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I've just bought penumbra series from steam but can't play
jens Offline
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#11
Solved: 8 Years, 3 Weeks ago RE: I've just bought penumbra series from steam but can't play

I downloaded overture and tested running xubuntu. Did not have any problems getting out of the first room. I picked up the notebook, the flashlight in the drawer and used the key to open the locker and took the glowstick. Shortly after I could exit the room and continue playing. So the game is working as it should, but I am afraid I am clueless as to why the door will not open for you.

Also tested black plague and it ran fine, both tutorial and the first level, did not get any crash. Again unsure why it crashes for you, in particular if requiem and overture works. You can try and delete the settings for black plague from your home/.frictionalgames/. Launch game again and see if it works with default settings.
09-19-2015, 03:22 PM
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eroniss55 Offline
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#12
Solved: 8 Years, 3 Weeks ago RE: I've just bought penumbra series from steam but can't play

I'm downloading this game to my Ubuntu laptop. If it works I will switch my desktop to ubuntu. I will feedback, thanks for your attentions.
09-19-2015, 04:54 PM
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#13
Solved: 8 Years, 3 Weeks ago RE: I've just bought penumbra series from steam but can't play

I've reinstalled it my arch desktop, I even tried to install it from scratch on my ubuntu laptop. I stuck at the same door. İf you tried it on xubuntu, our only difference is desktop enviroment (Unity-Xfce). It's a bit strange you to not have any problems while you've used same distro with me o.O Could it be releated my steam account or steam ?

Note: I've tried this game's "Cracked" version to just giving a try. Door worked and I could go to base. I broke the ice and I felt down. It's about with steam version.
09-19-2015, 05:43 PM
Mudbill Offline
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#14
Solved: 8 Years, 3 Weeks ago RE: I've just bought penumbra series from steam but can't play

Perhaps you could try to disable the Steam Overlay for the game. Some games do have issues with it.
Though, it is a very strange issue indeed. Perhaps it would be possible to just transfer a save file AFTER the door and continue from there, assuming the issue doesn't affect all doors.

(This post was last modified: 09-19-2015, 06:59 PM by Mudbill.)
09-19-2015, 06:59 PM
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eroniss55 Offline
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#15
Solved: 8 Years, 3 Weeks ago RE: I've just bought penumbra series from steam but can't play

I guess I've found my issue.

level00_01_boat_cabin.hps
(As I though)

//////////////////////
////END LEVEL START///
void EndLevel01(string asTimer)
{
    PlaySoundEntity("boathorn1",false);
    
    AddSubTitleTrans("00_01_boat_cabin", "EndLevel01", 4);
    
    SetGameEntityActive("exitdoor",true);
    
    AddEntityCallback("PlayerInteract","exitdoor","ExitDoorInteract01");
}

void ExitDoorInteract01(string asEntity)
{
    ChangeMap(    "level01_01_outside.dae", //New map
            "link1", //Positon on new map
            "door_metal_boat_open","", //Stop and end sound.
            0.5f , 0.5f,//Fade out and in time (seconds).
            "LoadTexts", "00_01_to_01_01"); //Load text (cat and entry)
}
////END LEVEL STOP///
/////////////////////

There is something wrong about this line. ("Exitdoor" structure)

Here is my level00_01_boat_cabin.hps file.

//////////////////////
/*CALLBACK FUNCTIONS*/


///////////////////
////INTRO START////
void FadeEffect01(string asTimer)
{
    FadeIn(3.5);
    
    SetDepthOfFieldActive(true,0);
    SetupDepthOfField(0,0.1,0.2);
}
void IntroEffect01(string asTimer)
{
    StartPlayerLookAt("lookintro2",0.25f, 4);
}
void IntroEffect02(string asTimer)
{
    //Removes widescreen after moving head at start, but keeps player locked
    SetWideScreenActive(false);
    
    StopPlayerLookAt();
    
    SetDepthOfFieldActive(false,4);
    
    SetGameEntityActive("lookintro1",false);
    SetGameEntityActive("lookintro2",false);
}
////INTRO STOP////
//////////////////


///////////////////////////////
////HORN SOUND & TEXT START////
void HornEvent01(string asTimer)
{
      PlaySoundEntity("boathorn1",false);
      
