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zeta1

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About zeta1

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  1. Thanks skwi, good ideas, the first post has been updated!
  2. Yes....although I'm not sure why Figured it out, the characters who get the bad ending show up as corpses and provide the starting trinkets on the next playthrough. All character corpses and artworks can be seen through the videos here: http://www.gamefaqs.com/boards/671773-the-cave/65287282
  3. For some reason you have to run all the way to the left to "view your destruction" before the hay bales will explode letting you past. This annoyed me too as there's no real reason to do that. Yes....although I'm not sure why Thanks dgman! Oh so that's why, just like in the scientist bit, making it more obvious would have been good. As for the not coming out I think because it's the bad ending they did not learn their lesson and The Cave, well, "punished" them for it by probably removing that ladder and making an exception to the "There's no dying in the cave rule". He can always claim they're lost somewhere to the insurance agents And one more thing: I've noticed in many occasions that directional keyboard input has to be repeated on PC, probably something to do with how console gamepad input is being mapped to keyboard causing input loss. As this happens when the characters are already not moving (such as after a cutscene or when switching characters) and attempting to move them then, it's not game-killing but if there's an incoming patch might as well fix it all!
  4. I don't think these bugs have been reported, apologies if they have: 1. When at the final ladder climb, after the third character's art comes up the character has to climb up to rejoin the others but then the popup to switch character comes up and switching characters at this point causes a glitch where the character still on the ladder does not come back up and trying to switch to that character to bring him/her up causes the character to fall at each time. After some running around with the characters who got out, the glitched character can appear back on top but keeps falling into the ladder again until somehow the ending credits play. 2. In the Hillbilly section, *START SPOILER!!!* using the lighter causes the fire but does not burn the hay away, reloading the game makes it disappear *END SPOILER!!!* 3. If a character has already unlocked the good ending then climbs up and triggers the bad ending, the 2 versions of the art flash alternatingly for each vignette. The art browser in the menu works properly though. EDIT: 4. Sometimes when starting the game (PC version) and having a hardware accelerated application such as Firefox running, some of the menu overlays don't work such as the mist effect on the text, the company logos on startup and the Loading text on top of the clouds. This has also happened when one instance of the game is closing and another is being launched. I'm not sure there is a check for resource locks or number of instances but that could help resolve this. And a small question: is it normal for bad ending characters not to show up at the exit after the ending art?
  5. This looks to me like the file is being saved using a different text encoding. Basically if you're copy-pasting the file's contents into a new file then saving it or using "Save As..." there is a big chance the file will not be saved back properly because it will use the editor's default encoding (especially if using MS Word and other non-programmer oriented editors). Your best bet would be using Notepad++ (get it here) to open, edit and save the file, it won't mess with the file when resaving and has a handy "edit with notepad++" explorer integration when right clicking on any file. And did I mention it's free, super light and generally awesome? :)
  6. Thanks for the information skwi, maybe the feather being tied to the Monk's trials section and an achievement is what is causing the loading issue because of the special way it is handled. Glad this got resolved!
  7. Issue fixed! Now the scientist is with the rest of your party and you can proceed to finish the last section of the level and exit to the master. If you want the achievement with the bridges, just keep the feather then return down the slope and bust that bridge again! (You'd probably need to climb back up afterwards though) The fixed save is stored here: http://dl.dropbox.com/u/11055689/auto_MonkFixed.sav Here's what this has fix has uncovered: 1. There is another type of checkpoint called a rallypoint, in this case "Cave_MonkBubble_RallyPoint" minus quotes, which is just under the ladder leading to the first monk trial, Cave_MonkBubble_CheckpointVolume3 is the checkpoint at the start of the first trial when you pick up the flowers. 2. The character save data is as follows: CaveCharacterSaveData{LastValidCheckpointVolumeName=Cave_MonkBubble_CheckpointVolume2;LastControllerID=4294967295;TimeTravelPeriod=kTTP_Present;CharacterIndex=2;CharacterProtoToSpawn=Scientist;}]; Searching for a character to change spawning point is as simple as looking for CharacterProtoToSpawn=(Scientist/Knight/Monk/etc), then editing LastValidCheckpointVolumeName=(name) where name is the checkpoint name, in this case matching it with that of the knight and monk (Cave_MonkBubble_RallyPoint). 3. Pickups are saved in the format: CavePickupSaveData{LastValidCheckpoint=Cave_MonkBubble_RallyPoint;SpawnDomawin=;AllowPickup=1;Proto=;PickedUp=1;PickupName=Cave_MonkBubble_Feather;} These are per item and so changing the spawning point should be just editing LastValidCheckpoint, but that does not work as the game gets stuck on loading when attempting to move the knight holding the feather to rejoin the scientist who was at Cave_MonkBubble_CheckpointVolume2 Enjoy EDIT: I've updated the first post with this information and another one I forgot to mention here, that checkpoint numbers seem to differ in their progression depending on level, in the scientist the numbers decreased as level proceeded whereas in the monk they increased.
