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Arkane PREY - Arkane's immersive coffee cup transformation sim - now with Mooncrash roguelike mode DLC

Latelistener

Arcane
Joined
May 25, 2016
Messages
2,624
I just tried to do this and I can’t replicate your issue. Of course not saying you’re not experiencing it, but it’s definitely not happening on all set-ups.
That's probably the easiest way to replicate it at the very start of the game: https://drive.google.com/file/d/1K5-NFls_I7WAB0bZYywlw_UCZYNv8onS/view

If this is happening only on a few setups then I'm kind of at loss what could it be. I would say that it's probably my save file that somehow got corrupted, but deleting everything and restarting the game doesn't help.
 

JDR13

Arcane
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Nov 2, 2006
Messages
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The Swamp
There's no way that was happening to everyone and they just weren't noticeing it. Something like that would have drove me crazy.
 

Latelistener

Arcane
Joined
May 25, 2016
Messages
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If you don't reload too often you may not even notice it. I just have a hard time believing that a saving system can behave differently depending on a PC.

As someone explained, the game sets all of the containers you previously looted to the default "closed" state after reloading a level or a save file. When you look at them or getting close to them they open back again (to indicate that they were looted).

Maybe RoSoDude can say something about it.
 
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LudensCogitet

Learned
Joined
Nov 4, 2019
Messages
210
If you don't reload too often you may not even notice it. I just have a hard time believing that a saving system can behave differently depending on a PC.

As someone explained, the game sets all of the containers you previously looted to the default "closed" state after reloading a level or a save file. When you look at them or getting close to them they open back again (to indicate that they were looted).

I honestly do not remember that happening at all when I played this game.
Looked at the video in the Reddit thread. That's really bad. Like, this is not ok in a finished game.
The containers "remembering" they are open and opening automatically when you are _right next to them_ is probably fine, but what is depicted is way beyond that.
 

thesheeep

Arcane
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I just have a hard time believing that a saving system can behave differently depending on a PC.
Totally possible, especially in a multi-threaded program, which a game of that caliber hopefully is.

Of course, it still shouldn't, and as a dev you should make damn sure your saving process is fully safe, but... bugs do happen.
 

Latelistener

Arcane
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May 25, 2016
Messages
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That's probably the easiest way to replicate it at the very start of the game: https://drive.google.com/file/d/1K5-NFls_I7WAB0bZYywlw_UCZYNv8onS/view
I asked my friend to replicate this video and it's the same thing. Although he recently got a new powerful PC, new system, etc. We don't have anything in common between our systems aside from Windows 10.

He was also saying that he did not remember anything like that, but turns out it was always there he just didn't pay enough attention I guess.

So, people weren't paying attention, no one reported it and Arkane didn't fix it back then. No one is going to fix this shit now.

:negative:
 
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Latelistener

Arcane
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Well you have to exit the game sometimes. Also, moving to another level and then going back will yield the same result I think.

Other than that, you can get killed fairly easily in the beginning on the max difficulty.

Of course, it still shouldn't, and as a dev you should make damn sure your saving process is fully safe, but... bugs do happen.
It's not the saving process itself. I've already explained it so I don't want to repeat myself over and over. The game behaves like it should, just in an unwanted way. Since no one complained Arkane never did anything about it.
 
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Silverfish

Arbiter
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Dec 4, 2019
Messages
3,929
So, when you reload a saved game all looted containers will be closed again. But when you get close to them or even look in their direction, they will open by itself on the other side of the level (but you will hear this shit like it's right beside you).

Super mimics.
 

Bad Sector

Arcane
Patron
Joined
Mar 25, 2012
Messages
2,334
Insert Title Here RPG Wokedex Codex Year of the Donut Codex+ Now Streaming! Steve gets a Kidney but I don't even get a tag.
Yeah i also have that bug, just tried it. I guess i never triggered it in my playthrough, it only seems to happen if you open a container and then save near it. It doesn't seem to happen with *all* containers.
 

