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IDProjectCategoryLast Update
0018876In Case Of Emergency, Release RaptorBug - OtherAug 23, 2016 10:55 am
ReporterPepisolo Assigned ToChris_McElligottPark  
Status closedResolutionno change required 
Summary0018876: Door opens to another door
DescriptionI was in one of the big warehouse levels and opened a door to one of the outdoor areas, but another door was revealed, which was a bit odd. I instinctively smashed the doors, but I screen capped the connection. I'll also attach my latest info log.
TagsNo tags attached.

Activities

Pepisolo

Aug 23, 2016 8:57 am

developer  

Pepisolo

Aug 23, 2016 8:58 am

developer  

InfoLog.txt (3,348 bytes)   
7/22/2016 5:08:33 AM (0.100) Mem: 12,390,400 Plat:WindowsPlayer
-----------
Skipped rendering frame because GfxDevice is in invalid state (device lost)
Stack Trace: Substitute:    at System.Environment.get_StackTrace()
   at GameController.Log(System.String LogString, System.String StackTrace, LogType Type, Boolean LogToFiles)
   at GameController.LogWrittenFromUnity(System.String LogString, System.String StackTrace, LogType Type)
   at UnityEngine.Application.CallLogCallback(System.String logString, System.String stackTrace, LogType type, Boolean invokedOnMainThread)


8/23/2016 1:42:02 PM (0.100) Mem: 41,451,520 Plat:WindowsPlayer
-----------
Seed: 1812237084
Design: L2 Indust Hall Indust

## TIME TAKEN ##
	Pre-Processing:		532.29 ms
	Main Path Generation:	231.51 ms
	Branch Path Generation:	104.16 ms
	Post-Processing:		510.81 ms
	-------------------------------------------------------
	Total:			1378.78 ms

## ROOM COUNT ##

	Main Path: 7
	Branch Paths: 3
	-------------------
	Total: 10

Retry Count: 0
Stack Trace: Substitute:    at System.Environment.get_StackTrace()
   at GameController.Log(System.String LogString, System.String StackTrace, LogType Type, Boolean LogToFiles, Single TimeToStay)
   at GameController.LogWrittenFromUnity(System.String LogString, System.String StackTrace, LogType Type)
   at UnityEngine.Application.CallLogCallback(System.String logString, System.String stackTrace, LogType type, Boolean invokedOnMainThread)
   at UnityEngine.DebugLogHandler.Internal_Log(LogType , System.String , UnityEngine.Object )
   at UnityEngine.DebugLogHandler.LogFormat(LogType logType, UnityEngine.Object context, System.String format, System.Object[] args)
   at UnityEngine.Logger.Log(LogType logType, System.Object message)
   at UnityEngine.Debug.Log(System.Object message)
   at Generator.OnGenerationStatusChanged(DunGen.DungeonGenerator generator, GenerationStatus status)
   at DunGen.DungeonGenerator.ChangeStatus(GenerationStatus status)
   at DunGen.DungeonGenerator+<NotifyGenerationComplete>c__Iterator1.MoveNext()
   at UnityEngine.SetupCoroutine.InvokeMoveNext(IEnumerator enumerator, IntPtr returnValueAddress)


8/23/2016 1:53:40 PM (0.100) Mem: 49,311,744 Plat:WindowsPlayer
-----------
Screenshot taken: C:/Program Files (x86)/Steam/steamapps/common/In Case of Emergency, Release Raptor/PlayerData/Screenshots/Screenshot_2016-08-23___13-53-40.png
Stack Trace: Substitute:    at System.Environment.get_StackTrace()
   at GameController.Log(System.String LogString, System.String StackTrace, LogType Type, Boolean LogToFiles, Single TimeToStay)
   at GameController.LogWrittenFromUnity(System.String LogString, System.String StackTrace, LogType Type)
   at UnityEngine.Application.CallLogCallback(System.String logString, System.String stackTrace, LogType type, Boolean invokedOnMainThread)
   at UnityEngine.DebugLogHandler.Internal_Log(LogType , System.String , UnityEngine.Object )
   at UnityEngine.DebugLogHandler.LogFormat(LogType logType, UnityEngine.Object context, System.String format, System.Object[] args)
   at UnityEngine.Logger.Log(LogType logType, System.Object message)
   at UnityEngine.Debug.Log(System.Object message)
   at ArcenDirectories.ActuallyTakeScreenshot()
   at GameController.Update()
   at RaptorFirstPerson.Update()


InfoLog.txt (3,348 bytes)   

Pepisolo

Aug 23, 2016 9:29 am

developer   ~0045573

Huh, maybe this is the actual intended behaviour looking at it again. I usually just smash all the doors so never noticed it before.

Chris_McElligottPark

Aug 23, 2016 10:55 am

administrator   ~0045577

Yep! No worries. Each side has its own style of doors, and this keeps them consistent on both sides. THAT said, I'll make them open easier on the back side.

Issue History

Date Modified Username Field Change
Aug 23, 2016 8:57 am Pepisolo New Issue
Aug 23, 2016 8:57 am Pepisolo File Added: Screenshot_2016-08-23___13-53-40.png
Aug 23, 2016 8:58 am Pepisolo File Added: InfoLog.txt
Aug 23, 2016 9:29 am Pepisolo Note Added: 0045573
Aug 23, 2016 10:55 am Chris_McElligottPark Note Added: 0045577
Aug 23, 2016 10:55 am Chris_McElligottPark Status new => closed
Aug 23, 2016 10:55 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Aug 23, 2016 10:55 am Chris_McElligottPark Resolution open => no change required