dan200 / redirection Goto Github PK
View Code? Open in Web Editor NEWA puzzle game
License: GNU General Public License v3.0
A puzzle game
License: GNU General Public License v3.0
The game does not run / is paused. When i start a new game the level is shown and the screen is almost grayscaled and distorted. When i quit back to main menu the game begins to run and i'm back at the main menu.
i can place blocks but can not play the game at all
I have been working on levels for a long time today and crashed a few times. Now, when I'm looking for the crash the logs are not there anymore (since it only keeps 5). It would be nice to be able to specify the amount of logs it keeps (or set it to keep all).
(This log, specifically, is not an issue since I know how to reproduce it.)
I just had the game crash twice. The first time, at the second paragraph of the opening crawl.
Log:
Redirection 1.0.7 (Steam build)
Developed by Daniel Ratcliffe ([email protected])
Platform: Windows (Windows)
Steamworks initialised
SDL version: 2.0.3
SDL2 Initialised
SDL2_Image initialised
Logging to C:\Program Files (x86)\Steam\userdata\42174739\305760\local\logs\2016-12-08T21-53-34.txt
Loaded gamepad mappings from gamecontrollerdb.txt
Creating fullscreen window
GL Vendor: Intel
GL Version: 3.3.0 - Build 8.15.10.2626
GLSL Version: 3.30 - Intel Build 8.15.10.2626
Adaptive VSync enabled
Adding early assets
Loaded 38 assets
Using language debug (Debug)
Adding base assets
Adding main assets
Adding temp assets
Resolution changed to 1366x768 (AA:FXAA)
Loaded 999 assets
Using language en (English)
And the second time, after skipping said intro, it froze as the animation for placing the first tutorial obstacle was playing, and crashed. Log is completely identical, other than the timestamp on the file and this one extra line at the end:
Unlocked achievement complete_first_level
Not sure what happened, but I got a cast issue while making an advanced wire connection.
Game crashed with System.InvalidCastException: Unable to cast object of type 'Dan200.Game.Level.SpawnTileBehaviour' to type 'Dan200.Game.Level.WireTileBehaviour'.
at Dan200.Game.Level.WireTileBehaviour.ExploreNetwork(Level level, TileCoordinates coordinates, HashSet1 o_coordinates) at Dan200.Game.Level.WireTileBehaviour.ExploreNetwork(Level level, TileCoordinates coordinates, HashSet
1 o_coordinates)
at Dan200.Game.Level.WireTileBehaviour.ExploreNetwork(Level level, TileCoordinates coordinates, HashSet1 o_coordinates) at Dan200.Game.Level.WireTileBehaviour.ExploreNetwork(Level level, TileCoordinates coordinates, HashSet
1 o_coordinates)
at Dan200.Game.Level.WireTileBehaviour.UpdateNetwork(Level level, TileCoordinates coordinates)
at Dan200.Game.Level.WireTileBehaviour.OnLevelStart(Level level, TileCoordinates coordinates)
at Dan200.Game.Game.LevelState.FinishLoad()
at Dan200.Game.Game.LevelState.OnPreInit(State previous)
at Dan200.Game.Game.InGameState.OnPreInit(State previous)
at Dan200.Game.Game.TestState.OnPreInit(State previous)
at Dan200.Game.Game.Game.Update(Single dt)
at Dan200.Core.Main.App.Run[TGame](GameInfo info, String[] args)
The start script shipped with the Linux download checks if Mono is installed, but doesn't check if SDL2 and SDL2 mixer is. A alternative to a automatic check could be a readme with info about the dependencies.
When attempting the following code, the Redirection arcade throws the following C# stacktrace:
dofile("../anything")
Stacktrace
This shouldn't throw any C# stacktrace, and instead show an error something along the lines of "Attempt to access invalid path"
Tall conveyors (2 or higher) work as if they were normal blocks. Robots are not moved by them.
It would be nice if you could toggle pause and have time to think without having to hold down the pause button constantly. I suggest that if Ctrl is held when pushing the pause button the game stays paused until you press the pause button again. You should of course be able to rebind the modifier key (Ctrl)
On deleting a level in the level editor (game version 0.6.1), the operation appears to succeed, but when you go back to the 'edit levels' level list, the remaining levels are all listed as 'Untitled'. Additionally, when you attempt to edit those levels, it becomes apparent they are now duplicates of the deleted level.
