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These are all great additions.
EDIT: Here is a smol visual issue, spawners seem to stick through the ground now, as in, the grey 2x area is no longer hidden by the solid
Host PING is now shown as 1000MS the entire time
Crash Source: DuckGame
Mods apparently were not responsible for this crash.
System.NullReferenceException: Object reference not set to an instance of an object.
at DuckGame.NMInputSettings.OnSerialize() in G:\gamedev\duckgame_november_beta\duckgame\DuckGame\src\DuckGame\Network\DuckNetwork.cs:line 3552
at DuckGame.NetMessage.Serialize() in G:\gamedev\duckgame_november_beta\duckgame\DuckGame\src\DuckGame\Network\NetMessage.cs:line 154
at DuckGame.StreamManager.Flush(Boolean large) in G:\gamedev\duckgame_november_beta\duckgame\DuckGame\src\DuckGame\Network\StreamManager.cs:line 519
at DuckGame.NetworkConnection.PostUpdate(Int32 frameCounter) in G:\gamedev\duckgame_november_beta\duckgame\DuckGame\src\DuckGame\Network\NetworkCore.cs:line 887
at DuckGame.NCNetworkImplementation.PostUpdate() in G:\gamedev\duckgame_november_beta\duckgame\DuckGame\src\DuckGame\Network\NCNetworkImplementation.cs:line 1237
at DuckGame.MonoMain.RunUpdate(GameTime gameTime) in G:\gamedev\duckgame_november_beta\duckgame\DuckGame\src\MonoTime\MonoMain.cs:line 1240
at DuckGame.MonoMain.Update(GameTime gameTime) in G:\gamedev\duckgame_november_beta\duckgame\DuckGame\src\MonoTime\MonoMain.cs:line 910
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at DuckGame.Program.DoMain(String[] args) in G:\gamedev\duckgame_november_beta\duckgame\DuckGame\src\Program.cs:line 133
at DuckGame.Program.Main(String[] args) in G:\gamedev\duckgame_november_beta\duckgame\DuckGame\src\Program.cs:line 41
Date: 02/23/2018
Version: 1.0.6628.22575
Platform: Windows 7
Online: TRUE
Ping: 0
Loss: -2147483648
Jitter: 0
IsHost: False
Editor: False
Time Played: 00:07:20
Special Code: WAY AFTER DRAW HAT
Code: 12345
Adapter Resolution: 1280x719
Game Resolution: 1366x768
Fullscreen: True
Device: True
Level: DuckGame.JoinServer
Mods: 486 (2 enabled)
Command Line:
What about disappearing ducks/magnet gun shenanigans though?
Is there going to be better support of .hat hats? (Making them more "official" like being able to upload them directly by using game, maybe custom particles etc).
Also, can we have short instruction how to back up save file? Would be nice!
@Gumba thanks for the crash report, looks like it's to do with input mode synchronization. What do you use to play Duck Game, the keyboard or some kind of controller? If you use a controller what kind is it?
@Maślak I'll add instructions for backing up saves to the main thread post! I thought I fixed the magnet gun stuff actually, just forgot to put it in the change log.It's possible I messed up fixing it again though as it's a really hard bug to deal with. Hat uploading through the game is a good idea, also considering bundling the hat builder with the game though I think the 3rd party one does the same stuff now.
@ArevaLo I've thought of a few solutions for this, the hardest thing with synchronizing vines online is that they're physics chains that multiple players can affect at the same time, if you've ever picked up both ends of a ragdoll with somebody online you'll see how the vines work when two people are on them ^^ I could give it a shot though, maybe some smoothing would solve everything.
@Bolus Actually just added you, you've helped a lot with bugs so sorry about that! :D If anyone else feels left out let me know, I tried to get everyone who helped a fair bit in the credits but I'm sure I'm still missing people :(
Thanks for all the comments and support, you guys make updating the game so much easier and your support is amazingly cool. Let's work to make this the most best greatest update that ever was
Thanks for all the work you are putting into Duck Game Landon, I can't wait for the Switch version to play Duck Game with granpas in waiting rooms :)