    PlayGameMusic("penumbra_music_E1_A6",0.7,0.2,true,0);
    
    CreateTimer("Horn2", 1, "HornEvent02",false);
      DestroyTimer("Horn1");
}
void HornEvent02(string asTimer)
{    
    CreateTimer("Horn3", 0.5, "HornEvent03",false);
    DestroyTimer("Horn2");
}
void HornEvent03(string asTimer)
{    
    AddToTempStringTrans("00_01_boat_cabin", "BoatHorn01");
    AddToTempStringAction("Interact");
    AddToTempStringTrans("00_01_boat_cabin", "BoatHorn02");
    AddToTempStringAction("Examine");
    AddToTempStringTrans("Misc", "QuoteDot");
    AddMessageTempString();
    
    /*AddMessage(Translate("00_01_boat_cabin", "BoatHorn01")
            + GetActionKeyString("Interact")
            + Translate("00_01_boat_cabin", "BoatHorn02")
            + GetActionKeyString("Examine")
            + Translate("Misc", "QuoteDot"));*/
    
    SetMessagesOverCallback("HornEvent04");
    
    DestroyTimer("Horn3");
}
void HornEvent04()
{
    //Finally the player is unlocked and can move, the intro sequence is over.
    SetPlayerActive(true);
}
////HORN SOUND & TEXT STOP////
//////////////////////////////


///////////////////////////
////LOCKED LOCKER START////
//EXAMINE PADLOCK
void PadLockAreaExamine01(string asEntity)
{
    AddToTempStringTrans("00_01_boat_cabin", "PadLock01");
    AddToTempStringAction("Inventory");
    AddToTempStringTrans("Misc", "ParentDot");
    AddMessageTempString();
    
    /*AddMessage(Translate("00_01_boat_cabin", "PadLock01")
            + GetActionKeyString("Inventory")
            + Translate("Misc", "ParentDot"));*/
    
    RemoveEntityCallback("PlayerExamine","padlockarea");
}

//USE KEY ON LOCK
void LockAreaUseKey01(string asItem, string asEntity)
{    
    PlayGuiSound("key_unlock", 0.8);
    
    GiveItem("padlock","boat_lock.ent",-1);
    
    //Partitialy removes help about locked locker, play opened locker but not found map folder
    SetLocalVar("lockerlesshelp", 1);
    
    RemoveUseCallback("LockAreaUseKey01");
    RemoveUseCallback("Locker01UseKey01");
    
    RemoveItem("padlock_key");
    
    SetGameEntityDescriptionOnceTrans("locker1", "", "");
    
    SetGameEntityActive("lock1",false);
    SetGameEntityActive("padlockarea",false);
}
//TO MAKE IT EASIER, THE WHOLE LOCKER CAN BE USED TO OPEN WITH THE KEY
void Locker01UseKey01(string asItem, string asEntity)
{    
    PlayGuiSound("key_unlock", 0.8);
    
    GiveItem("padlock","boat_lock.ent",-1);
    
    //Partitialy removes help about locked locker, play opened locker but not found map folder
    SetLocalVar("lockerlesshelp", 1);
    
    RemoveUseCallback("LockAreaUseKey01");
    RemoveUseCallback("Locker01UseKey01");
    
    RemoveItem("padlock_key");
    
    SetGameEntityDescriptionOnceTrans("locker1", "", "");
    
    SetGameEntityActive("lock1",false);
    SetGameEntityActive("padlockarea",false);
}

//TUTORIAL ON FLASHLIGHT
void FlashlightTutorial01(string asParent, string asChild)
{
    if(HasItem("flashlight") == true)
    {
        AddToTempStringTrans("00_01_boat_cabin", "TutorialFlashLight01");
        AddToTempStringAction("Flashlight");
        AddToTempStringTrans("00_01_boat_cabin", "TutorialFlashLight02");
        AddSubTitleTempString(4);
    
        /*AddSubTitle(Translate("00_01_boat_cabin", "TutorialFlashLight01")
                + GetActionKeyString("Flashlight")
                + Translate("00_01_boat_cabin", "TutorialFlashLight02"), 4);*/
    }
    else if(HasItem("flashlight") == false)
    {
        AddSubTitleTrans("00_01_boat_cabin", "TutorialFlashLight03", 5);
    }
    
