large map that will probably take about 10 minutes to calculate navmesh for. Alternative to updating the entire navmesh will be pathfinding, but that will require recalculation every 5 to 10 seconds or so to actually make it avoid moving into objects that moved into its way, this will get very inefficient on many entities.

I checked if you can put more papers on a drive box, and yes, this is most likely a bug from 0.7.0. I also noticed that if you put an empty paper on a box and take it back there will be a text "hi :)" in the paper, which is used when the text couldn't load

What is your FOV set to? mine was near max. I found that if I put FOV back to default this problem goes away. The more I increase FOV the more it distorts, Also it's affect goes away when you zoom.  I would say yeah this problem may only occur on older graphics cards, I'm currently using an ancient NVIDIA Quadro K2200.

But on the other hand if that were to be the case, why does this only occur in select areas? It's not only a matter of viewing angle or terrain angle as you can see here in this picture with even more angle but barely any visual issue ;o

Surely implementing object evasion into a Kerfer on a very basic level could be viable especially if only done for Kerfer entities & no other. You don't need a system that is constantly ticking & updating, You could use something like a raycast or cone trigger infront of Kerfer which if it hits certain whitelisted physics props (Primarily bigger objects) it then enables the evasive pathing mode, Sets timer for say 1.5 seconds, The timer disables pathing & return Kerfer to initial task. -Kerfer has single handed been the most destructive entity for me so far they have no respect or boundaries. T^T

Yeah I noticed that cute little placeholder, funny.  *^-^*

--------------------------------------

<<<<<<<Section below contains spoilers>>>>>>>

--------------------------------------

v

v

v

v

v

v

v

v

v

v

-Also this shouldn't ever be an issue for any normal human, But I found that by nailing Kerfer's plug to the ground prongs facing up then retracting it, Then trying to pick up the plug for some reason the plug teleported up through the roof turning Kerfer into the world's first robotic piñata, & to make it even more amusing is as I took the screenshot I was simultaneously traumatized by my first sleep demon #0.0# (initial frames of him appearing just to the left of Kerfer) -Ignore my test subject to the right.

I checked the same place with terrain rendering issues again with FOV set to 130 degrees and now I can see it too:

so it is definitely not related to hardware, just a bug caused by game thinking that player is farther away when on high FOV and loading low quality terrain map instead of normal

Kerfur (standart, not omega) does have some type of object detection, because it is constantly jumping when stuck on something, so I think it will be better to replace the jumping by moving to the side until the path is free again, for example if there is a wall in front of it and it can't jump over it will just follow the right or left side of this wall until it can reach its target without intersecting this wall

like this:


Also I couldn't get the bug with plug teleporting anywhere, when I try to nail it to the ground and retract it it just starts flying around, I also tried it with smaller objects like a microwave, and it also does the same thing, but I noticed that after retracting it nails still remain flying in the air following the microwave:


Oh I think you're right on it with that one as when you zoom it loads higher res & Clicks back to normal.

I feel Kerfer has something along the lines of:  Go to x,y,z -If pathing & Velocity is <below certain threshold = Jump.  However if you are correct then it would be an extremely viable solution to create a system like you mention, Also fairly easy when you're speaking on a basic level of just moving Kerfer around an object & not completely re-pathing them 

Although, A great addition to a Navmesh (Like what I suspect MrDrNose would be using for his entity's navigation) -Would be one of a few different avoidance methods, I found this awesome official UE4 Doc which details such systems & Their implementations & Purposes. It's a lot but I feel it would be very possible to implement & Incorporate something like this to the existing systems (If they are what I assume)  

https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/ArtificialIntell...

Also, I haven't been able to test it out but the nails I used were specifically the axle nails which will most likely make a big difference. I even had one of the green garbage bins just clipping through a wall in a circle. But the Kerfer plug incident was extreme in comparison & A lot harder to recreate. The floating nail should move in conjunction to the plug  *^-^*