  8. Ok, my bad, was basing the estimate off what I could see in that section of the file I was looking at, thanks for the insight! Could you please attach your save in a post? It does not look like any personal information is recorded at all in the save so it should be safe and could help solve the issue by more people tinkering around with it.
  9. Glad this was of help, there are multiple LastValidCheckpointVolumeName= segments in the save, try and do a replace all of the checkpoint name you see there, I did that for the scientist glitch, maybe if all three are replaced it could work!
  10. Thanks for posting the fix return0! My forum account finally got confirmed and I've attempted to create a thread for recording all possible fixes via this method in this thread as well: http://www.doublefine.com/forums/viewthread/8564/
  11. The Cave seams to have many situations where game breaking bugs occur, but thankfully it looks like many of these can be fixed fairly easily thanks to the easily editable structure of the savegames. Should you encounter any game breaking bug as mentioned on return0's thread about the Scientist laser door bug (which is the bug which incited me to try fixing my save and where return0 graciously posted my fix while my forum account was getting confirmed) and skwi's Monk glitch thread, you have 2 options if you don't want to start a new game (unlocks are preserved even when in new games as stated by DF Justin): a) Send the save to support AT doublefine DOT com with a description saying something along the lines of “The monk puzzle broke me! My characters were Monk, (Blank) and (Blank) so please fix me!” (Use the characters you had, or I will mock your copy/paste fail.) I’ll then fix your save file as much as I can and send it back to you. There is a bit of a queue for this though, so your patience is appreciated, and kind of unnecessary =) [shamelessly lifted from DF Justin's post] b) Edit the save yourself! No waiting time, pretty simple procedure (which is what this thread is about: 1. Go to C:\Users\(USERNAME)\AppData\Roaming\Doublefine\TheCave\(NUMBERS) to see your save called "auto.sav", make a copy of that file as a backup, we will be working with the original file. Since this is very important allow me to repeat: MAKE A BACKUP OF YOUR ORIGINAL AUTO.SAV IN CASE ANYTHING GOES WRONG 2. Open the original "auto.sav" in Notepad++ - get it here - (NOT NOTEPAD OR WORD - As mentioned in some of the posts below saving using these editors can cause issues as they by default do not save the file with the correct encoding leading to a save file is incompatible error). 3. CTRL+F and find "CompletedRequirements=", then search for the ""bubble" corresponding to the segment of the game where your save is at, for example the scientist one is "ScientistBubble_" followed by event names. For the scientist glitch, here is the set of events where the blast door is unlocked, the rocket is on, but the laser door is not unlocked: ScientistBubble_BlastDoorUnlocked,ScientistBubble_RocketOn Each game segment has a sequence of events like this recorded in the save to show where you are in the game. Most of the game breaking bugs I've seen so far seem to involve saving in the middle of one such sequence, quitting and loading the game after which some glitch occurs and a necessary event does not happen on loading (such as the laser door unlocking in the scientist level even after going down the shaft and back up) or an obstacle reappearing (such as the Monk glitch). 4. If you know the name of the event which is supposed to occur, you can add it to the list. For the scientist glitch, add ",ScientistBubble_LaserDoorUnlocked" after the latest "ScientistBubble_" entry you see (should be the ones in step 3 in fact) then save the modified file. The name of the event refers to what should have happened, of course if you're stuck at a point without a post-glitch save finding that event name would be an issue (I got this name after doing the steps described from the next point onward in fact), so what you need to do is go back to a point BEFORE the glitch, read on to find out how. 5. Remove the specific events which refer to the state of the level prior to the series of