Latelistener

Arcane
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Messages
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Yeah i also have that bug, just tried it. I guess i never triggered it in my playthrough, it only seems to happen if you open a container and then save near it. It doesn't seem to happen with *all* containers.
It's not a bug. It's how the game handles containers in the game. If you still have an old save file you can reload and run through a level to check. My friend still had it and yeah, it's all there he just didn't noticed it when he was playing.

It doesn't matter where you save either. If you run 100 meters away from it, then turn your back, save, reload and look into the direction again it will open no matter what.

There is something wrong with the sound system in this game if all these containers, despite opening in a distance, sound like they are near to you. But then again, the problematic sound system was also reported and it was never fixed.
I'm pretty sure I would have noticed an orchestra of opening containers.
I wasn't sure before, but now I'm 100% sure that if you open the game you will have the same thing.
 
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ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,387
There was a reddit post where the devs mentioned sound propagation is handled by placing volumes in each level, and that if there's a sound anomaly in a level somewhere, it means there was a mistake with placing the sound volumes in that level, and not necessarily a bug with the sound system in general.
 

Latelistener

Arcane
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May 25, 2016
Messages
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Thanks to RoSoDuDe's guide, I've managed to find the necessary arkgameplayarchitecture.xml file located in the "\libs\entityarchetypes\" that contains this:

<Animation anim_close="breakroom_a_open" anim_open="breakroom_a_close"/>
<Sound audioTrigger_Close="Play_Container_Fridge_Close_01" audioTrigger_Open="Play_Container_Fridge_Open_01"/>

You can remove opening/closing animation and/or the corresponding sounds for every interactable object. If you remove the animation the sound will remove itself.

It's not an elegant solution so I'm thinking maybe there's something better.

There was a reddit post where the devs mentioned sound propagation is handled by placing volumes in each level, and that if there's a sound anomaly in a level somewhere, it means there was a mistake with placing the sound volumes in that level, and not necessarily a bug with the sound system in general.
Why do then containers sound like they are opening inside your head, despite the fact that they can be on the other side of the level.

That's not just one level either. The same thing is in your apartment, in lobby and in hardware labs. I'm fairly sure it's everywhere.
 
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ciox

Liturgist
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Feb 9, 2016
Messages
1,387
There was a reddit post where the devs mentioned sound propagation is handled by placing volumes in each level, and that if there's a sound anomaly in a level somewhere, it means there was a mistake with placing the sound volumes in that level, and not necessarily a bug with the sound system in general.
Why do then containers sound like they are opening inside your head, despite the fact that they can be on the other side of the level.

That's not just one level either. The same thing is in your apartment, in lobby and in hardware labs. I'm fairly sure it's everywhere.

Well, the discussion is over here if it helps shed any light on things https://www.reddit.com/r/prey/comments/954i9a/does_the_sound_just_ignore_elevation/
 

Bad Sector

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Insert Title Here RPG Wokedex Codex Year of the Donut Codex+ Now Streaming! Steve gets a Kidney but I don't even get a tag.
It's not a bug. It's how the game handles containers in the game.

It is a bug in how the game handles containers, the containers should only open if you just look at them while you are close to them and the sounds should only play then.

If you still have an old save file you can reload and run through a level to check. My friend still had it and yeah, it's all there he just didn't noticed it when he was playing.

It does happen indeed... i never noticed it.
 

Latelistener

Arcane
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May 25, 2016
Messages
2,624
It's not a bug. It's how the game handles containers in the game.
It is a bug in how the game handles containers, the containers should only open if you just look at them while you are close to them and the sounds should only play then.
The problem is that, the containers you looted remain open for the rest of the game. There is no option to close them and they won't close by itself. This is to visually signalize that they were looted.

But when you reload a save file they load in the default "closed" and then the game tries to open them back for the aforementioned purpose.
 

kangaxx

Arbiter
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Jan 26, 2020
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atop a flaming horse
Well, the discussion is over here if it helps shed any light on things https://www.reddit.com/r/prey/comments/954i9a/does_the_sound_just_ignore_elevation/

That's interesting but does it explain the sound of containers opening? You'd think each container is wrapped in a 'sound volume', and therefore that bug shouldn't apply.

