Unity Completed Abandoned: A Tale Of Forgotten Lives [v1.0] [Kerni]

4.30 star(s) 55 Votes

Disco-Inferno

Active Member
May 9, 2017
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Glad I came across this little gem... Really enjoying it so far! However I have one particular criticism.

The shadow resolution/cascade/smoothing is abysmal! Even on the "Fantastic" quality setting. It's quite distracting for what is otherwise a good looking game. I did try to edit the unityEngine.dll via dnspy to increase the default shadow resolution, but the settings don't exist to edit so I have no idea what the dev did when he was adjusting quality settings.
 

Kerni

Active Member
Game Developer
Oct 9, 2017
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Glad I came across this little gem... Really enjoying it so far! However I have one particular criticism.

The shadow resolution/cascade/smoothing is abysmal! Even on the "Fantastic" quality setting. It's quite distracting for what is otherwise a good looking game. I did try to edit the unityEngine.dll via dnspy to increase the default shadow resolution, but the settings don't exist to edit so I have no idea what the dev did when he was adjusting quality settings.
The dev just took the standard ones xD
(okay.. the dev also added the best option but onlx 2k textures) ^_^
 

Disco-Inferno

Active Member
May 9, 2017
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The dev just took the standard ones xD
(okay.. the dev also added the best option but onlx 2k textures) ^_^
Heres a screenshot of what I'm talking about.
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You can see how blocky the shadows are which would indicate a very low shadow resolution. Also if you look at her feet you can see that the shadow does not originate from the intended object, this is because the shadow bias is incorrectly set.

Heres the odd thing though, after playing the game some more this shadow resolution only seems to be present in the hangar bay. The shadows are okay everywhere else.
 

Kerni

Active Member
Game Developer
Oct 9, 2017
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Heres a screenshot of what I'm talking about.
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You can see how blocky the shadows are which would indicate a very low shadow resolution. Also if you look at her feet you can see that the shadow does not originate from the intended object, this is because the shadow bias is incorrectly set.

Heres the odd thing though, after playing the game some more this shadow resolution only seems to be present in the hangar bay. The shadows are okay everywhere else.
Mhnn.. weird. I used premade lights in the hangar bay. I assume this is the error.
But i need to say it again , AATOFL is "finished" for me because i need to concentrate on my new game "milky ways"
SO please do not expect me to compile yet another version ^_^
 

Disco-Inferno

Active Member
May 9, 2017
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Mhnn.. weird. I used premade lights in the hangar bay. I assume this is the error.
But i need to say it again , AATOFL is "finished" for me because i need to concentrate on my new game "milky ways"
SO please do not expect me to compile yet another version ^_^
Don't worry I wouldn't expect you to compile another version, just wanted to point it out and hopefully fix it myself. I guess you can use this mistake to make your new game better. Good luck with it!
 

ddaisy

Member
Jun 5, 2019
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How can I beat the 2 mechs and 1 drone in the encounter right after picking up the pipe? I tried focusing on a single target, but the robots still beat me before I destroy 2 of them. Took me like 6 reloads until my RNG was good enough to win.

Also, what's the point of attacking with the pipe if kicking has higher accuracy and greater damage output (the former is 10 dmg 75% acc and the latter 20 dmg 90 acc)? Funnily, punching with bare hands has the same stats as kicking, which means Victor should be weaker when attacking with a pipe. Further experimenting showed the damage outputs of punching and attacking with a pipe aren't that different, but using either of them is still a waste of action when Victor can do more damage with kicking.

Kicking also seems to be doing more damage to robots than the pistol, so there's no use in shooting when you can just go full melee.
 
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Kerni

Active Member
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Oct 9, 2017
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How can I beat the 2 mechs and 1 drone in the encounter right after picking up the pipe? I tried focusing on a single target, but the robots still beat me before I destroy 2 of them. Took me like 6 reloads until my RNG was good enough to win.

Also, what's the point of attacking with the pipe if kicking has higher accuracy and greater damage output (the former is 10 dmg 75% acc and the latter 20 dmg 90 acc)? Funnily, punching with bare hands has the same stats as kicking, which means Victor should be weaker when attacking with a pipe. Further experimenting showed the damage outputs of punching and attacking with a pipe aren't that different, but using either of them is still a waste of action when Victor can do more damage with kicking.