Case:
I have 3 levels in one campaign. I deleted the second level and the above happened: i.e. the first and third are now exactly the same as the 2nd was before it was deleted. However, the data in the .level files remains original, i.e. contains the data for the original 1st and 3rd levels, including their names.
Log file (2014-10-05T18-12-30):
Logging to C:\Users\Owen\AppData\Roaming\Redirection\logs\2014-10-05T18-12-30.txt
Redirection 0.6.1
Developed by Daniel Ratcliffe ([email protected])
SDL version: 2.0.3
Platform: Windows (Windows)
Steamworks not requested
Loading mod mods/InfiniteRecursion.zip (Infinite Recursion)
Loading mod mods/UltimateTutorial.zip (redirectiongame.com)
Trying to use language en
Using language en (English)
Creating window sized 845x480
Loaded level levels/empty.level
Loaded level levels/startscreen.level
Loading mod editor/mods/InfiniteRecursion (Infinite Recursion)
1 assets reloaded
Loaded level levels/modeditor.level
Loaded level levels/firstrecursion/2.level
Loaded level levels/modeditor.level
Unloading mod editor/mods/InfiniteRecursion (Infinite Recursion)
Loading mod mods/InfiniteRecursion.zip (Infinite Recursion)
Loading mod mods/UltimateTutorial.zip (redirectiongame.com)
Loading mod mods/InfiniteRecursion.zip (Infinite Recursion)
Loading mod mods/UltimateTutorial.zip (redirectiongame.com)
2 assets reloaded
Loaded level levels/startscreen.level
Loading mod editor/mods/InfiniteRecursion (Infinite Recursion)
2 assets reloaded
Loaded level levels/modeditor.level
Loaded level levels/firstrecursion/2.level
Resolution changed to 1280x705
Game shutdown
When loose tiles fall into teleporters they don't get teleported but just lie around in the teleporting area, also causing an ugly z-fighting effect and preventing other entities from teleporting.
There seems to be some rendering issues with semi transparent textures of tiles. I think it's easiest explained with 4 cases.
a. One can see tiles behind fully transparent parts of other tiles. Works.
b. One can see tiles behind semi transparent parts of other tiles. Works.
c. One can see faces behind a fully transparent face belonging to the same tile. Works.
d. One can NOT see faces behind a semi transparent face belonging to the same tile. Bug.
"Fully transparent" means opacity 0%
"Semi-transparent" means opacity 1% to 99%
Might be a user error, but I tried giving it other alpha maps but it didn't seem to accept that. If this is a user error, sorry. Example of the problem can be seen below(the water can be seen through the robots), the boat and all the robots are parts of one single tile (to be able to move it as one unit):
The game started in 845x480 resolution. When now making it bigger in any direction, some parts of the window are black. When sizing it back to 845x480 or smaller it looks normal. After around 30 secons my PC crashed totally with the window being fullsized (not fullscreen).
PC specs:
Redirection v0.6.4
Blocks are blinking even when you hold down the pause button.
On the german keyboard the keys "z" and "y" are exchanged, so you have to put your hand in some wierd position across the keyboard to reach the "z" key.
As reference:
http://upload.wikimedia.org/wikipedia/commons/b/b0/German-T2-Keyboard-Prototype-May-2012.jpg
In the Act II stage Perimeter (The first stage I came across it, although this may be an issue elsewhere), you can go into negative blocks.
To replicate;
Go into Act II, Perimeter
Place your two given blocks anywhere
Try to place more blocks on the green striped platforms (raised or lowered doesn't matter)
Here's images to explain more. http://imgur.com/a/WpsAR
When I'm starting the game (and going to Level Editor/) it appears that only a few things the mod changes load on startup
After clicking "reload mods" (note the top left)
Yes, this also happens in the actual editor.
All my mod changes are the textures you can see in the pictures (from red to grey) and it adds a statement in the shaders to ignore red light.
This one doesn't even make sense to me, but whenever I call gpu.drawBox where the starting X is greater than 57, it throws a C# stacktrace. It doesn't even make sense because 58+ is not even outside of the screen boundaries, its about 5 pixels inside actually. Anyways, here is the stacktrace
The specific line of code I used was this:
gpu.drawBox(58, 14, 2, 7, 1)
When pressing the new game button on the main menu it doesn't warn you that it resets you current progress.