The operator sound thing has happened to me before though. Notably in the central atrium of Psychotronics, they tend to get stuck in the rafters but they sound as if they're floating right next to you.
 

RoSoDude

Arcane
Joined
Oct 1, 2016
Messages
750
There was a reddit post where the devs mentioned sound propagation is handled by placing volumes in each level, and that if there's a sound anomaly in a level somewhere, it means there was a mistake with placing the sound volumes in that level, and not necessarily a bug with the sound system in general.

Given this, it may actually be possible to reassign sound volumes; data about object positions and other properties in maps is stored in .xml files generated by the CryEngine editor. Other modders have delved into it much more than me, but it is actually possible to add/remove/edit objects in maps by editing those map definition files (there's a randomizer that does this algorithmically, even), it just takes an asinine degree of trial and error since we can't load the maps in the CryEngine editor ourselves to check what the properties ought to be.
 

Silentstorm

Learned
Joined
Apr 29, 2019
Messages
885
Didn't notice there was a thread for this, anyways, it's a...good game at the start when i felt some kind of tension before realizing mimics are suprisingly not that tough once you get used to it and there are Quick Saves, so i played as an all human character(no Typhon powers) just running around whacking every mimic with a wrench not caring if anything would transform and shooting everything else.

It makes for a more relaxing game, i did like how even without powers there were some alternatives to how to beat Typhons, those big turret aliens can be beaten by going up near the roof and just gluing them till they fall, get super ripped and if there are sofas or anything large, even Nightmares become a joke as, i swear, you become able to throw a sofa with such strength a Nightmare gets knocked out and you can attack without issue, granted, those objects aren't always there and it takes a while to pick them unless you find a random mod, but it's worth it just to stare at an entity formed specifically to destroy get really hurt by mankind's greatest weapon, a sofa!

Also, it just reminded me i HATE zero-gravity things, the game just slows down to a crawl and movement becomes more annoying when you can't just walk and jump, i didn't bother doing a few stuff if it required going Zero-G, sadly, i recall that being needed a few times in the story, including one where you had to go through big corridors to get to a place, then find another place for a keycard, said keycard also trapped in a Zero-G environment, i just want to walk and run on a space station, i don't know, maybe a lot of people like this kind of thing, i don't, at least not in first person games.
 

Latelistener

Arcane
Joined
May 25, 2016
Messages
2,624
I've made a quick mod that will remove animations and sounds from containers. Removing just the sounds didn't work for some reason.

Closing animations and sounds are fine, but they will look and sound weird without the opening animations and sounds.

Containers will now be static (you can loot them of course). I didn't touch doors since there are no problems with them. I do have a few doubts regarding some containers and since I haven't even completed the game I didn't touch them. I will edit it later if needed.

You need to place it into "Prey\GameSDK\Precache". You can install and remove it freely and you don't need to start a new game. If your computer explodes though, I'm not responsible.

https://drive.google.com/file/d/1I6rhK8rfqPYeTmjSR4StreFBXxemYyg8/view
 

JDR13

Arcane
Joined
Nov 2, 2006
Messages
3,997
Location
The Swamp
Also, it just reminded me i HATE zero-gravity things, the game just slows down to a crawl and movement becomes more annoying when you can't just walk and jump, i didn't bother doing a few stuff if it required going Zero-G, sadly, i recall that being needed a few times in the story, including one where you had to go through big corridors to get to a place, then find another place for a keycard, said keycard also trapped in a Zero-G environment, i just want to walk and run on a space station, i don't know, maybe a lot of people like this kind of thing, i don't, at least not in first person games.

Put your fucking big-boy pants on.
 

Spukrian

Savant
Joined
May 28, 2016
Messages
829
Location
Lost Continent of Mu
I've had that sound bug several times but could just never figure out what it was...

Speaking of that, anyone had the bug where a typhon dies really far away from you yet the death sound makes it sound like it's next to you?
 

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