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Bug reports and known bugs - Check here first if you've identified a bug. Sticky

A topic by MagellanicGames created May 05, 2021 Views: 606 Replies: 17
Viewing posts 1 to 9
Developer (19 edits) (+1)

This thread is to catalog any bugs.  If anyone should find a bug they can see if I have already been made aware of it.  

Minor bugs will be grouped up and sorted together.  Major bugs, such as crashing I'll try to get on asap.  If you do suffer any crashes, additional info such as operating system and graphics hardware will help with identifying the problem.

RE macOS: Please note, as mentioned on the store page any bugs specific to the macOS  will not be fixed due to my lack of Apple hardware.  I'll still look them over as they may be present in all versions, but please understand I am limited on how much support I can offer.

Known Bugs:

  • Starting level1 with no weapon. (Can't reproduce)
  • Saves are lost after quitting the game (macOS)
    • Saving works if launching the game from command line. (Thanks Haoyu Qui)

  • The macOS build of 1.11 shows “App is damaged and can’t be opened. You should move it to the trash.” error and exits (macOS)
    • The game starts successfully if the Gatekeeper quarantine flag is removed by executing:xattr -dr com.apple.quarantine /path/to/Office Point Rescue Deja Vu.app
    • (Thanks Haoyu Qui)

Bugs fixed in 1.12

  • Elevator walls don't have collision.

Bugs fixed in 1.11:

  • Quitting to the main menu will crash the game if you have already done so previously. (Linux version)
  • If you die, restart and finish the level, the game may crash.  Doesn't happen if you don't die or restart. (Linux version)

Bugs fixed in 1.1:

  • Cars on level 1 have no collision in addition to some boxes
  • Collision on elevator door of level 2 Basement
  • Collision on red and blue doors of level 5a missing.
  • You can open the pause menu when the "You Died" screen appears, this then causes the restart and quit options not to work/respond.
  • Tutorial text on low res mode doesn't fit (room with water cooler on level 1)
  • Level2a and 4a elevator doors missing collision
  • mouse sensitivity needs tweaking, not enough variance between lowest and highest.
  • Enemies appearing/disappearing - issue with culling
  • Water dispensers don't have collision
  • Low res mode doesn't scale correctly on small window sizes.  Leads to oddities in blurry text etc.
  • Enemies sometimes moving through walls. This is most likely to being out of bounds or an area without navigation, but still investigating.
(+2)

Cars have no collisions (as well as some boxes) and that way on the first level you can go out of bounds.

(+1)

Collision on elevator door missing (opposite cooler) on start of level 2 (Basement)

(+1)

Collision on locked red and blue doors have no collision (ex. 5a level), same with elevator doors that allow for out of bounds. Enemies can randomly move through walls into other rooms.

(8 edits) (+1)
  • In the first level, I can go through the car and clip through the level
  • In the first level there is pistol ammo to pick up near the first enemy, but no weapon, so I always die right at the beginning and can't move forward
    • How to reproduce: when starting the first level, as soon as the tutorial message appears, press 'e'.
    • Open the door, pick up ammo.
    • Press 1 for Pistol or brackets. There is no pistol.
    • On the other hand: if I don't clear the tutorial message, as soon as I pick up the ammo, then the pistol also is picked up.
  • When I die at this first level, the first enemy, if I press to restart, the game always crashes
  • If you die and right away press ESC for the menu, as soon as the "You Died" screen appears, the other menu hides, but then the You Died buttons do not work
    .

Windows 10, game on Easy. PS: Awesome music!


Developer(+1)

Thanks for the report bud.  So are you saying, that you start with no weapon?  I'm going to thoroughly investigate this as this is very odd.  Never had the pistol not show up/equip before.

The crash is also a first, though I haven't played the Windows version through very much.  Looks like I'll have plenty to test.

(1 edit) (+2)

This tutorial is too long for the frame :)

Also, no sure if this is a bug, the dot crosshair becomes two dots in lowres mode.

long text

Developer(+1)

The two dots for the crosshair isn't a bug but I need to come up with something better.  Thanks for the report :)

  • The elevator walls don’t have collision (still in 1.11)
  • Saves are lost after quiting the game (on macOS)
    • Saves work fine if launching the game from command line. But the save files are created in the current working directory :(
  • The macOS build of 1.11 shows “App is damaged and can’t be opened. You should move it to the trash.” error and exits
    • The old version shows an unidentified developer warning that can be ignored on the second launch
    • The game starts successfully after I removed the Gatekeeper quarantine flag by executing xattr -dr com.apple.quarantine /path/to/Office Point Rescue Deja Vu.app
Developer (1 edit)

Thanks for this.  I'll try and get something up and see if it works.  Of course I'm working blind so cannot guarantee fixes with the saving.

"Saves work fine if launching the game from command line. But the save files are created in the current working directory :(

Out of interest, saves should have been created in the working directory in the last version.  Was this not actually happening then?

I'm assuming directory write access has nothing to do with whether the saves work as it saves when running from command line?

Saves in version 1.0 is the same: works on command line, but not when double clicking the App Bundle (the .app directory). I don’t know where the default working directory is when double clicking the App Bundle, maybe somewhere not writable?

I’m a bit surprised that save files are intended to be written to the working directory. I thought it would target ~/Library/Application Support/Name. Godot also suggests using that directory via the user:// prefix to keep the behavior portable.

Developer
I don’t know where the default working directory is when double clicking the App Bundle, maybe somewhere not writable?

Yep, that will be the case.  It maybe sandboxes the game or something.  Godot's API will just silently fail and carry on.

...Godot also suggests using that directory via the user:// prefix to keep the behavior portable.

Indeed I am well aware, but when developing it is much easier and portable if it's in the directory where it runs.  Being able to simply dump the application directory which also holds it's persistent data is simpler than sifting through to find the hidden directories.

I'll do another quick release with the mac version saving to the user directory.

(+1)

Saves work fine now in 1.12. Thank you :D

Developer

You're welcome :)

(+1)

It's really easy to get stuck behind doors and a level restart is required. There were two times in my playthrough where this happened.

If a door opens towards you and you're too close, it can get you stuck behind the door and unable to get out if there is scenery next to the door. I can understand that being able to close doors might be a way to cheese the combat, but if so doors shouldn't open towards you near scenery that gets you stuck.

Great game by the way, I'm new to the Godot engine and it is really fun to work with.

Developer (1 edit)
If a door opens towards you and you're too close, it can get you stuck behind the door and unable to get out if there is scenery next to the door. I can understand that being able to close doors might be a way to cheese the combat, but if so doors shouldn't open towards you near scenery that gets you stuck.

Never managed to make it happen so appreciate you getting it to do that.  I'll probably drop a fix in the coming weeks.

(+1)

In the alt-final stage, all terminals can be used indefinitely, they reset the door to the opening state if the door was already open. This also includes the secret terminal, which counts as a secret each time it's used, allowing you to discover more secrets than available in level

Developer

That gave me a good laugh.  Thanks for the report :)