a multiplayer game of parenting and civilization building
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Fixed.
This has been fixed in the latest release. The game no longer stops time when paused.
I think that the latest binary release should fix this. I'm now telling windows that I handle scaling myself (which I do), and that I don't need to be force-scaled.
Can you verify that this fixes the problem? Even if you don't disable DPI scaling in compatibility options...
Fixed server-side.
Oh... I think I know how that happened....
I made a mistake in one of the _all.dbz bundles and it included a binary.txt file by accident. When the update was applied (it was a content-only update that updated some settings files, I think), it added a binary.txt file to your source distribution, putting you on the binary update track ever after.
I'll be more careful about that in the future.
Thanks for the report! Will fix in the next update.
Hmm... the source release shouldn't auto-download binary code updates.
The actual binary releases contain "binary.txt" files that instruct the game to download binary updates.
The Source releases should not contain that file, and thus they will only download non-binary, content updates. Like new image files, new text files, etc. I'm posting content updates all the time without making new builds or source bundles, so receiving these content updates is really necessary to play the game from a Source build.
And if you've downloaded the Linux binary version, I think you can disable downloading of code updates by simply deleting binary.txt
But the "DOWNLOADING UPDATE" screen looks the same, so you might think you're getting code updates in the Source version when you're really not. Try keeping an md5 of your binary around and then checking it after to be sure.
Can you verify that this stuff is indeed working as it should?
Min click radius is something that I'll play with in the next release.
The problem is that sprite click masks also affect the ability to pick objects out of containers. So it's great for clicking a tiny object on the ground, but not great when you have a bunch of things in a container and want to pick one.
Also, as the click radius gets larger, accidental actions become more likely when you're just trying to walk somewhere.
Regarding your desire for keyboard controls... I think that's a mod that I'll leave up to you, for now....
Yeah, I think that if no transition applies when you click on something, it should trigger a swap of what you're holding with what you clicked on.
Not sure that I'm going to have auto-eat in there. There's something very dramatic about dying with food in your hand.... and finding a skeleton with food next to it...
Well, I'm working on making it less fiddly. Highlighting the object that you're about to click on is huge, and pretty much eliminates miss-clicks. I'm just trying to figure out how to make the hightlight look good with the rest of the artwork.
As far as the crawling slowly, how long does it last? If food is in barely in reach, this will just extend the frustration. And being helpless on the ground, waiting for someone to feed you will also be a bit of a slog, I think....
Well, all of my games work this way (you put them where you want to put them.... they don't "install" into your start menu or whatever).
I try to keep everything pretty much the same on all the platforms, and I don't spend a lot of time with platform integration.
I guess it's a very oldschool Mac mentality, where each program is in a folder, and you move it around as you see fit.
This is an interesting idea!
It doesn't work when you are alone, though...
1. Quit the game immediately.
2. Look at the clock and record the time (including your time zone).
3. Look for log.txt and stdout.txt (if you're on windows) or log.txt and copy the most recent console output (if you're on Linux).
4. Email me the info from steps 1 and 2. jasonrohrer AT fastmail DOT fm
Also, if this happened relatively early in your current play session, you can send me your most recent recordedGame file. If the file is many MB large, it's too long for me to watch, so don't bother sending it.
Is the included .bat file not working?
It should do all that stuff automatically for you (start GDB, run the game, etc.)
Yeah, probably should just track bad motherhood somehow. Like, if she never picked the babies up or fed them, and three in a row die, a new Eve should spawn instead of giving her more babies.
Yeah, the problem is, how to bootstrap that? You're talking about a "green Eve," but she is supposed to be the mother for everyone.
I do want "being a baby" to be a core part of almost everyone's experience with the game.
Also, this problem will go away once the population grows a bit. Almost no one will be Eve, in the grand scheme of things.
Yeah, I'm not trying to simulate a history of warfare with this game.
It's funny to think that steel swords really had such a huge leg up on bronze swords. A sharp metal thing is a sharp metal thing.
Here's one answer about this:
https://www.reddit.com/r/explainlikeimf … at_bronze/
Sounds like the ores needed for bronze were simply more rare, giving armies that used bronze fewer weapons and armor (which may be true in this game if I want to make it true).