I'm not sure this is actually a bug. But I just wanted to let you know. The first time I ran "Redirection Launcher.exe" on my Windows 8 pc I got a warning. A green bar across the screen. I did not think of taking a screenshot and don't remember the text but I had to click "See details" and then got a choice of whether to run the program anyway. It did not happen after closing the game and starting it again.
I can get to another Windows 8 pc and take a screenshot of the text if you want to see the exact warning.
When pressing F5 to reload tiles while editing a level, new tiles are not added and old tiles are not removed. To fix this one has to go back to the mod editor and reload the mod from there.
The "Next page" arrow in the level selector in the level editor suddenly stopped working. The previously last page had been filled (6 levels) so I wanted to go to the page after that to create a new level.
There were nothing wrong with the button itself, if going back a page one could successfully go forward again. It rather looked like it was calculating the number of pages wrong. However, it didn't seem like it just ignored the "Create new" "level" when calculating max pages, I have successfully moved between pages like that before (when the "create new" one is on its own page). The problem occurred when I had 48 levels (i.e. 8 pages).
I "solved" it by creating a new level manually and editing the .campaign file to add it. Now the new page of levels were added successfully and I could use the arrow without a problem.
In the level "perimiter" you can place blocks on top of the green blocks that raise after you activate a switch, even when you have none, making the blocks go negative
I renamed some assets (.obj, .mtl and .png for an entity) and pressed F5 while in the level editor. I immediately crashed and saw the following message
pinkrobot.mtl was the old file name of one of the assets.
The same error in plain text ( from the log file):
Game crashed with System.IO.IOException: Path models/entities/pinkrobot.mtl does not exist
at Dan200.Core.Assets.Assets.Load(String path, IFileStore& o_provider)
at Dan200.Core.Render.Model.MaterialLoader.Open(String materialFilePath)
at ObjLoader.Loader.Loaders.MaterialLibraryLoaderFacade.Load(String materialFileName)
at ObjLoader.Loader.TypeParsers.MaterialLibraryParser.Parse(String line)
at ObjLoader.Loader.Loaders.ObjLoader.ParseLine(String keyword, String data)
at ObjLoader.Loader.Loaders.LoaderBase.ParseLine()
at ObjLoader.Loader.Loaders.LoaderBase.StartLoad(Stream lineStream)
at ObjLoader.Loader.Loaders.ObjLoader.Load(Stream lineStream)
at Dan200.Core.Render.Model.Load(Stream stream)
at Dan200.Core.Render.Model.Reload(Stream stream)
at Dan200.Core.Assets.Assets.ReloadAll()
at Dan200.Game.GUI.DebugMenu.OnUpdate(Single dt)
at Dan200.Core.GUI.Screen.Update(Single dt)
at Dan200.Game.Game.Game.Update(Single dt)
at Dan200.Core.Main.App.Run[TGame](GameInfo info, String[] args)
If the game is out of focus, when returning to the game it might think you had your mouse clicked. This means that you will start spamming blocks all over your level whilst in the level editor. This results in the map being ruined.
I couldn't figure out exactly when it happened. It happened about a third of the times I tabbed out and then went back in again.
Hi,
The redirection launcher won't start. No window, no in-console error when launched using open
Only Console.app error is:
12/09/15 8:55:45,321 pm com.apple.xpc.launchd[1]: (RedirectionLauncher.114484[21614]) Service exited with abnormal code: 127
I don't know where to find logs, if it doesn't seem to log anything :)
Since there are a lot of tiles and you can only have 6 tiles in the level editor palette at any given time it would be very useful if one could right click a tile in the level to put a copy of that tile in the currently selected slot in the palette. This would make it very easy to move tiles or tweak parts of the level without having to go and find the correct pieces first.
After accidentally closing the game by pressing the esc key, I think it would be easier if you had a confirmation window asking whether or not you wish to exit the game, possibly, have it so you just have to hit the esc key again or just simple yes/no buttons
I have a german keyboard layout (qwertz), so I changed the backwards key from Z to Y. When now playing everything works. After closing and starting the game again, the settings are resetted and the backwords key is Z again (ingame and in options menu).
