Forever Skies

Forever Skies

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FFH_Greg  [sviluppatore] 25 giu 2023, ore 8:28
Early Access Technical Support
Hi fellow Scientists,

**UPDATED 06/06/2024**

We are here to help - please look below for the answers regarding some technical issues you may encounter. Please note, this is a live document. More information will be added or removed depending on its relevancy.

**REPORTING BUGS & FEEDBACK IN-GAME**

- Our Feature Upvote board can be used to report bugs as well as suggesting features. Head over there to report - https://forever-skies.featureupvote.com/

- You can also report from in- game with our simple form. Please use the SEND FEEDBACK button located in the pause menu to send us information about any technical issues you may find. All feedback is welcome.

**GAME CRASHES / UNABLE TO PLAY**

- When you first see a crash window appear, please put your email into the description if possible (it would be great if you can give us some details about what were you doing when the crash happened). Some players have reported switching DirectX 11 has solved some crashing issues.

- If for whatever reason the crash window doesn’t appear, please send us a detailed report of what happened using this link. Please include your email if possible - https://www.farfromhomegames.com/en/playtests

- If you experience the same crash repeatedly in the same circumstance, please zip and send them to us as it will be easier for us to find the issue. They're located in %localappdata%\ProjectZeppelin\Saved\ - in Crashes and Logs subdirectories. Please send them to email: support@farfromhome.games. If you played the demo or playtested during the last few months, please check when those crashes were created - there’s a chance they’re from some old version of the game.

**ADDITIONAL INFO & CHECKS**

- Make sure your GPU drivers are up to date and that you meet the minimum specs (below)

- Forever Skies works on Windows 10 and higher.

- LINUX AND STEAMDECK
We are not supporting Linux at this moment.

- Please ensure that VR devices and their desktop applications are turned off. They may interfere with our game.

**FOREVER SKIES SPECS**

Minimum
Requires a 64-bit processor and operating system
OS: Windows 10/11
Processor: Intel Core i5-7600 / AMD Ryzen 5 1600
Memory: 12 GB RAM
Graphics: RX 580 8GB VRAM / GeForce GTX 1060 6GB VRAM
DirectX: Version 12
Storage: Up to 31 GB of available space
Sound Card: DirectX compatible
Additional Notes: System requirements may change during the development of the game.


Recommended
Requires a 64-bit processor and operating system
OS: Windows 10/11
Processor: Intel Core i7-7700K / AMD Ryzen 7 3800X or better
Memory: 16 GB RAM
Graphics: RX 5700-XT / GeForce RTX 2070 / Intel Arc A770 or better
DirectX: Version 12
Storage: Up to 31 GB of available space
Sound Card: DirectX compatible
Additional Notes: System requirements may change during the development of the game.

**FRAME RATE DROPS**

Due to ongoing optimization, we’re aware of noticeable dips in frame rate in places like the Surface Lifts. Optimization will be something we work on throughout Early Access. Side note: the Surface Lift is an interactive loading “screen”, so there will be FPS drops when using it.


**KEY BINDINGS**

We know players still can’t on their mouse. We’ve seen some players say they can’t rebind to the Numpad. This is possible, but you need to turn Numlock off first.


**SETTINGS **

Only changing the resolution requires pressing "Apply". Unfortunately, at present we have this visual bug with graphical settings where it looks like your settings have reverted back to "Epic", but this isn't the case. We're fixing this.


**CONTROLLERS / GAMING PADS**

We have full controller support. However, we have a few bugs in the settings menu where you might require a Mouse & Keyboard, so keep them close.


**PLEASE NOTE**

This is a live document. More information will be added or removed depending on its relevancy.
Ultima modifica da FFH_Greg; 6 giu, ore 2:17
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Visualizzazione di 1-15 commenti su 93
Found a bug with the small freezer. it doesn't change the spoil timer at all for any of the flora or fauna I've put in it. it's a 9 slot storage chest currently.
i added a glass floor to my small cockpit and my flying console disappeared. now i can't fly anywhere and i just made it under the dust! oy
My ship randomly started taking damage and being pushed to the side, to the point where it flipped completely upside-down. Quitting and restarting didn't fix it, couldn't find anything touching my ship. I'd read a comment from an earlier thread supposing it was a piece of debris that had clipped into their ship's balloon. So four hours down the drain there.

