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Kerni

Active Member
Game Developer
Oct 9, 2017
514
590
Same here, if you have any devices on you, and also the choker, you get an infinite dialogue loop when returning to base.
Mhn... really need to look into that.
Hope i can do this tomorrow quick so i can at least fix it in my dev version.
 

darkenergy100

Member
Mar 1, 2017
233
1,061
I will say - I played through v0.16. I've played both of your previous games and liked them. The gameplay loop in this feels even better, and this feels like a noticeable step up. There's so much variety already in clothing and machines. The roaming enemies (I hope there will be more types in the future) are great, and keep things fresh. The angry German tentabots are hilarious. Keep it up!
 

Kerni

Active Member
Game Developer
Oct 9, 2017
514
590
Hi can't load my save game!
i always can start a new game any options

May i ask what happens when you try to load a save game ?
Can you not save at all ?
(if so make sure that the savegame walkaround in the gameplay settings is currently disabled since it is broken in version 0.16)

If you can see a savegame but can not load it , can you please give me the player.log file in your
C:\Users\[Your username]\AppData\LocalLow\Kernis none existing company\Bound in desire folder ?

Or maybe you did not gave the folder in which the game is in your permission to actually make a savegame ?
 

Kerni

Active Member
Game Developer
Oct 9, 2017
514
590
Mono path[0] = 'Z:/games/Bound in Desire beta 0.16/Bound in desire_Data/Managed'
Mono config path = 'Z:/games/Bound in Desire beta 0.16/MonoBleedingEdge/etc'
[Physics::Module] Initialized MultithreadedJobDispatcher with 3 workers.
Initialize engine version: 2022.3.15f1 (b58023a2b463)
[Subsystems] Discovering subsystems at path Z:/games/Bound in Desire beta 0.16/Bound in desire_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1; jobified=0
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: NVIDIA GeForce GTX 1050 Ti (ID=0x1c82)
Vendor: NVIDIA
VRAM: 4017 MB
Driver: 31.0.15.3623
Begin MonoManager ReloadAssembly
- Loaded All Assemblies, in 9.697 seconds
- Finished resetting the current domain, in 0.003 seconds
<RI> Initializing input.

<RI> Input initialized.

<RI> Initialized touch support.

UnloadTime: 111.631800 ms
FullScreenMode: FullScreenMode.Windowed
Couldn't create a Convex Mesh from source mesh "Hemisphere_01" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
Couldn't create a Convex Mesh from source mesh "lowgen:polySurface1" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
Couldn't create a Convex Mesh from source mesh "Pipe_Angle_90_01" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 16.724200 ms
Unloading 10711 unused Assets to reduce memory usage. Loaded Objects now: 92795.
Total: 101.528200 ms (FindLiveObjects: 15.060700 ms CreateObjectMapping: 15.884500 ms MarkObjects: 37.567800 ms DeleteObjects: 33.014900 ms)