When taking a thumbnail the camera works like when playing. This means that one can not pan the camera to take a good thumbnail. This is an issue in more complicated maps where the calculated center is not necessarily the place where the characteristics of the map can be seen.
When holding backspace in the screen "Enter a name for this mod" it doesn't remove "Untitled mod" or in the "Enter a name for this level" screen. You have to hit backspace multiple times to remove the name.To be specific on release of the backspace key it removes one character.
It would be nice if holding the key would keep erasing characters.
Game crashes on startup when using integrated Intel Graphics chip. Doesn't happen when using ATI graphics chip. I have a laptop and a programm to choose which one to use an it only happens when using the "Intel(R) Graphics Media Accelerator HD" chip.
Logging to C:\Users\Felix\AppData\Roaming\Redirection\logs\2014-11-01T20-59-26.txt
Redirection 0.6.4
Developed by Daniel Ratcliffe ([email protected])
SDL version: 2.0.3
Platform: Windows (Windows)
Steamworks not requested
Found mod mods/Steve's Direction 1-6-0.zip (Steve's Direction)
Found mod mods/UltimateTutorial.zip (redirectiongame.com)
Trying to use language de_DE
Using language de (German)
Creating window sized 845x480
Loaded level levels/empty.level
Game crashed with Dan200.Core.Main.OpenGLException: Error creating framebuffer: FramebufferUnsupported
bei Dan200.Core.Render.RenderTexture..ctor(Int32 width, Int32 height, Boolean filter)
bei Dan200.Game.Game.Game.Load()
bei Dan200.Game.Game.Game..ctor()
bei Dan200.Core.Main.App.Run[TGame](GameInfo info, String[] args)
Game shutdown
On starting the game, I got the following error:
Logging to C:\Users\[NAME]\AppData\Roaming\Redirection\logs\2014-10-03T18-18-59.txt
Redirection 0.6.1
Developed by Daniel Ratcliffe ([email protected])
SDL version: 2.0.3
Platform: Windows (Windows)
Steamworks not requested
Trying to use language de_DE
Using language de (German)
Creating window sized 845x480
Loaded level levels/empty.level
Game crashed with Dan200.Core.Assets.AssetLoadException: Error loading asset shaders/post.effect: Errors linking shader: Fragment shader(s) failed to link, vertex shader(s) linked.
bei Dan200.Core.Assets.Assets.Load[TAsset](String path)
bei Dan200.Core.Render.PostEffectInstance..ctor(String effectPath)
bei Dan200.Game.Game.Game.Load()
bei Dan200.Game.Game.Game..ctor()
bei Dan200.Core.Main.App.Run[TGame](GameInfo info, String[] args)
Game shutdown
Manuely diableing video.fxaa=false
in the settings.txt worked around that crash.
This crash may happen because the old laptop I am using atm does not support shader model 3.0.
If a loose tile falls on top of a robot it will stop there. If the robot moves out of the way, the tile will stay midair.
When a rotated loose object is converted into a falling object it loses its rotation. This is not visible for the default loose object since that one is symmetric.
To reproduce:
Windows 7, NVIDIA NVS 4200M
Clicking the full screen button, double clicking the top of the window or selecting full screen in options crashes the game. With the last option, once the game is started again it opens in full screen without problems, but unselecting full screen then also crashes the game.