    SetGameEntityActive("locker1area",false);
    RemoveEntityCallback("PlayerExamine","locker1");
}

//LOCKER HELP
void LockerHelp01(string asTimer)
{
    if(GetLocalVar("lockerlesshelp") == 0)
    {
        AddToTempStringTrans("00_01_boat_cabin", "LockerHelp01");
        AddToTempStringAction("Inventory");
        AddToTempStringTrans("Misc", "ParentDot");
        AddMessageTempString();
    
        /*AddMessage(Translate("00_01_boat_cabin", "LockerHelp01")
                + GetActionKeyString("Inventory")
                + Translate("Misc", "ParentDot"));*/
    }
    else if(GetLocalVar("lockerlesshelp") == 1)
    {
        AddMessageTrans("00_01_boat_cabin", "LockerHelp02");            
    }
    DestroyTimer("LockerTimer1");
}
////LOCKED LOCKER STOP////
//////////////////////////


//////////////////////
////PICK UPS START////
void PickFlashlight01(string asItem)
{
    AddToTempStringTrans("00_01_boat_cabin", "TutorialFlashLight04");
    AddToTempStringAction("Inventory");
    AddToTempStringTrans("00_01_boat_cabin", "TutorialFlashLight05");
    AddToTempStringAction("Flashlight");
    AddToTempStringTrans("Misc", "QuoteDot");
    AddMessageTempString();
        
    /*AddMessage(Translate("00_01_boat_cabin", "TutorialFlashLight04")
            + GetActionKeyString("Inventory")
            + Translate("00_01_boat_cabin", "TutorialFlashLight05")
            + GetActionKeyString("Flashlight")
            + Translate("Misc", "QuoteDot"));*/
}

void PickBattery01(string asItem)
{    
    AddMessageTrans("00_01_boat_cabin", "TutorialBattery01");
}

void PickNotebook01(string asItem)
{
    AddToTempStringTrans("00_01_boat_cabin", "TutorialNotebook01");
    AddToTempStringAction("NoteBook");
    AddToTempStringTrans("00_01_boat_cabin", "TutorialNotebook02");
    AddToTempStringAction("PersonalNotes");
    AddToTempStringTrans("Misc", "ParentDot");
    AddMessageTempString();
    
    /*AddMessage(Translate("00_01_boat_cabin", "TutorialNotebook01")
            + GetActionKeyString("NoteBook")
            + Translate("00_01_boat_cabin", "TutorialNotebook02")
            + GetActionKeyString("PersonalNotes")
            + Translate("Misc", "ParentDot"));*/
    //DRAWER TUTORIAL IF PLAYER HAS NOT ALREADY TAKEN FLASHLIGHT
    if(HasItem("flashlight") == false)
    {
        CreateTimer("flashlighttimer1", 0.5f, "DrawerTutorial01",false);
    }
}
//TUTORIAL FOR OPENING DRAWERS
void DrawerTutorial01(string asTimer)
{
    AddToTempStringTrans("00_01_boat_cabin", "TutorialDrawer01");
    AddToTempStringAction("Interact");
    AddToTempStringTrans("00_01_boat_cabin", "TutorialDrawer02");
    AddMessageTempString();
    
    /*AddMessage(Translate("00_01_boat_cabin", "TutorialDrawer01")
            + GetActionKeyString("Interact")
            + Translate("00_01_boat_cabin", "TutorialDrawer02"));*/
}

void Mapfolder01(string asItem)
{
    AddToTempStringTrans("00_01_boat_cabin", "TutorialMapfolder01");
    AddToTempStringAction("GlowStick");
    AddToTempStringTrans("Misc", "QuoteDot");
    AddMessageTempString();
    
    /*AddMessage(Translate("00_01_boat_cabin", "TutorialMapfolder01")
            + GetActionKeyString("GlowStick")
            + Translate("Misc", "QuoteDot"));*/
    
    //Turns off help message for locker, player managed to open the locker and already found the map folder.        
    SetLocalVar("lockerhelp", 1);
}
////PICK UPS STOP////
/////////////////////