But yeah, for the later answers there, I'm not implementing weapon shattering or weight.
So there's no built-in hierarchy of weapons. Rate of fire and range will be the only advantage to the higher-tech weapons.
The reason for this is that this isn't a game about combat.
If that's the case, then why include weapons at all? I think I said it earlier, but I've come to the conclusion that the possibility of violence is necessary to make social systems function. It's the only way, at the end of the day, that we enforce our group rules. And group violence (police force) always trumps individual violence. And violence is permanent.
All of that stuff is true in the way that I designed this game. Weapons are there so that people can build functioning societies, and that's it.
Whoa... that's really weird.
So Windows is enlarging the size of a GAME? That makes no sense.
What other games have you played? Has it enlarged those too?
What happens if you play in windowed mode? Is the contents too big for the window.
I'll look into it.
When the game crashes, I need as much information as possible about where the crash happened in the code. A stack trace, as generated by a debugger, pinpoints the source of the crash.
First of all, for ALL platforms, I'd like to receive your log.txt file and as much of your game's output as you have available. If you're running on Windows, this should be saved in stdout.txt. On other platforms, you can copy-paste all available screens of text from the terminal.
These text dumps can be quite large, but they compress well. ZIP-ing them will help, or you can post them to DropBox or a similar service and send me the link.
Windows
If you're on Windows, no debugger is included with your operating system.
I've packaged a stand-alone version of the open-source GDB debugger, along with a script to make debugging easy on Windows.
You can find it downloading WindowsDebugTools ZIP file from your original download link. Unzip it and read the included instructions.
Note that when a crash happens, the game will appear to freeze instead of dying. That's because the debugger has caught the crash. Alt-tab over to the debugger to see if it caught something.
The full output of the debugger should be automatically saved to debugOut.txt. Email it to me: jasonrohrer AT fastmail DOT fm
Linux
If you're on Linux, you can install GDB using your package manager (example: sudo apt-get install gdb). Take the game out of fullscreen mode to make debugging easier (look in the settings folder).
Then, you can run the game in gdb from the command line:
gdb ./OneLifeApp
Once inside gdb, type run to start the game.
Again, if the game freezes, alt-tab back to the debugger to see what has been caught.
Type bt to print a stack trace.
Copy and paste this text into an email to me.
Type generate-core-file
gzip the resulting core file and email it to me.
Type q to quit the debugger.
Copy the debugger output and email it to me: jasonrohrer AT fastmail DOT fm
MacOS
If you're on MacOS, the latest dev tools ship with lldb. HOWEVER, I've found that lldb does a bad job of producing exact line numbers. Thus, it's better if you actually install gdb. It should be pretty easy. If you don't already have them, install the XCode command-line tools. In a terminal, type this:
xcode-select --install
Next, install Homebrew (https://brew.sh/). You can install Homebrew in a terminal by typing this:
/usr/bin/ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"
Finally, use Homebrew to install gdb:
brew install gdb
On mac, gdb works pretty much the same as in the Linux instructions. However, you'll need to launch the game a bit differently:
Open a Terminal, and "cd" into your game folder. Something like:
cd Desktop/OneLife_v217
Now launch the game inside gdb:
gdb OneLife_v248.app/Contents/MacOS/OneLife
(The actual executable is two layers deep inside the .app bundle.)
NOTE: Your app bundle will likely have a different version number in the name (the example is v248). Use the latest version that you see in your game folder.
Once inside gdb, follow the GDB instructions for Linux above.
Yeah, gotta deal with this somehow!
Yeah, there should be a sound when food is low. Should beep faster and faster when you get down to 3 then 2 then 1 food. Probably a piano note.
Babies can chat to tell you that they're hungry. I want to leave it up to the babies to do it themselves. They're born crying, but that goes away after a short time.
The official one is here:
Yeah.... I think this is pretty normal on Windows 10.
Can you copy it into Program Files after you extract it?
Whoops...
Yeah, this is easy to reproduce whenever the game is paused.
A bunch of messages about where the other player moved pile up and then on unpause, they play back right away (and they're behind schedule, so the movement races).
Really, there should be no pause in this game. That info screen should come up, but the game should keep running in the background. Will fix.
Thanks!
Fixed.