The referenced script on this Behaviour (Game Object 'Light') is missing!
Unloading 6 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 58.288400 ms
NO KIND OF DEVICE SET
NEW SAVESCRIPT MADE!
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "ENTRY_BASE/1_Inventory_LOD_CULLED/SHP_PRE_Toothpaste (1)/Collider"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "MACHINES/SmallHoldingCellbase/1_LODCulled/HoldingCellBID (1)/Collider (1)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SPA_MEsh_House_Massage/PROPS/PRE_FUR_Bench_01_07/Collider/GameObject"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SPA_MEsh_House_Massage/PROPS/PRE_FUR_Bench_01_07/Collider/GameObject"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SPA_MEsh_House_Massage/PROPS/PRE_FUR_Bench_01_07/Collider/GameObject"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "MACHINES/SmallHoldingCellbase/1_LODCulled/HoldingCellBID (1)/ChamferBox004"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SPA_MEsh_House_Massage/PROPS/PRE_FUR_Bench_01_07/Collider/GameObject"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SPA_MEsh_House_Massage/PROPS/PRE_FUR_Bench_01_07/Collider/GameObject"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "SPA_MEsh_House_Massage/PROPS/PRE_FUR_Bench_01_07/Collider/GameObject"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "MACHINES/SmallHoldingCellbase/1_LODCulled/HoldingCellBID (1)/Collider (3)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "MACHINES/SmallHoldingCellbase/1_LODCulled/HoldingCellBID (1)/Collider (2)"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "MACHINES/1PLantFarmOfficeSmall/1_LODCUlled/keyboard"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "MACHINES/SmallHoldingCellbase/1_LODCulled/HoldingCellBID (1)/DoorManager_BID_GardenCell2"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "MACHINES/SmallHoldingCellbase/1_LODCulled/HoldingCellBID (1)/Collider"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "ENTRY_BASE/1_Inventory_LOD_CULLED/SHP_PRE_Toothpaste/Collider"
BoxColliders does not support negative scale or size.
The effective box size has been forced positive and is likely to give unexpected collision geometry.
If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "VN_EVENTS/YuubarisFemalecheckingPost/RestraintTowerBase"
Setting up 2 worker threads for Enlighten.
Unloading 62410 unused Assets to reduce memory usage. Loaded Objects now: 169637.
Total: 129.452900 ms (FindLiveObjects: 39.182600 ms CreateObjectMapping: 12.753100 ms MarkObjects: 16.820100 ms DeleteObjects: 60.696700 ms)

