Others Abandoned Corrupted at the Core [v0.902] [Enlit3d]

3.60 star(s) 11 Votes

238thegod

New Member
Oct 8, 2019
4
4
Hey guys so idk if this has already been figured out or not but I found out myself and havent seen anything about it so I thought I might share. I figured out how to get the screen to be just about fullscreen if your display resolution for your screen is 1920 x 1080 (the numbers I can always be changed for other resolutions) So you achieve this by going into your %appdata% folder on your pc and go to the roaming folder and find enlit3d and you should see CATC_demo (file path is This PC > Windows (C: ) > Users > Username > AppData > Roaming > enlit3d > CATC_demo) and in that folder you will find your save data and your user_settings save data. Now if you open the user_settings save data (I used notepad) you can adjust the resolution and I dont know what else effects it so this might not work for you in which case you can fiddle with the numbers yourself till you find the proper resolution for you (make sure you save the changes under file in the top left corner before testing) but anyway I changed my renderResolution to 1326,750 which pretty much fullscreens the game for me with a 1920 x1080 display.

Hope this helps!
 
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xRoguex

Active Member
Aug 2, 2021
958
1,110
Hey guys so idk if this has already been figured out or not but I found out myself and havent seen anything about it so I thought I might share. I figured out how to get the screen to be just about fullscreen if your display resolution for your screen is 1920 x 1080 (the numbers I can always be changed for other resolutions) So you achieve this by going into your %appdata% folder on your pc and go to the roaming folder and find enlit3d and you should see CATC_demo (file path is This PC > Windows (C: ) > Users > Username > AppData > Roaming > enlit3d > CATC_demo) and in that folder you will find your save data and your user_settings save data. Now if you open the user_settings save data (I used notepad) you can adjust the resolution and I dont know what else effects it so this might not work for you in which case you can fiddle with the numbers yourself till you find the proper resolution for you (make sure you save the changes under file in the top left corner before testing) but anyway I changed my renderResolution to 1326,750 which pretty much fullscreens the game for me with a 1920 x1080 display.

Hope this helps!
I simply turned my desktop to 1600x900 and is really little different from 1920x1080 and like this is completely fullscreen.
You don't need to change option in the game because is like that from the beginning, but it's a while that I don't play the game so maybe with the updates something changed.
If your solution is better with the actual version of the game I'm sure it's welcome by other users here.
 

SebastianV

Newbie
May 13, 2017
29
51
@enlit3d, it would be cool if we could rename the characters
You can change the names of the main three characters. data/_base/unitdatas_.json In that document, scroll down to the bottom. You can adjust their names beside the row labelled "name". As long as their uid remains the same, it seems to work.

I've explored the files looking for a way to assign personality traits, because I spend most my time on a new game exiting out and starting a new one to "randomize" the personalities to my liking. Anyone know of an easier way? Can you customize their personalities?
 
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Nov 5, 2018
52
39
I've explored the files looking for a way to assign personality traits, because I spend most my time on a new game exiting out and starting a new one to "randomize" the personalities to my liking. Anyone know of an easier way? Can you customize their personalities?
Last version started reading the unitdatas input of:
"personality": {
"traits": [
{
"uid": "brave_careful",
"value": -40
}
]
}
},
It allowed multiple traits to be set manually at the start in unitdatas, but due to the game changing it's system I don't know how the game will work in the next one.
 

xRoguex

Active Member
Aug 2, 2021
958
1,110
Last version started reading the unitdatas input of:
"personality": {
"traits": [
{
"uid": "brave_careful",
"value": -40
}
]
}
},
It allowed multiple traits to be set manually at the start in unitdatas, but due to the game changing it's system I don't know how the game will work in the next one.
It seems the new build is not the same as the previus releases... so now basically is a turn-based game like a rpgm.
If I read the latest release info correctly is like this now.
 

SebastianV

Newbie
May 13, 2017
29
51
Last version started reading the unitdatas input of:
"personality": {
"traits": [
{
"uid": "brave_careful",
"value": -40
}
]
}
},
It allowed multiple traits to be set manually at the start in unitdatas, but due to the game changing it's system I don't know how the game will work in the next one.
I just copy pasted the text into the version I'm using, 7.9.31, adding the four space indent to each line (7.9.41 has a weird restraint glitch) and it seems as though it isn't supported in that version :( Thanks anyways :)
 
Nov 5, 2018
52
39
That code is for 7.9.42, it's actually from Nera of the base game who will always show as brave.
Next version changes the game and characters may retain the personality stuff but will grant other bonuses (or none for a couple builds if the rework is still incomplete).
 

Aditek

Newbie
Jul 22, 2019
22
19
So I just tried this game and for some reason large parts just aren't rendered for me. It looks like parts of the Hub UI aren't renderded (I pressume the character icons and previews) and when I start a mission everything is black. When I move my cursor across thes creen I can still get the outlines around characters, but thats it.
By pressing F3 I managed to switch through the various rendering passes and all the previous passes (normals, albedo, ...) look fine to me, so I am guessing that the bug is only in the final pass.
 

SebastianV

Newbie
May 13, 2017
29
51
So I just tried this game and for some reason large parts just aren't rendered for me. It looks like parts of the Hub UI aren't renderded (I pressume the character icons and previews) and when I start a mission everything is black. When I move my cursor across thes creen I can still get the outlines around characters, but thats it.
By pressing F3 I managed to switch through the various rendering passes and all the previous passes (normals, albedo, ...) look fine to me, so I am guessing that the bug is only in the final pass.
Which version did you download? If you've ever tried it before did you try deleting your save files?
 