Kicking also seems to be doing more damage to robots than the pistol, so there's no use in shooting when you can just go full melee.
The fighting script ws a bad idea from me ^_^
This is why i did not included it into Milky ways (but i will do somethign else.. at least i hope i have time for thwe other thing)
 

lordlundar

Active Member
Sep 30, 2017
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How can I beat the 2 mechs and 1 drone in the encounter right after picking up the pipe? I tried focusing on a single target, but the robots still beat me before I destroy 2 of them. Took me like 6 reloads until my RNG was good enough to win.

Also, what's the point of attacking with the pipe if kicking has higher accuracy and greater damage output (the former is 10 dmg 75% acc and the latter 20 dmg 90 acc)? Funnily, punching with bare hands has the same stats as kicking, which means Victor should be weaker when attacking with a pipe. Further experimenting showed the damage outputs of punching and attacking with a pipe aren't that different, but using either of them is still a waste of action when Victor can do more damage with kicking.

Kicking also seems to be doing more damage to robots than the pistol, so there's no use in shooting when you can just go full melee.
Really it's in your best interest to lose the fights and just about every minigame apart from the poker, hacking, and the VR game in the crew quarters, with the latter two simply restarting the minigame.
 

notaspen

New Member
Jun 26, 2020
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If you're any good with regex, you can fix some text spelling errors within StoryMod.js using this:

Code:
(story_hashtable\["MainText"\] = ".*==LEFT==)==CONTENT==(==RIGHT==.*")
This regex essentially only searches lines involving the main text (so you don't accidentally change the spellings of the other hashtable variables and break the game). It's somewhat hard to explain but you want to replace ==LEFT== and ==RIGHT== with the boundaries for what you're replacing and obviously replace ==CONTENT== with what you wanna replace.

(only copy stuff within the {}, sorry no inline rn)

For instance, the way Pervy Rogue's mode uses double periods (end..) instead of triple (end...) kinda annoys me. The regex for replacing this have {[^\.]} replacing ==LEFT==, {\.\} replacing ==CONTENT==, and {[^\.]} replacing ==RIGHT==. If you're using a JetBrains IDE, in the replace bar you can put {$1...$2} for replacement purposes. It's hard to explain but yeah, using regex can fix ALOT of the small spelling mistakes and such in the game.

Edits using the Jetbrains replace (make sure to enable match case?) (description: original -> replacement):
Remove uncapitalized i's: { i } -> { I }
Remove unnecessary spacing: {(story_hashtable\["MainText"\] = ".*[^ ])[ ]{2,}([^ ].*")} -> {$1 $2}
Remove spacing between puncuation (question mark, etc.): {(story_hashtable\["MainText"\] = ".*[\w]) \? ([\w].*")} -> {$1? $2}
 
Last edited:

Kerni

Active Member
Game Developer
Oct 9, 2017
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If you're any good with regex, you can fix some text spelling errors within StoryMod.js using this:

Code:
(story_hashtable\["MainText"\] = ".*==LEFT==)==CONTENT==(==RIGHT==.*")
...
Funny that you mention this xD
Yesterday i just created a C# executeable who can find VN frames of any story mod file and then injects them into my original story file.
I do this to make a hard injection of all the spellchecking from bshippers Spelling fix v0.13

And btw...
Code:
                        //read out the maintext
                        if (ContentOfFile[i].Contains("story_hashtable[\"MainText\"]")) {
                            CurrentVNFrame.Maintext_line_number = i;
                            CurrentVNFrame.Maintext = ContentOfFile[i].Split('"')[3];
                            CurrentVNFrame.Maintext_old = CurrentVNFrame.Maintext;
                        };
I hate interpreted languages and i hate REGular EXtensions xD
 

notaspen

New Member
Jun 26, 2020
13
2
13
Funny that you mention this xD
Yesterday i just created a C# executeable who can find VN frames of any story mod file and then injects them into my original story file.
I do this to make a hard injection of all the spellchecking from bshippers Spelling fix v0.13