NO KIND OF DEVICE SET
NO SAVEGAME SCRIPT FOUND!
Memory Statistics:
[ALLOC_TEMP_TLS] TLS Allocator
StackAllocators :
[ALLOC_TEMP_MAIN]
Peak usage frame count: [0-1.0 KB]: 64031 frames, [1.0 KB-2.0 KB]: 1 frames, [2.0 KB-4.0 KB]: 4 frames, [4.0 KB-8.0 KB]: 2 frames, [8.0 KB-16.0 KB]: 1 frames, [16.0 KB-32.0 KB]: 363 frames, [32.0 KB-64.0 KB]: 3 frames, [64.0 KB-128.0 KB]: 4 frames, [128.0 KB-256.0 KB]: 1 frames, [256.0 KB-0.5 MB]: 83 frames, [0.5 MB-1.0 MB]: 175377 frames, [1.0 MB-2.0 MB]: 1 frames, [2.0 MB-4.0 MB]: 2 frames, [4.0 MB-8.0 MB]: 4 frames
Initial Block Size 4.0 MB
Current Block Size 8.0 MB
Peak Allocated Bytes 8.0 MB
Overflow Count 625894
[ALLOC_TEMP_Background Job.worker 4]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 1.5 KB
Overflow Count 0
[ALLOC_TEMP_Loading.PreloadManager]
Initial Block Size 256.0 KB
Current Block Size 0.5 MB
Peak Allocated Bytes 495.6 KB
Overflow Count 394
[ALLOC_TEMP_Background Job.worker 3]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Background Job.worker 11]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Background Job.worker 7]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Background Job.worker 6]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_CloudJob.worker 0]
Initial Block Size 32.0 KB
Current Block Size 44.0 KB
Peak Allocated Bytes 19.6 KB
Overflow Count 0
[ALLOC_TEMP_Background Job.worker 12]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Background Job.worker 2]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 2.0 KB
Overflow Count 0
[ALLOC_TEMP_Background Job.worker 9]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Job.worker 0]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 24.0 KB
Overflow Count 0
[ALLOC_TEMP_Background Job.worker 10]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Background Job.worker 8]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Background Job.worker 15]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 2.0 KB
Overflow Count 0
[ALLOC_TEMP_Background Job.worker 1]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_EnlightenWorker] x 2
Initial Block Size 64.0 KB
Current Block Size 64.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Job.worker 1]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 25.3 KB
Overflow Count 0
[ALLOC_TEMP_Background Job.worker 13]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Background Job.worker 5]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_UnityGfxDeviceWorker]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 26.6 KB
Overflow Count 6
[ALLOC_TEMP_AssetGarbageCollectorHelper] x 3
Initial Block Size 64.0 KB
Current Block Size 64.0 KB
Peak Allocated Bytes 138 B
Overflow Count 0
[ALLOC_TEMP_Job.worker 2]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 24.0 KB
Overflow Count 0
[ALLOC_TEMP_Background Job.worker 0]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Background Job.worker 14]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 2.0 KB
Overflow Count 0
[ALLOC_TEMP_Loading.AsyncRead]
Initial Block Size 64.0 KB
Current Block Size 64.0 KB
Peak Allocated Bytes 261 B
Overflow Count 0
[ALLOC_TEMP_BatchDeleteObjects]
Initial Block Size 64.0 KB
Current Block Size 64.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_DEFAULT] Dual Thread Allocator
Peak main deferred allocation count 8712
[ALLOC_BUCKET]
Large Block size 4.0 MB
Used Block count 1
Peak Allocated bytes 4.0 MB
Failed Allocations. Bucket layout:
16B: 8 Subsections = 8192 buckets. Failed count: 248717
32B: 36 Subsections = 18432 buckets. Failed count: 1997028
48B: 67 Subsections = 22869 buckets. Failed count: 3929859
64B: 42 Subsections = 10752 buckets. Failed count: 550865
80B: 43 Subsections = 8806 buckets. Failed count: 433915
96B: 26 Subsections = 4437 buckets. Failed count: 1008492
112B: 22 Subsections = 3218 buckets. Failed count: 134101
128B: 12 Subsections = 1536 buckets. Failed count: 161988
[ALLOC_DEFAULT_MAIN]
Peak usage frame count: [32.0 MB-64.0 MB]: 64414 frames, [128.0 MB-256.0 MB]: 175463 frames
Requested Block Size 16.0 MB
Peak Block count 8
Peak Allocated memory 158.0 MB
Peak Large allocation bytes 78.3 MB
[ALLOC_DEFAULT_THREAD]
Peak usage frame count: [16.0 MB-32.0 MB]: 61400 frames, [32.0 MB-64.0 MB]: 717 frames, [64.0 MB-128.0 MB]: 1405 frames, [128.0 MB-256.0 MB]: 636 frames, [256.0 MB-0.50 GB]: 255 frames, [0.50 GB-1.00 GB]: 175464 frames
Requested Block Size 16.0 MB
Peak Block count 19
Peak Allocated memory 0.86 GB
Peak Large allocation bytes 0.65 GB
[ALLOC_TEMP_JOB_1_FRAME]
Initial Block Size 2.0 MB
Used Block Count 0