//////////////////////
////END LEVEL START///
void EndLevel01(string asTimer)
{
    PlaySoundEntity("boathorn1",false);
    
    AddSubTitleTrans("00_01_boat_cabin", "EndLevel01", 4);
    
    SetGameEntityActive("exitdoor",true);
    
    AddEntityCallback("PlayerInteract","exitdoor","ExitDoorInteract01");
}

void ExitDoorInteract01(string asEntity)
{
    ChangeMap(    "level01_01_outside.dae", //New map
            "link1", //Positon on new map
            "door_metal_boat_open","", //Stop and end sound.
            0.5f , 0.5f,//Fade out and in time (seconds).
            "LoadTexts", "00_01_to_01_01"); //Load text (cat and entry)
}
////END LEVEL STOP///
/////////////////////


//////////////////////////////////////////////////////////
/*This function is run the FIRST time the map is loaded */
void OnStart()
{
    //---- AREA INIT ----------------------
    AddEntityCollideCallback("Enter","locker1","locker1area","FlashlightTutorial01");
    
    SetGameEntityActive("exitdoor",false);
    
    SetAreaCustomIcon("exitdoor", "DoorLink");
    
    
    //---- AUDIO INIT -----------------------
    StopSoundEntity("boathorn1",false);
    
    
    //---- INTERACT INIT ----------------------
    AddEntityCallback("PlayerExamine","padlockarea","PadLockAreaExamine01");
    AddEntityCallback("PlayerInteract","exitdoor","ExitDoorInteract01");
    
    AddUseCallback("padlock_key", "padlockarea", "LockAreaUseKey01");
    AddUseCallback("padlock_key", "locker1", "Locker01UseKey01");
    AddUseCallback("padlock_key", "lock1", "Locker01UseKey01");
    
    AddPickupCallback("flashlight", "PickFlashlight01");
    AddPickupCallback("battery1", "PickBattery01");
    AddPickupCallback("notebook", "PickNotebook01");
    AddPickupCallback("glowstick", "Mapfolder01");
    
    bool bIntro = true;    
        
    //---- INTRO INIT ------------------
    if(bIntro)
    {
        FadeOut(0);
        
        SetPlayerActive(false);
        SetWideScreenActive(true);
        
        StartPlayerLookAt("lookintro1",100, 0.001f);
    }
    
    
    //---- LIGHT INIT -------------------
    SetLight3DFlicker("parrafinlight_light1",
            0.73,0.63,0.48,0.5,            
            3.8,
            0.4, 0.8, "", "",
            0.8, 1.6, "","",
            true, 1.5,2);
    
    SetLight3DFlickerActive("parrafinlight_light1",true);
    
    
    //---- LOCAL VAR INIT -------------------
    //For extra help with locker ->See OnUpdate
    CreateLocalVar("lockerhelp", 0);
    CreateLocalVar("lockerlesshelp", 0);
    
    //For end level check ->See OnUpdate
    CreateLocalVar("endlevel", 0);
    
    
    //----TEXT INIT----------------------
    SetGameEntityDescriptionOnceTrans("exitdoordesc","00_01_boat_cabin","ExitDoorDesc");
    SetGameEntityDescriptionOnceTrans("mapdesc","00_01_boat_cabin","MapDesc");
    SetGameEntityDescriptionOnceTrans("beddesc","00_01_boat_cabin","BedDesc");
    SetGameEntityDescriptionOnceTrans("coffin1","00_01_boat_cabin","Coffin01Desc");
    SetGameEntityDescriptionOnceTrans("smalltabledesc","00_01_boat_cabin","SmallTableDesc");
    SetGameEntityDescriptionOnceTrans("windowdesc1","00_01_boat_cabin","Window01Desc");
    SetGameEntityDescriptionOnceTrans("windowdesc2","00_01_boat_cabin","Window02Desc");
    SetGameEntityDescriptionOnceTrans("whiskeybottle1","00_01_boat_cabin","WhiskeyBottle01Desc");
    SetGameEntityDescriptionOnceTrans("locker1", "00_01_boat_cabin", "Locker01");
    SetGameEntityDescriptionOnceTrans("descwife", "00_01_boat_cabin", "DescPicture");
    SetGameEntityDescriptionOnceTrans("descpinup", "00_01_boat_cabin", "DescPoster");
    
