Early Access ALPHA 1.4 is now live. Includes Act 1 of 3 for the game, made up of 7 full environments including the rooftop for you to explore. 212121! viewforum.php?f=157

EA Alpha 1.4 bugs, comments, suggestions!

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Berathraben
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Re: EA Alpha 1.4 bugs, comments, suggestions!

Post by Berathraben » Sun Apr 22, 2018 10:53 am

I just had a crash at the hotel access entrance. It is probably not a new issue but thought it worth reporting. The game kept freezing and the hotel interior entrance door and exit doors would not open when I activated them. When I tried to open the doors before the crash it was also accompanied by the "voice" static.



Access violation - code c0000005 (first/second chance not available)

thetower!ACombatCharacter::DropWeapon() [c:\thetower\source\thetower\private\combatcharacter.cpp:2330]
thetower!AActor::GetFunctionCallspace() [d:\unrealengine_idgi\engine\source\runtime\engine\private\actor.cpp:3721]
thetower!UObject::execStructMemberContext() [d:\unrealengine_idgi\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2233]
thetower!ACombatCharacter::execDropWeapon()

https://youtu.be/rIEToskEdWg (recording from save reload after the crash) Cannot open exterior door now.
Attachments
universe3.7z
save files just prior to crash (from save point outside door)
(2.15 MiB) Downloaded 5 times
The Tower (64-bit, PCD3D_SM5) 4_22_2018 11_00_02 AM.png
The crash happened in the interior entrance. This picture is from when I reloaded the save file but now I cannot open the outside door to get in. See video.
The Tower (64-bit, PCD3D_SM5) 4_22_2018 11_00_02 AM.png (841.65 KiB) Viewed 81 times
UE4CC-Windows-283DD40E4C055EA1DFF9568A52275B84_0000.7z
crash report
(119.06 KiB) Downloaded 4 times

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FordGT90Concept
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Re: EA Alpha 1.4 bugs, comments, suggestions!

Post by FordGT90Concept » Fri May 04, 2018 5:03 pm

In Options, "Close" behaves the same as "Save & Apply." Additionally, Close/Save & Apply affect multiple tabs instead of just the one you're on:
https://www.youtube.com/watch?v=kH_wqz7lavI


Moving the sound sliders doesn't take immediate effect so you can hear the difference. You either have to restart the game or mute then unmute it to hear the difference.
https://www.youtube.com/watch?v=i95xftpjSg4
https://youtu.be/3QnwpDkh8VA
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FordGT90Concept
Posts: 454
Joined: Thu Mar 03, 2016 10:36 pm
Location: IA
Flag: United States of America

Re: EA Alpha 1.4 bugs, comments, suggestions!

Post by FordGT90Concept » Sat May 19, 2018 7:40 pm

alphatest

The new combat balance, against turrets anyway, felt okay except for this spot just after Malcolm (might be another case of the random OP turret):
https://youtu.be/J4qg2YIyNQw

I managed to get back to the roof but it took me just shy of 15 minutes. If you think that's too long for someone that's familiar with the area, perhaps there needs to be stronger visual cues indicating how to leave.

Noticed the left slot above the PCU in the inventory doesn't show KAR AP rounds right:
Image
I moved the stack to the right area and they show correctly. Move it back to the left slot and it appears how you see it (dark). I did not try putting anything else there, just the ammo. This was after getting stuff back from the Malcolm/Alvarez locker.

This has already been emailed to Steve but here it is again for posterity. There's a dialog that leads to a "yes, yes" conclusion instead of a "yes, no" conclusion:
The tree that starts with…
Elon Stone: Alright, enough chit-chat.

I did:
F2: What do you have that I need?
F1: Alright, I’m listening…
F3: AK-47s? That’s weird.
F1: Then you murdered those people at the docks.
F1: What do you want from me?
F1: If I say no?
F3: How can I trust you?
F3: And what kind of gear do you want?

And here’s the problem, there’s only three choices:
F1: Alright, I'll do it.
F2: My people say I shouldn't, but I'll do it.
F3: [Move On]

It’s missing a choice reflecting “No, I won’t give you illegally modified assault blasters.”
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