Overflow Count (too large) 0
Overflow Count (full) 0
[ALLOC_TEMP_JOB_2_FRAMES]
Initial Block Size 2.0 MB
Used Block Count 0
Overflow Count (too large) 0
Overflow Count (full) 0
[ALLOC_TEMP_JOB_4_FRAMES (JobTemp)]
Initial Block Size 2.0 MB
Used Block Count 1
Overflow Count (too large) 5
Overflow Count (full) 0
[ALLOC_TEMP_JOB_ASYNC (Background)]
Initial Block Size 1.0 MB
Used Block Count 1
Overflow Count (too large) 131
Overflow Count (full) 0
[ALLOC_GFX] Dual Thread Allocator
Peak main deferred allocation count 10
[ALLOC_BUCKET]
Large Block size 4.0 MB
Used Block count 1
Peak Allocated bytes 4.0 MB
Failed Allocations. Bucket layout:
16B: 8 Subsections = 8192 buckets. Failed count: 248717
32B: 36 Subsections = 18432 buckets. Failed count: 1997028
48B: 67 Subsections = 22869 buckets. Failed count: 3929859
64B: 42 Subsections = 10752 buckets. Failed count: 550865
80B: 43 Subsections = 8806 buckets. Failed count: 433915
96B: 26 Subsections = 4437 buckets. Failed count: 1008492
112B: 22 Subsections = 3218 buckets. Failed count: 134101
128B: 12 Subsections = 1536 buckets. Failed count: 161988
[ALLOC_GFX_MAIN]
Peak usage frame count: [128.0 KB-256.0 KB]: 55 frames, [256.0 KB-0.5 MB]: 121 frames, [0.5 MB-1.0 MB]: 835 frames, [1.0 MB-2.0 MB]: 63222 frames, [8.0 MB-16.0 MB]: 181 frames, [16.0 MB-32.0 MB]: 445 frames, [64.0 MB-128.0 MB]: 175018 frames
Requested Block Size 16.0 MB
Peak Block count 2
Peak Allocated memory 94.2 MB
Peak Large allocation bytes 66.8 MB
[ALLOC_GFX_THREAD]
Peak usage frame count: [32.0 MB-64.0 MB]: 61847 frames, [64.0 MB-128.0 MB]: 2386 frames, [128.0 MB-256.0 MB]: 175644 frames
Requested Block Size 16.0 MB
Peak Block count 10
Peak Allocated memory 158.0 MB
Peak Large allocation bytes 0 B
[ALLOC_CACHEOBJECTS] Dual Thread Allocator
Peak main deferred allocation count 296
[ALLOC_BUCKET]
Large Block size 4.0 MB
Used Block count 1
Peak Allocated bytes 4.0 MB
Failed Allocations. Bucket layout:
16B: 8 Subsections = 8192 buckets. Failed count: 248717
32B: 36 Subsections = 18432 buckets. Failed count: 1997028
48B: 67 Subsections = 22869 buckets. Failed count: 3929859
64B: 42 Subsections = 10752 buckets. Failed count: 550865
80B: 43 Subsections = 8806 buckets. Failed count: 433915
96B: 26 Subsections = 4437 buckets. Failed count: 1008492
112B: 22 Subsections = 3218 buckets. Failed count: 134101
128B: 12 Subsections = 1536 buckets. Failed count: 161988
[ALLOC_CACHEOBJECTS_MAIN]
Peak usage frame count: [2.0 MB-4.0 MB]: 55 frames, [8.0 MB-16.0 MB]: 114 frames, [16.0 MB-32.0 MB]: 9 frames, [32.0 MB-64.0 MB]: 184 frames, [64.0 MB-128.0 MB]: 64052 frames, [256.0 MB-0.50 GB]: 175463 frames
Requested Block Size 4.0 MB
Peak Block count 14
Peak Allocated memory 368.0 MB
Peak Large allocation bytes 317.9 MB
[ALLOC_CACHEOBJECTS_THREAD]
Peak usage frame count: [0.50 GB-1.00 GB]: 124 frames, [1.00 GB-2.00 GB]: 55 frames, [2.00 GB-4.00 GB]: 64054 frames, [4.00 GB-8.00 GB]: 175644 frames
Requested Block Size 4.0 MB
Peak Block count 237
Peak Allocated memory 4.34 GB
Peak Large allocation bytes 3.46 GB
[ALLOC_TYPETREE] Dual Thread Allocator
Peak main deferred allocation count 2
[ALLOC_BUCKET]
Large Block size 4.0 MB
Used Block count 1
Peak Allocated bytes 4.0 MB
Failed Allocations. Bucket layout:
16B: 8 Subsections = 8192 buckets. Failed count: 248717
32B: 36 Subsections = 18432 buckets. Failed count: 1997028
48B: 67 Subsections = 22869 buckets. Failed count: 3929859
64B: 42 Subsections = 10752 buckets. Failed count: 550865
80B: 43 Subsections = 8806 buckets. Failed count: 433915
96B: 26 Subsections = 4437 buckets. Failed count: 1008492
112B: 22 Subsections = 3218 buckets. Failed count: 134101
128B: 12 Subsections = 1536 buckets. Failed count: 161988
[ALLOC_TYPETREE_MAIN]
Peak usage frame count: [0-1.0 KB]: 175542 frames, [4.0 KB-8.0 KB]: 64335 frames
Requested Block Size 2.0 MB
Peak Block count 1
Peak Allocated memory 4.1 KB
Peak Large allocation bytes 0 B
[ALLOC_TYPETREE_THREAD]
Peak usage frame count: [2.0 KB-4.0 KB]: 63156 frames, [8.0 KB-16.0 KB]: 1 frames, [32.0 KB-64.0 KB]: 1075 frames, [64.0 KB-128.0 KB]: 175645 frames
Requested Block Size 2.0 MB
Peak Block count 1
Peak Allocated memory 125.7 KB
Peak Large allocation bytes 0 B
Please ,next time do it as file upload, not as text paste into the forum (this is considered as ahm.. well i would say spam)
ANd i can not see any exception.
Are you sure you started the game -> tried to load a savegame -> then copied the log in ?
(only afgter you did the thing that does not work , then i can "maybe" say something)
ANd please next time use the file upload button :)