Edit: Reverted to an older save from before it started, played about 30 minutes and had it happen again. It was around the three light towers both times if that's relevant.
Ultima modifica da higgs; 25 giu 2023, ore 15:34
Have a save game where my ship is entirely stuck. All direction, turn and up down have no effect. Have started a new game but you may want to look at this?
CLoud sync won't sync up at all cannot save or play my saved game. I have restarted steam and my PC and went through all possible fixes and still won't work. What am i to do !?
FFH_Greg  [sviluppatore] 26 giu 2023, ore 1:22 
Messaggio originale di oef82nd:
Found a bug with the small freezer. it doesn't change the spoil timer at all for any of the flora or fauna I've put in it. it's a 9 slot storage chest currently.

The freezer does slow down spoil times. I just checked this myself. The time still ticks down, but 3 or 4 times slower.
FFH_Greg  [sviluppatore] 26 giu 2023, ore 1:23 
Messaggio originale di terri.slater7773:
i added a glass floor to my small cockpit and my flying console disappeared. now i can't fly anywhere and i just made it under the dust! oy
Well that doesnt sound right. You need to forward that on the link in the post
FFH_Greg  [sviluppatore] 26 giu 2023, ore 1:24 
Messaggio originale di Ztabi:
Have a save game where my ship is entirely stuck. All direction, turn and up down have no effect. Have started a new game but you may want to look at this?

Please follow above. That needs to be reported on the bug and feedback form
shift跑步,会直接弹射起步,而不是平滑的开始跑步,遇到斜面直接会飞出去,很影响操作。然后皮甲没感觉有什么防御性。最后,骨头是不是没放出来?
I seem to be getting an error that has to do with my access.
"EXCEPTION_ACCESS_VIOLATION 0X0000000000000000"
I was able to play the demo, before, with no issue.
Messaggio originale di Matocles:
I seem to be getting an error that has to do with my access.
"EXCEPTION_ACCESS_VIOLATION 0X0000000000000000"
I was able to play the demo, before, with no issue.

I am also having this issue. It appears to be a UE4 crash.
PC Specs (also a laptop):
Windows 10 64-bit
Intel Core i7
Nvidia Quadro P5000
16 GB RAM

This is the full log with account id's obfuscated:

LoginId:*****
EpicAccountId:*****

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000000000000

ForeverSkies_Win64_Shipping!gameanalytics::device::GADevice::initDeviceManufacturer()
ForeverSkies_Win64_Shipping!gameanalytics::device::GADevice::getDeviceManufacturer()
ForeverSkies_Win64_Shipping!gameanalytics::state::GAState::getEventAnnotations()
ForeverSkies_Win64_Shipping!gameanalytics::events::GAEvents::addEventToStore()
ForeverSkies_Win64_Shipping!gameanalytics::events::GAEvents::addSessionStartEvent()
ForeverSkies_Win64_Shipping!gameanalytics::state::GAState::startNewSession()
ForeverSkies_Win64_Shipping!gameanalytics::state::GAState::internalInitialize()
ForeverSkies_Win64_Shipping!gameanalytics::StringVector::~StringVector()
ForeverSkies_Win64_Shipping!gameanalytics::threading::GAThreading::runBlocks()
ForeverSkies_Win64_Shipping!gameanalytics::threading::GAThreading::thread_routine()
ForeverSkies_Win64_Shipping!std::_Packaged_state<void __cdecl(void)>::_Call_immediate()
ForeverSkies_Win64_Shipping!std::_Func_impl<<lambda_e0b623a606acfd10554dbddbb0c1a7da>,std::allocator<int>,unsigned char>::_Do_call()
ForeverSkies_Win64_Shipping!Concurrency::task<unsigned char>::_InitialTaskHandle<void,<lambda_14755f60e91d66209e12455ffb26d703>,Concurrency::details::_TypeSelectorNoAsync>::_LogWorkItemAndInvokeUserLambda<std::function<unsigned char __cdecl(void)> >()
ForeverSkies_Win64_Shipping!Concurrency::task<unsigned char>::_InitialTaskHandle<void,<lambda_e1fd57ff22ff9fe895f3d145d542f3f7>,Concurrency::details::_TypeSelectorNoAsync>::_Perform()
ForeverSkies_Win64_Shipping!Concurrency::details::_PPLTaskHandle<unsigned char,Concurrency::task<unsigned char>::_InitialTaskHandle<void,<lambda_e1fd57ff22ff9fe895f3d145d542f3f7>,Concurrency::details::_TypeSelectorNoAsync>,Concurrency::details::_TaskProcHand()
ForeverSkies_Win64_Shipping!Concurrency::details::_TaskProcHandle::_RunChoreBridge()
ForeverSkies_Win64_Shipping!Concurrency::details::_DefaultPPLTaskScheduler::_PPLTaskChore::_Callback()
msvcp140
ntdll
ntdll
kernel32
ntdll
Ultima modifica da HumbleNarcissist; 26 giu 2023, ore 14:46
When I start the game and load my savegame, the intro always plays ingame
I installed it yesterday and had finished with the first "island"; gathered up as much material as I could find on the ground, put together all of the initially available equipment and took off. Shortly after that (30 minutes to an hour) while exploring further, I started to experience recurring crashes to desktop (with Unreal engine error windows). It started around a 2nd island while I was prepping to leave, then kept occurring intermittently (and maybe more frequently?). until I can't even get into the game without it crashing out. Most recent 2 attempts have both been immediately following me clicking on my save file, then a brief lag before I'm back out and getting the Unreal window again. Error log for the most recent as follows:


LoginId:bc5eb66e4872d5994878e084cddc0d1e
EpicAccountId:

LowLevelFatalError [File:Unknown] [Line: 684] hr failed at D:/Workspaces/dev_ue_integration/EngineSource/Engine/Source/Runtime/D3D12RHI/Private/D3D12Resources.cpp:477 with error DXGI_ERROR_DEVICE_REMOVED with Reason: DXGI_ERROR_DEVICE_HUNG

ForeverSkies_Win64_Shipping!FD3D12Adapter::CreatePlacedResource() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\D3D12RHI\Private\D3D12Resources.cpp:477]
ForeverSkies_Win64_Shipping!FD3D12DefaultBufferPool::AllocDefaultResource() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\D3D12RHI\Private\D3D12Allocation.cpp:1148]
ForeverSkies_Win64_Shipping!FD3D12DefaultBufferAllocator::AllocDefaultResource() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\D3D12RHI\Private\D3D12Allocation.cpp:1255]
ForeverSkies_Win64_Shipping!FD3D12Adapter::AllocateBuffer() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\D3D12RHI\Private\D3D12Buffer.cpp:166]
ForeverSkies_Win64_Shipping!FD3D12LinkedAdapterObject<FD3D12Buffer>::CreateLinkedObjects<FD3D12VertexBuffer,<lambda_5af9bad78444ee5b63849136737b99ac>,<lambda_34cb70616f1052194533dec587b8c26f> >() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\D3D12RHI\Private\D3D12RHICommon.h:174]
ForeverSkies_Win64_Shipping!FD3D12Adapter::CreateRHIBuffer<FD3D12VertexBuffer>() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\D3D12RHI\Private\D3D12Buffer.cpp:220]
ForeverSkies_Win64_Shipping!FD3D12RayTracingGeometry::BuildAccelerationStructure() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\D3D12RHI\Private\D3D12RayTracing.cpp:2639]
ForeverSkies_Win64_Shipping!FD3D12CommandContext::RHIBuildAccelerationStructures() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\D3D12RHI\Private\D3D12RayTracing.cpp:3260]
ForeverSkies_Win64_Shipping!FRHICommandBuildAccelerationStructures::Execute() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\RHI\Public\RHICommandListCommandExecutes.inl:560]
ForeverSkies_Win64_Shipping!FRHICommandListExecutor::ExecuteInner_DoExecute() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:367]
ForeverSkies_Win64_Shipping!TGraphTask<FExecuteRHIThreadTask>::ExecuteTask() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:886]
ForeverSkies_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:601]
ForeverSkies_Win64_Shipping!FRHIThread::Run() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:320]
ForeverSkies_Win64_Shipping!FRunnableThreadWin::Run() [D:\Workspaces\dev_ue_integration\EngineSource\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]
Bonjour, je rencontre un problème lors de la configuration des touches sur mon clavier et ma souris. Je suis gaucher et je joue avec ma souris à gauche, de ce fait j'utilise la partie droite de mon clavier pour jouer et certaines touches du clavier ne sont pas détectées. Je ne peut pas utiliser toute la partie droite du clavier (touche 0 à 9 ; suppr ; enter etc...) et aucune touche configurable de ma souris n'est détecté ainsi que le click molette.
can anyone explain to me how im supposed to be able to expand my balloon as it highlights but does nothing so am stuck with a tiny amount of space. am i supposed to find a data pad for it?
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