duozerk

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  1. I was having the exact same issue (Debian Jessie 64 bits), and your workaround fixed this, Dwayne Peterson. Thank you very much.
  2. For what it's worth, it's roughly working on my machine, that is: No sound at all using the amd64 binary. Working OK with the 32 bits binary but cut scenes are either not working or do not include sound (sound is OK outside of cut scenes). Pretty sure my sound issues are due to a missing library (similar to the bug a while back where main menu would be unresponsive without libSDL), haven't had a chance to look into it yet. As for your issue, what makes you say that file is missing ? I see no such error in my logs. What's your exact environment ? you may want to try re-downloading the game, too, or try a debootstrap chroot if you're using Debian/Ubuntu to try on a "clean" (except for the kernel) system.
  3. Hello, Apologies if this has been suggested previously (took a quick look at the wish list topic and didn't find it): it would be great to have a completely customizable difficulty level on top of the three "standard" ones. Ideally, this would be a menu with progress/scrollbars that would allow to configure a variety of factors: amount of wolves and bears; their aggressiveness and rough detection radius (a common basis to be automatically derived depending on LoS/being upwind or not/etc.); the speed of depletion of the various stats; amount of loot; and so on. This would allow players to adjust their experience depending on what they want from a specific sandbox game. As an example, Kerbal Space Program did something like that through the use of a menu:
  4. I think it would be a good idea to add an option to enable autosaves when leaving a building, not just when entering it (possibly saving indoors when the player clicks on the door instead of outdoors in case there's a wolf right in front or something similar). Right now if I spend some time indoors without sleeping (eating, breaking apart chairs, etc.) and I then want to go outside, I tend to go outdoors, go back indoors to trigger a save, and then go outdoors 'for real'. The reason is, if I want to quit the game in a hurry (IE, without having time to find somewhere indoors), I don't want to lose that time spend indoors after sleeping (on top of losing the time spent outdoors I mean). That being said I believe that the no-save policy (not allowing the player to save explicitly) should stay; it is a large part of what makes the game great and terrifying right now. But adding such an autosave mechanism when going outdoors wouldn't impact that, IMHO.
  5. Should've checked the log myself, sorry. When reading the 64bits log I saw: Couldn't open /home/user/long_dark/game/tld_Data/Plugins/x86_64/libAkSoundEngine.so, error: libSDL2-2.0.so.0: cannot open shared object file: No such file or directory And later on, repeatedly: DllNotFoundException: /home/user/long_dark/game/tld_Data/Plugins/x86_64/libAkSoundEngine.so at (wrapper managed-to-native) AkSoundEnginePINVOKE:CSharp_PostEvent__SWIG_5 (uint,uint) at AkSoundEngine.PostEvent (UInt32 in_eventID, UnityEngine.GameObject in_gameObjectID) [0x00000] in <filename unknown>:0 at GameAudioManager.PauseAudio () [0x00000] in <filename unknown>:0 at GameManager.UpdatePaused () [0x00000] in <filename unknown>:0 at GameManager.Update () [0x00000] in <filename unknown>:0 (with a different stacktrace everytime) So I just installed libsdl2-2.0-0 and now it works perfectly with the 64bits version. I already had the 32bits version of the library installed; hence why it was working with the 32bits binary. It may be a good idea to list officially SDL 2.x as a requirement for the game in the future official README/doc (maybe it's already the case ?); especially since the library is dynamically opened during the execution and so the game *will* launch even without it. Anyway, thanks a lot ! problem fixed :-)
  6. Hello, since version .349, the main menu in the Linux version is unresponsive when running the game through the 64bits binary (on a 64bits system). This appears to affect several users, see this GoG post: https://www.gog.com/forum/the_long_dark/v_348_and_v349_tld_will_not_run_on_mint_cinnamon_18/page1 Weirdly enough, when running the game through the 32bits binary, the issue does not occur. As for a more precise description of the problem: the game starts fine; the initial disclaimer appears, and clicking with the mouse makes it go away; the menu background loads, and then clicking again makes the menu items appear. From that point on, it is not possible to click on any of the menu items (including Quit); the options highlight but clicking does nothing. I happend to have the game both on GoG and steam (updates on GoG were a little too slow for my liking so I ended up buying it on steam as well ;-)); and I can confirm this occurs on both versions. In both cases, running the 32bits binary works (the menu is responsive). [edit] Just saw that the steam and GoG binaries appear to be exactly the same; so I guess it's no surprise that it occurs on both.
  7. Any idea how long before this is available on GOG as well ? Thanks for also selling on GOG, by the way :-) I hate steam and GOG is pretty much the only place where I buy games.
  8. It would be a good idea to add the possibility for the player to harvest impure water from the fishing holes once they've been broken. This water would then need to be boiled/purified but at least the melting snow step would not be required if a fishing hole has been cleared already; and it would make fishing a bit more rewarding IMHO - right now if you need to heat up a stove while fishing it's a pretty expensive source of calories due to the wood required; this way if you decide to fish you know it'll also make for an easier source of water at the same time.