hello, i am alread download and extract but where is louncher??
It is called "Bound in Desire .exe" and the file icon looks like a minimap.
 
  • Like
Reactions: Zemax

Arikania

Active Member
Feb 10, 2023
967
402
Mono path[0] = 'Z:/games/Bound in Desire beta 0.16/Bound in desire_Data/Managed'
... and so forth, and even so forther...


NO KIND OF DEVICE SET
NO SAVEGAME SCRIPT FOUND!
... and so waaaay forther...
Peak Large allocation bytes 0 B
Next time, you may want to drop reports like this in the form of an attached .txt file :D
 
  • Like
Reactions: Zemax

joecoe

Member
Jun 14, 2018
323
290
Kerni's previous games are definitely some of the best 3d adult games and one of the few 3d games the developer has actually completed in the end. I think I'll give this game a try. But, aside from the female protagonist, is there any change from previous games in terms of gameplay experiences, or is the story again, "put girls on as many bondage devices as possible"?
 

Kerni

Active Member
Game Developer
Oct 9, 2017
514
590
Kerni's previous games are definitely some of the best 3d adult games and one of the few 3d games the developer has actually completed in the end. I think I'll give this game a try. But, aside from the female protagonist, is there any change from previous games in terms of gameplay experiences, or is the story again, "put girls on as many bondage devices as possible"?
I like bondage devices... and things to restrain girls...:D
 

joecoe

Member
Jun 14, 2018
323
290
I like bondage devices... and things to restrain girls...:D
I noticed. :D Nothing against this kink. I liked the previous games, although I have a more neutral than positive attitude towards bondage. It was one of the few games where the girls kind of "live" as opposed to other games based strictly on scheduled events. And I liked the free roaming. However, apart from the different environments, the games were very similar.
But if that's what you like and what the core of your fanbase likes, there's probably not much reason to change things.
 

Zed78

New Member
Mar 15, 2018
8
3
Hi, thank you for a new game, your previous games (both of them) were great!
I've got same problem as buel ... can't load savegame.
New game starts, I can save game but I can't load - game freezes and thats it. After while tab works, I can access inventory, but I can't access menu (ESC key) and the the first animation about to run freezes - i.e. use com device (from inventory), interact with object, etc.
Logs attached, as a zip file, hope it helps... and again, big thanks!
 

Kerni

Active Member
Game Developer
Oct 9, 2017
514
590
Hi, thank you for a new game, your previous games (both of them) were great!
I've got same problem as buel ... can't load savegame.
New game starts, I can save game but I can't load - game freezes and thats it. After while tab works, I can access inventory, but I can't access menu (ESC key) and the the first animation about to run freezes - i.e. use com device (from inventory), interact with object, etc.
Logs attached, as a zip file, hope it helps... and again, big thanks!
(advise for windows user)
Oh dear... the saving seems to be fine, but the loading seems to be corrupted.
Are you sure the file is actually generated during the save, it should be called something like "SP3D_Save_6.txt" right next to the game executable.
Furthermore, can you please make sure that the "save game walkaround" is disabled in the "gameplay setting" since this is currently broken with version 0.16.