Redirection 0.6.2.1
Developed by Daniel Ratcliffe ([email protected])
SDL version: 2.0.3
Platform: Windows (Windows)
Steamworks not requested
Trying to use language en_US
Using language en (English)
Creating window sized 845x480
Loaded level levels/empty.level
Loaded level levels/startscreen.level
Resolution changed to 1280x720
Game crashed with Dan200.Core.Main.OpenGLException: InvalidFramebufferOperationExt
at Dan200.Core.Main.App.CheckOpenGLError()
at Dan200.Game.Game.Game.Render()
at Dan200.Core.Main.App.Run[TGame](GameInfo info, String[] args)
Game shutdown
hey dan,
I have an weird issue when trying to launch redirection,
windows says "Redirection has stopped working" and gives the following error:
Probleemhandtekening:
Gebeurtenisnaam van probleem: CLR20r3
Probleemhandtekening 01: redirection.exe
Probleemhandtekening 02: 1.0.0.0
Probleemhandtekening 03: 54550381
Probleemhandtekening 04: SDL2-CS
Probleemhandtekening 05: 0.0.0.0
Probleemhandtekening 06: 536fa99f
Probleemhandtekening 07: 1d43
Probleemhandtekening 08: 0
Probleemhandtekening 09: System.AccessViolationException
Versie van besturingssysteem: 6.1.7601.2.1.0.256.1
Landinstelling-id: 1043
Aanvullende informatie 1: 0a9e
Aanvullende informatie 2: 0a9e372d3b4ad19135b953a78882e789
Aanvullende informatie 3: 0a9e
Aanvullende informatie 4: 0a9e372d3b4ad19135b953a78882e789
Its dutch, so ill try to translate the sentences:
Probleemhandtekening = problemsignature
Gebeurtenisnaam van probleem = eventname of problem
Versie van besturingssysteem = operating system version
Landinstelling-id = countrysetting-id
Aanvullende informatie = additional information
and the redirection log:
Logging to C:\Users\meulen\AppData\Roaming\Redirection\logs\2014-12-22T00-25-41.txt
Redirection 0.6.4
Developed by Daniel Ratcliffe ([email protected])
SDL version: 2.0.3
Platform: Windows (Windows)
Steamworks not requested
Trying to use language nl_NL
Using language nl (Dutch)
Creating window sized 845x480
I don't know how to reproduce it, on all my other pc's it works fine.
I hope you can do something with this info, its all I could gather.
yours sincerely,
Matthijs van der Meulen
When reloading in the editor (F5) the game crashes if one of the models (.obj) has received any new subobjects. I haven't figured out exactly what is required to make it crash but I have done some tests:
Adding new vertices are fine, no crash.
Adding new texture vertices are fine, no crash.
Adding new faces are fine, no crash.
Adding new empty subobject are fine, no crash.
Making a new subobject with new vertices, texture vertices and faces is not allowed, it crashes.
Game crashed with System.IndexOutOfRangeException: Index was outside the bounds of the array.
at Dan200.Core.Render.Model.Draw(ModelEffectInstance effect, Matrix4[] transforms, Boolean[] visibility, Single alpha)
at Dan200.Game.Robot.Robot.OnDraw(ModelEffectInstance modelEffect)
at Dan200.Game.Level.Level.Draw(ModelEffectInstance effect)
at Dan200.Game.Level.Level.Draw(Camera camera, Boolean drawShadows, Boolean drawLights)
at Dan200.Game.Game.LevelState.CommonDraw()
at Dan200.Game.Game.EditorState.OnDraw()
at Dan200.Game.Game.Game.Render()
at Dan200.Core.Main.App.Run[TGame](GameInfo info, String[] args)
Starting the game again loads the model perfectly fine, the crash is caused by the in-game reload.
Hi,
Redirection is not starting on my computer. I'm under Ubuntu 14.04. Here's the full error :
Game crashed with Dan200.Core.Assets.AssetLoadException: Error loading asset shaders/post.effect: Errors compiling shader: 0:1(15): preprocessor error: syntax error, unexpected HASH_TOKEN, expecting NEWLINE
at Dan200.Core.Assets.Assets.Load[Effect] (System.String path) [0x00000] in <filename unknown>:0
at Dan200.Core.Render.Effect.Load (System.String path) [0x00000] in <filename unknown>:0
at Dan200.Core.Render.EffectInstance..ctor (System.String effectPath) [0x00000] in <filename unknown>:0
at Dan200.Core.Render.PostEffectInstance..ctor (System.String effectPath) [0x00000] in <filename unknown>:0
at Dan200.Game.Game.Game.Load () [0x00000] in <filename unknown>:0
at Dan200.Game.Game.Game..ctor () [0x00000] in <filename unknown>:0
at Dan200.Core.Main.App.Run[Game] (Dan200.Core.Main.GameInfo info, System.String[] args) [0x00000] in <filename unknown>:0
Thanks for the help.
(ISSUE #42 \o/)
Robots have a height parameter, but seems to ignore it. A robot that is one block tall can't walk through a one block tall space.
Loose tiles that are 2 blocks tall (or taller) won't fall when stepped on.
When a tile is 3 blocks or taller, placeholder blocks are added. If the height of the tile is decreased the placeholder blocks remain and are impossible to delete. Deleting the placed tile does nothing (since the placeholders don't belong to it anymore).
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