And btw...
Code:
                        //read out the maintext
                        if (ContentOfFile[i].Contains("story_hashtable[\"MainText\"]")) {
                            CurrentVNFrame.Maintext_line_number = i;
                            CurrentVNFrame.Maintext = ContentOfFile[i].Split('"')[3];
                            CurrentVNFrame.Maintext_old = CurrentVNFrame.Maintext;
                        };
I hate interpreted languages and i hate REGular EXtensions xD
I dove into StoryMod.js and just visibly cringed at how unnecessarily convoluted the story files were. One massive array if I remember correctly storing dictionaries or the other way around, and every single event and animation is done procedurally within the event. The js file is like 300k lines long...

I fixed some of the simpler spelling mistakes and pet peeves without complicated regex, for instance uncapitalized I's, spaces before question marks, common misspellings, etc.

I definitely would have made a partner application for adding new events and stuff because typing all that stuff manually and declaring variables and incrementing indexes seems like a massive pain.

Edit: all the images in the game for me are also weirdly low resolution, basically stuff like the control buttons and tips that display on the screen as images display as like 10.pixels instead of their original resolution. I'm playing on simple if that matters but wondering if anyone else ran into this issue.
 

Kerni

Active Member
Game Developer
Oct 9, 2017
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I dove into StoryMod.js and just visibly cringed at how unnecessarily convoluted the story files were. One massive array if I remember correctly storing dictionaries or the other way around, and every single event and animation is done procedurally within the event. The js file is like 300k lines long...

Well yes :=)
I love hashtables xD

Anyway , the storyx file must be this "convoluted" because many things must be stored inside of it. For every frame every action must be implemented in this.
and...

I definitely would have made a partner application for adding new events and stuff because typing all that stuff manually and declaring variables and incrementing indexes seems like a massive pain.
What a shame.. nobody looks into the story mod folder where my "partner application" is stored >_<

This flash aplication stored there allows for user to either spellcheck (this is what the most people do) or (what nobody does) rewrite entire section or add new events.
IF you want to know more in the "story mod" folder is also a little tutorial which explains a tiny bit (not a good tutorial to be honest xD)
 

notaspen

New Member
Jun 26, 2020
13
2
13
Regexp is life, regexp is love!
Well, until it takes 10 seconds to replace in jetbrains and you accidentally replacing something wrong...

Well yes :=)
I love hashtables xD

Anyway , the storyx file must be this "convoluted" because many things must be stored inside of it. For every frame every action must be implemented in this.
and...



What a shame.. nobody looks into the story mod folder where my "partner application" is stored >_<

This flash aplication stored there allows for user to either spellcheck (this is what the most people do) or (what nobody does) rewrite entire section or add new events.
IF you want to know more in the "story mod" folder is also a little tutorial which explains a tiny bit (not a good tutorial to be honest xD)
I didn't even notice that there was a partner application, I'm so sorry!
 

professorx10

Active Member
Game Developer
Jul 22, 2018
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Have you gotten the message from the base yet? She tells you how. You exit your ship and 'fly' to the big entrance door and 'push the button' to the right of the entrance. You have to keep your direction buttons down to go in a specific direction. look at your keyboard layout.jpg you did bring a power cell, right?
 
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greggjennings

Newbie
Jun 19, 2020
83
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yes, just got confused in flight drifted to space, it reset to ship and i never could find the door again. thank you will try again later.
 

greggjennings

Newbie
Jun 19, 2020
83
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18
if you think so :)
And since you did not specific the error and just plain say the game is bad i can not help you either (i guess the grahpic settings are just set to the lowest tier , needs to be fantastic and not just -fastest-)



I will create one later but as always , no official support.
it is not an error, your game is unplayable. it took me 3 days and message here on the board just to figure out how to enter the base. i got power on and my ship into the base. found some coffee. but no map and no way to figure out what I'm supposed to do. i found 4 doors none of which open and only 1 gets any kind of response, namely amy telling me i'm not allowed to enter. look nobody wants a game where you stay stuck in the same room for days trying figure out WTF we're supposed to do.
 
4.30 star(s) 55 Votes