From what i can see in the player.log is that even the easiest call does not get through which completely baffles me o_O
(Even the generation of the buttons failed with an exception, which i have never seen before)

Hope this helps a little bit.

Edit: and if the save is actually generated, can you please send it to me so i can have a look into it ?
 

Zed78

New Member
Mar 15, 2018
8
3
Looks like savefile was generated - sending it as an attachement
It was created few minutes before my attempt to load it (so the file player.log or player-prev.log from my last post are from my attempts to load this savegame) - it is savegame from the very beginning of the game
"save game walkaround" was disabled
actually, "developer" savegames didn't load either - savegames were visible in the list in the load game menu (after copying it next to game executable), but did not load (tried with "SP3D_Save_21.txt" from developer savegames)
OS is Win10Pro 64bit, 22H2
 

Kerni

Active Member
Game Developer
Oct 9, 2017
514
590
Looks like savefile was generated - sending it as an attachement
It was created few minutes before my attempt to load it (so the file player.log or player-prev.log from my last post are from my attempts to load this savegame) - it is savegame from the very beginning of the game
"save game walkaround" was disabled
actually, "developer" savegames didn't load either - savegames were visible in the list in the load game menu (after copying it next to game executable), but did not load (tried with "SP3D_Save_21.txt" from developer savegames)
OS is Win10Pro 64bit, 22H2

I tried your savegame in both versions i have right now 0.16 and 0.17 and it works fine.
When i load it i need to go to the little hilltop and this event also starts.
I would say something is either missing on your PC (maybe a C++ runtime ?) or the game files were corrupted somehow.
 

Zed78

New Member
Mar 15, 2018
8
3
I would say something is either missing on your PC (maybe a C++ runtime ?) or the game files were corrupted somehow.
Can you please write used C++ runtimes? Or if it is for some version of Visual Studio 2019/2022, maybe?) I can try download them as a package from MS site (I hope, as some C++ redistributable package) and try to reinstall them on my PC?
Thank you!

EDIT: Tested the game on another PC, downloaded it from itch.io and the result is the same, can play, run events and so on, save game, and so on, but can't load savegame - same result, only access to inventory and that's it - no menu, no history dialogs, nothing. Another PC not any unnecessary software installed, only Win, Office and Fortnite :) Logs and savegame attached

EDIT2: Got an idea, had to test it ... looks like problem was/is with regional setting in Windows (?) When I changed it to area USA and English /US local format (hope translated it correctly) from my default system settings (Czech) than voila - loading works like a charm. Strange, maybe some date/time format mismatch?
 
Last edited:

Kerni

Active Member
Game Developer
Oct 9, 2017
514
590
EDIT2: Got an idea, had to test it ... looks like problem was/is with regional setting in Windows (?) When I changed it to area USA and English /US local format (hope translated it correctly) from my default system settings (Czech) than voila - loading works like a charm. Strange, maybe some date/time format mismatch?
Ahh... that explains it all >_<
Yes, this was the big bug we chased before we could release version 0.16.
Uff.. the problems are the float values (values like 4.572) which i read from a string file and convert to float again. And we had problems with these beforehand due to regional settings.
Okay.. need to have a look at this later, now.. i am running out of ideas with this but... whatever ~_~
 

daison78

Newbie
Jun 17, 2020
83
53
Ahh... that explains it all >_<
Yes, this was the big bug we chased before we could release version 0.16.
Uff.. the problems are the float values (values like 4.572) which i read from a string file and convert to float again. And we had problems with these beforehand due to regional settings.
Okay.. need to have a look at this later, now.. i am running out of ideas with this but... whatever ~_~
Regional settings are the coders nightmare, but in this case, simply replacing "," with "." should to the trick (and pray no thousand separator was used). Or am I oversimplifying here?
 
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