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lyghters

30
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3
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A member registered Feb 03, 2024

Recent community posts

Hey, is this game still in development? Plays great, visuals are great, music is great, I definitely don't see any reason to abandon the project from the player's perspective, unless there are some development/technical difficulties. I guess FPS does drop at times, I wonder if performance issues are something that has stalled this project. Definitely would like to see more of it, as I think it would be a wasted potential otherwise!

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I also wouldn't call VotV controls "elegant". They are very convoluted, and I think it's getting worse than before.

Take the drive box, for example, you have to hold 'E' to take the lid off, but you have to press LMB to put it back in. Two different actions with different holding behaviors for two very closely related activities.

You can also do it "the physics way", you can "grab" the lid and move it close enough to the box for it to snap back automatically, which is a neat mechanic. If you remember how to drop the lid off your hands, of course. By holding 'R'.  And you cannot take the lid off the box in the "physics" way, you have to hold 'E', and you'll end up "holding" it, not "grabbing".

I fail to see elegance in this. Not that it bothers me all that much, after all there are many different actions and mechanics in the game, but I can't help but think it could be improved, and what I see in the newer versions seems actually worse.

I genuinely believe it was better in the older VotV versions. In particular, the scrollable menus were much, MUCH better than what we have now. You were presented with a list of option which you could either scroll through with the mouse wheel or use the number keys on the keyboard to choose an action. And then, you would press a single button to perform chosen action - 'E'. That is a very simple and intuitive concept. The only thing I'd change is I would make pressing the keyboard key not just choose an action, but actually perform it as well (not sure though, but I'd at least try it). And the inventory menu actually had clickable buttons for each action. None of that is in the game anymore. Why? It's like the controls are all messed up now, because it "doesn't know what it wants to be". It's now the worst of both worlds.

And forcing players to memorize more keys and multiple ways of handling these keys (pressing/holding) for different actions is supposed to be better in some way? Yes, we already had lots of different keys for different actions and it was confusing, but it's not like the new system is improving that, it' just changed some keys/key combinations to "holding" keys instead. That still results in about the same amount of different actions. And it also isn't reducing the amount of text or "menus", there's still a wall of text next to the item every time you look at it. And that's for a reason, because most people would forget otherwise. Especially after not playing the game for some time. So how is that better in that regard? The only difference is that you cannot conveniently scroll through it and execute the action with a single button anymore.

And how intuitive or convenient do you find 'R'+LMB to throw the held item? You have to hold 'R' and then quickly press LMB, otherwise you'd be make a "holding 'R'" action instead. This is... really bad.

I do think the controls needs be improved, but I also think this is a downgrade and a step in the wrong direction.

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I honestly don't understand why there are still no crouch/run toggle modes. I really hate holding buttons for both of these actions.

I also don't understand why can't I double-click an item in the inventory to hold it and am forced to use keyboard to do that. Both mouse buttons do nothing in the inventory (yet they produce a noise SFX, like something is actually being accomplished). It would be much better if all the six options (that are being shown in the floating message when you hover the cursor over an item in the inventory) would actually be clickable with the mouse. For example, pressing RMB could trigger a clickable menu. But instead you HAVE to use use mouse to hover over an item to select it, and then you HAVE to use the keyboard to chose an action. You cannot interact with items in the inventory by only using mouse, or only using the keyboard, you HAVE to use both. Honestly, this is a terrible UI design.

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The question was rhetorical. Consider this a suggestion. There are already some hints and instructions in the game, so it's just a matter of adding/changing some of them

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Why not explain that in game directly? I don't think there's any reason to use Tekken notation instead of an actual binded key (or a controller button) on that particular screen. Plus, even if the player is familiar with the notation, he still needs to know which keyboard keys are being used by default.

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I can feel some amount of input lag which bothers me. I also dislike that the low kick is that much low on it's own, without pressing down. Feels like it should be higher without a "modifier key".

I had to press I (i) and not 1, as it says on the screen. So keyboard controls work. But I cannot get my controller to work, unfortunately.

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But there's a native Linux version, have you tried it?

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In Linux version of the game, my controller doesn't work and I cannot confirm the player with a keyboard, I can press left and right and swap between characters, but I cannot confirm. Pressing 1 does nothing and pressing ESC closes and instantly re-opens the same menu. Basically, I cannot play the game.

I'm also using a tiling wm (i3), but I never had this problem with this game, which wine/proton version do you use? Some custom wine builds sometimes have "fullscreen hacks" of sorts, which may be the reason it's behaving odd in windowed mode. I remember Lutris having some of those wine builds. Consider trying different Wine or even trying Bottles as a prefix manager instead of Lutris, I find it more convenient and more up-to-date on available wine/proton releases. You will have to install it from Flatpak, however, which is a downside.