Aditek

Newbie
Jul 22, 2019
22
19
Which version did you download? If you've ever tried it before did you try deleting your save files?
The latest version I could find. Also tried some old versions without much success.

I took some time to look at a renderdoc capture, and it appears that 80% of the passes just end with a completely black frame. Digging a bit deeper into what happens reveals that after what looks like a shadow/depth pass and a normal pass (both look mostly fine at a glance) everything else are old school gl post processing passes that are fed a completely black (or white) image as input and thus also end up with a black output.

While investigating I also found several corrupted textures and GL problems, e.g. u_skybox uses GL_LINEAR_MIPMAP_LINEAR but is mipmap incomplete, u_prefilteredEnv has the same problem and in addition uses GL_RGBA when GLRGBF16 is expected instead.
I am gonna give up here, the game has no opengl debug markers (KHR_debug) and it looks like some stuff is done in a way that RenderDoc can't find it (e.g. the albedo pass. Which does work based on the F3 switch, but is never shown anywhere in renderdoc), something I have never seen before.


Not sure if the dev frequents this forum, but if you are reading this, is there any reason why you decided to write stuff from scratch instead of using an existing engine like Unity or Unreal (or Godot. That one is tiny and powerful, while still being easily extendable)? Even if you want to write the engine yourself for the fun of it I would strongly advise you to at least use a proper game framework; graphic drivers are a mess and writing completely bug free code that runs on all hardware is nigh impossible for a solo dev.
 

xRoguex

Active Member
Aug 2, 2021
958
1,110
The latest version I could find. Also tried some old versions without much success.

I took some time to look at a renderdoc capture, and it appears that 80% of the passes just end with a completely black frame. Digging a bit deeper into what happens reveals that after what looks like a shadow/depth pass and a normal pass (both look mostly fine at a glance) everything else are old school gl post processing passes that are fed a completely black (or white) image as input and thus also end up with a black output.

While investigating I also found several corrupted textures and GL problems, e.g. u_skybox uses GL_LINEAR_MIPMAP_LINEAR but is mipmap incomplete, u_prefilteredEnv has the same problem and in addition uses GL_RGBA when GLRGBF16 is expected instead.
I am gonna give up here, the game has no opengl debug markers (KHR_debug) and it looks like some stuff is done in a way that RenderDoc can't find it (e.g. the albedo pass. Which does work based on the F3 switch, but is never shown anywhere in renderdoc), something I have never seen before.


Not sure if the dev frequents this forum, but if you are reading this, is there any reason why you decided to write stuff from scratch instead of using an existing engine like Unity or Unreal (or Godot. That one is tiny and powerful, while still being easily extendable)? Even if you want to write the engine yourself for the fun of it I would strongly advise you to at least use a proper game framework; graphic drivers are a mess and writing completely bug free code that runs on all hardware is nigh impossible for a solo dev.
He wrote something not a long time ago. If I remember right the 7.9.1 worked fine to me, but after that with new features there were always some problems. Do you want to try it?
 

Aditek

Newbie
Jul 22, 2019
22
19
I tested 7.9.1 and also several other public versions I could get my hands on. In none of them I could get a rendered image to show up without switching to the other passes by pressing the F3 key.

Out of curiosity, what hardware are you running? I am using current gen amd gpu running the latest drivers.
 

xRoguex

Active Member
Aug 2, 2021
958
1,110
I tested 7.9.1 and also several other public versions I could get my hands on. In none of them I could get a rendered image to show up without switching to the other passes by pressing the F3 key.

Out of curiosity, what hardware are you running? I am using current gen amd gpu running the latest drivers.
I have intel but is not current gen. I had that issue for unknown reason and after come tests I run the game selecting the nvidia video card and set the desktop 1600x900. I said the rendering is fine but is not the best probably for some in-game settings issue. For example, after you try to change the resolution in the game it will save it after you exit and you can't get back with the original resolution setting... and so, you need to delete the setting from the appdata>enlited file and restart the game.
Is maybe unrelated but is an example. You can try it and see if this will solve your problem.
 
Nov 5, 2018
52
39
Hm, author change whole game concept or this is another game?
Game concept change.
Summarized:
-Most people considered a good chunk of CATC gameplay as a slog to play and manage. So those parts have been cut so that the game goes faster and the development also completes faster. Game original concept was actually more like this one but I guess it got derailed while adding stuff (probably part of the management will be moved and merged with one of the tests).
-Of course, almost everybody wants Enlit to officially start the development of HR2 and HRT2 because the SR and SB tests are what people wanted, literally.
 
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deseaks

New Member
Jul 26, 2018
5
2
Can somebody post the final version with movement (v7.942) please? The changes from 7.941 are pretty big from what I can tell.
 

xRoguex

Active Member
Aug 2, 2021
958
1,110
Game concept change.
Summarized:
-Most people considered a good chunk of CATC gameplay as a slog to play and manage. So those parts have been cut so that the game goes faster and the development also completes faster. Game original concept was actually more like this one but I guess it got derailed while adding stuff (probably part of the management will be moved and merged with one of the tests).
-Of course, almost everybody wants Enlit to officially start the development of HR2 and HRT2 because the SR and SB tests are what people wanted, literally.
Well SR is HR2 and he confirmed it in his discord.
Imho this version of CATC roguelite is way more boring than the previus one.
 
3.60 star(s) 11 Votes