    
    //---- TIMER INIT --------------------    
    //For boat horn event
    CreateTimer("Horn1", 5.5, "HornEvent01",false);
    
    if(bIntro)
    {
        //For fade from black at start
        CreateTimer("Fade1", 0.5, "FadeEffect01",false);
        //For wide screen end and view movement
        CreateTimer("Intro1", 2, "IntroEffect01",false);
        CreateTimer("Intro2", 6, "IntroEffect02",false);
    }
    
    //---- PLAYER INIT --------------------    
    GiveItem("padlock_key","item_key01.ent",-1);
}


/////////////////////////////////////////////////////
/*This function is run everytime the map is loaded */
void OnLoad()
{
    //SetDepthOfFieldActive(true,0);
    //SetupDepthOfField(0.3,2.1,15.2);
    
    SetAmbientColor(0.25,0.25,0.3);
    
    SetSkyboxActive(true);
    SetSkyboxColor(0.5,0.5,1,1);
    
    //---- GRAVITY/WAVE EFFECT --------------------
    SetWaveGravityActive(true);
    SetupWaveGravity(6, //Max angle
            8.0f, //Time for each wave
            9.8, //Gravity size
            "x" //Axis of wave.
            );
}


///////////////////////////////////////
/*This function is run 60 times a sec*/
void OnUpdate()
{    
    //ADD TIMER FOR HELP MESSAGE TO OPEN LOCKER, SEE -> CALLBACKS
    if(HasItem("flashlight") == true && HasItem("notebook")== true
            && GetLocalVar("lockerhelp") == 0)
    {
        CreateTimer("LockerTimer1", 0.5f, "LockerHelp01",false);
            
        SetLocalVar("lockerhelp", 1);
    }
    
    //ADD TIMER TO FINSH LEVEL WHEN PLAYER HAS ALL ITEMS, SEE -> CALLBACKS
    if(HasItem("flashlight") == true && HasItem("notebook") == true &&
            HasItem("glowstick") == true && GetLocalVar("endlevel") == 0)
    {
        CreateTimer("EndLevelTimer1", 6.5f, "EndLevel01",false);
        
        SetLocalVar("endlevel", 1);
    }
}


/////////////////////////////////////////////////////
/*This function is run everytime the map is unloaded */
void OnExit()
{
    SetWaveGravityActive(false);
    StopGameMusic(0.5,0);
}

Do you see anything wrong in code ?
(This post was last modified: 09-19-2015, 07:43 PM by eroniss55.)
09-19-2015, 07:25 PM
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jens Offline
Frictional Games

Posts: 4,093
Threads: 199
Joined: Apr 2006
Reputation: 202
#16
Solved: 8 Years, 3 Weeks ago RE: I've just bought penumbra series from steam but can't play

Did not look much but they look identical? Don't see anything wrong?

I tested using Steam version as well and have overlay active. Can't recall but maybe there is a beta branch available, if so check properties and beta tab on the game and switch to the default branch.
09-19-2015, 08:34 PM
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eroniss55 Offline
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Posts: 9
Threads: 1
Joined: Sep 2015
Reputation: 0
#17
Solved: 8 Years, 3 Weeks ago RE: I've just bought penumbra series from steam but can't play

I could't get it working. I even format my all disk, all data, changed my main computer's OS to ubuntu (Which should be supported by official) but no chance. I'm clicking verify game integritiy, still don't work. I switched back to arch linux. Ubuntu had the same issues. I've waited for updates, I'm still trying. Sometimes steam says a text like 27 files, 147 files and downloads 5-6 MB data. I'm not sure what was that for. I guess it's about with steam ?

I was using steam default and I even tried (When you asked me to try) steam beta, and still no chance. I will try to install steam by playonlinux and feedback. If it works I guess it's about with linux version because I've tried cracked version of windows and it worked. I guess there was some issues with linux version. If it works I will use wine from now on.

________________________

Wine didn't work too. I couldn't even launch game.
I guess there is no way to play this game properly on linux.
(This post was last modified: 09-21-2015, 08:46 PM by eroniss55.)
09-21-2015, 04:20 PM
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