Glad you sorted that out.

I never had a Mac, so I wouldn't be able to help

Works like a charm under Wine on Linux, don't you also have Wine available? Have you tried it?

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Amazing game. Amazing soundtrack. Rarely get obsessed with games that much. Playing since v4.1, and I hardly consider it a demo. It might not be finished, some things are being changed around, there are bugs and slight balance issues, but it's a full blown, competently made and very fun game. At the same time - endless developing potential. And I can't stress this enough, there's a LOT of music in it and all of it is top notch.

This game is amazing. Even in this current state. Demo 4 already feels pretty polished and has a lot to offer, with lots of mechanics and in terms of creating situations. I really hope you'll keep working on it, because it also feels like it has so much more potential.

Haha, that's great, gonna try that next time I'll play. Thanks for sharing

Surely a significant problem, if even dogs report it

Look, I only bring this up because the problem I was talking about exists since the base has been switched to a new one. Probably should've mentioned that. I don't quite remember what version it was, 0.7.0? Correct me if I'm wrong. But ever since this problem has been present and hasn't changed.

I don't wanna look like I'm "demanding" anything, nor am I trying to speed things up, I can wait as long as necessary, I'm just worried that this is being overlooked at the moment and maybe going to be more complicated to fix with time. Anyway, that's all I wanted to say. I'm just hoping it'll get noticed by the devs.

The longer "optimization" is being postponed, while more complexity is added to the game, the harder it'll be to deal with. I'd be happy to end up being wrong about this, but my experience tells me otherwise.

Something has to be done about the lighting performance at the base. 5-10 fps drop per a light switch at the base is too much to ignore. At least maybe not render the light if it not being seen by the player. I sit at the base computer, looking towards the window and I have ~70-90 fps, and then I turn around, looking at the door, and I have 30-40 fps, because of the light being turned on at the different places of the base. I look at the direction of there is a bunch of light sources, but I don't even see these sources, because I'm behind the wall(s) and closed doors, but somehow my performance is still affected. This shouldn't be the case. And then I'm far from the base, outside, I can crank almost all settings to the max and have a stable 144 fps at all times, but at the base I have ~40 even at the minimal possible settings.

На мануале теперь не пишет. Там блокнот в бункере, на одном из столов, с инструкциями. Там теперь новые детали, которые нужны для крафта различных частей. Про часть из них написано об их местоположении, про как минимум одну - не раскрывается.

Кто-нибудь уже срисовал локации с новыми деталями?

Oh, I see. Sorry about that, I got everything mixed up

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I'm not playing on a Steam Deck, I'm playing on PC on Linux. It is a performance issue. I just told you my FPS fluctuates between 30 and 90 depending on how much lights are turned on at the base.

I don't have any knowledge about Steam Deck or it's limitations, but even if your game is locked at 24 FPS, it changes nothing about what I say.

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I just found out for me personally my issue with fps is due to number of lights turned on at the base. If I disable all the lights, my fps at the base is around 70-90 instead of 30-40. The more lights I enable, the less fps I get while I'm at the base. As long as I look towards the middle of the base. I don't need to perceive the light directly, walls and doors don't matter.

Ignore this, it was my mistake, AAC is supported. I'm playing on Linux via Wine, switching to Proton (in my case it's kron4ek-wine-proton 9.0.3) solved the playback issue.

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AAC codec streams are actually quite common, many internet radio stations aren't providing mp3 streams anymore. Would be nice to see support for codecs, which aren't LAME/MP3.

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Even with volumetric lightning turned off, I get around 40-50 FPS with all lights turned on at the base (while being at the base). Turning everything off gives me 90+ FPS on average (while being at the base). Getting away from the base (even if the lights are on) gives me 100+ FPS on very high rendering/graphic settings (including volumetric lightning turned on).

The more lights I enable, the less fps I get (while I'm at the base). I don't need to perceive the light directly, walls and doors don't matter.

Surely there must be a way to optimize this?

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A native version always has potential to run better, I'm playing on a decent PC and I get 40-50 fps around the base in 0.8.0 and 120-140 outside (tried different wine and proton versions). It could be better. Doesn't UE allow compiling a linux build out of the box?

Also, can you elaborate on a "corrupted save can drop fps" thing? How do you know that's a thing, how does it work?

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ХАХАХАХА, бля, ебать ты успешный))) Мамка стимдэк купила, надо выебнуться в комментариях. При этом жалуешься на трулюбивость разработчика бесплатно распространяемой игры.

Одним словом - клоун)

Better yet - make it configurable!