steps you need to redo and are not working. These events are listed in the order where they happen so you can start from the last event in the list then remove them one by one until you revert if you want to test. For example, in the scientist you can restart the launch sequence and redo the hack and therefore have a chance at passing this part of the game normally by deleting "ScientistBubble_LaunchSequenceStarted,ScientistBubble_BlastDoorUnlocked,ScientistBubble_RocketOn" from the save so that when you load the terminal at the top still needs to be hacked! The above resets the events in the level, you will still load at the position your checkpoint was at. You can revert to earlier checkpoints too by replacing "Cave_(character segment)_CheckpointVolume1" in the save (located earlier in the save file) where character segment is Scientist for the scientist, Intro for the intro puzzle, etc by Cave_(character segment)_CheckpointVolume(number), bigger number for the scientist bug as bigger number refers to older locations in that level, other levels such as the Monk have different checkpoint structure. Just make sure that the events you want to disable are removed as described earlier to ensure you have effectively reverted to that particular section of the event and have a chance at passing the level normally. 6. Load the game and the you can proceed normally. Now I understand this may seem complex but once you get into it it's quite simple really, if anyone can supply the names of the various checkpoints and events (I'm still finishing the game so don't have them all), please post them in this thread and I'll gladly consolidate all of them on this post until a patch is released to fix these issues. To avoid this type of glitch the best advice seems to be to complete the entire puzzle between two checkpoints or an entire character segment before saving and quitting the game. UPDATE: The Monk Issue is fixed! Any locked out character can be brought in with the rest of your party under the bridge and you can proceed to finish the last section of the level and exit to the master. If you want the achievement with the bridges, just keep the feather then return down the slope and bust that bridge again! (You’d probably need to climb back up afterwards though) Here’s what this has fix has uncovered: 1. There is another type of checkpoint called a rallypoint, in this case “Cave_MonkBubble_RallyPoint” minus quotes, which is just under the ladder leading to the first monk trial, Cave_MonkBubble_CheckpointVolume3 is the checkpoint at the start of the first trial when you pick up the flowers. 2. The character save data is as follows: CaveCharacterSaveData{LastValidCheckpointVolumeName=Cave_MonkBubble_CheckpointVolume2;LastControllerID=4294967295;TimeTravelPeriod=kTTP_Present;CharacterIndex=2;CharacterProtoToSpawn=Scientist;}]; Searching for a character to change spawning point is as simple as looking for CharacterProtoToSpawn=(Scientist/Knight/Monk/etc), then editing LastValidCheckpointVolumeName=(name) where name is the checkpoint name, in this case matching it with that of the knight and monk (Cave_MonkBubble_RallyPoint). 3. Pickups are saved in the format: CavePickupSaveData{LastValidCheckpoint=Cave_MonkBubble_RallyPoint;SpawnDomawin=;AllowPickup=1;Proto=;PickedUp=1;PickupName=Cave_MonkBubble_Feather;} These are per item and so changing the spawning point should be just editing LastValidCheckpoint, but that does not work as the game gets stuck on loading when attempting to move the knight holding the feather to rejoin the scientist who was at Cave_MonkBubble_CheckpointVolume2 4. CheckpointVolume(number) can be smaller for an earlier area (the checkpoint before the first bridge in the Monk level has number 2 and the later one has number 3), this has led to a revision of one sentence in step 5 for the save fix instructions above. UPDATE 2: 1. The text editor to use has been changed to Notepad++ only as stock Notepad and Word save the file with the wrong encoding by default. Apologies for any issues/confusion this may have caused. 2. A notice to backup your save has been added as suggested by skwi. Happy Spelunking! zeta1
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