Anonymous edits have been disabled on the wiki. If you want to contribute please login or create an account.


Warning for game developers: PCGamingWiki staff members will only ever reach out to you using the official press@pcgamingwiki.com mail address.
Be aware of scammers claiming to be representatives or affiliates of PCGamingWiki who promise a PCGW page for a game key.

Vessel

From PCGamingWiki, the wiki about fixing PC games
Revision as of 00:56, 21 March 2014 by Garrett (talk | contribs) (→‎Video settings: updated screen types)
This page may require cleanup to meet basic quality standards. You can help by modifying the article. The discussion page may contain useful suggestions.
Template:Infobox game/row/osxporterTemplate:Infobox game/row/linporter
Vessel
Vessel cover
Developers
Strange Loop Games
Publishers
indiePub Games
Release dates
Windows March 1, 2012
macOS (OS X) January 7, 2013
Linux December 10, 2012
Vessel on Wikipedia

General information

Steam Community Discussions
Steam Users' Forums for game series

Availability

Template:Availability Table

Further patches for the OS X and Linux versions of Vessel can be downloaded here.

Game data

Configuration files location

Template:Game data/rowTemplate:Game data/rowTemplate:Game data/row
System Location
Steam Play (Linux) <Steam-folder>/steamapps/compatdata/108500/pfx/[Note 1]
This game follows the XDG Base Directory Specification on Linux.

Save game data location

Template:Game data/rowTemplate:Game data/rowTemplate:Game data/row
System Location
Steam Play (Linux) <Steam-folder>/steamapps/compatdata/108500/pfx/[Note 1]

Video settings

General settings.

Template:Video settings

OS X Resolution Settings

Due to a flaw in SDL video modes, Vessel for OS X requires that the settings be changed outside of Vessel. Edit ~/Library/Application Support/Vessel/VesselConfig.ini for this.

Input settings

Template:Input settings

Controller Input

If you've got a compiler handy, you can use this C file to determine your controller's config values. Note: Requires SDL headers/libs!

The INI File

From the ini file...

-------------------------------------------------------------------------------
-- This is the config file for SDL joystick input.
-- We map joysticks in a somewhat obtuse way in order make Vessel compatible
-- with as many controllers as possible. Here's how it works:
--
-- Let's say I've connected my Classic Controller Pro. Here's what will show up
-- in the terminal output:
-- Gamepad #0: Nintendo Wiimote
-- 	Number of axes: 4
-- 	Number of hats: 1
-- 	Number of buttons: 11
--
-- We bind joystick values from 0 up, and we bind the axes, hats, and buttons
-- in that order.
-- 	1 axis = 1 value. Example: The left thumbstick's x axis is 1 axis.
-- 	1 hat = 4 values: Up, Down, Left, Right in that exact order.
-- 	1 button = 1 value. Yeah.
--
-- So let's look at the Classic Controller again. We have four axes, so we will
-- use 0-3 as our axes keys. We have one hat after that, so values 4-7 will be
-- that hat value's Down, Up, Left and Right keys (the CCP hat is upside down).
-- The buttons will simply be 8-18 after that.
--
-- If you don't want to bind a button value, just use 1337.
--
-- DeadZone is a way to account for possible dead zones in controller axes.
-- The actual axis value (-32768 to 32768) is divided by the DeadZone value.
-- The lower the number, the more amplified the axis motions will be.
--
-- If you want to invert any inputs, add a - sign to the front of the value.
-- For example, to flip an axis that is value 2, set the binding to -2.
--
-- Unfortunately there is an element of trial-and-error due to controllers
-- having no real standard, so you are highly encouraged to share your
-- controller configurations with the community. I recommend making a database
-- at the PCGamingWiki: http://www.pcgamingwiki.com/
--
-- Below is my set of bindings for the Classic Controller Pro, mounted with
-- wminput and using this config:
--
-- http://www.flibitijibibo.com/wminput/gamepad.wminput
--
-- Love, flibit
--
-------------------------------------------------------------------------------

The bindings that follow are named after the buttons found on the Xbox 360 controller. Simply bind the values described above to the equivalent 360 controller value.

Configurations

Below is a list of configurations for various controllers, contributed by the community.

Nintendo Wii Classic Controller Pro

This uses the wminput configuration found here: http://www.flibitijibibo.com/wminput/gamepad.wminput

[Binds]
Button_A=9
Button_B=8
Button_X=11
Button_Y=10
Button_Black=13
Button_White=12
Button_LeftTrigger=14
Button_RightTrigger=15
Button_Start=17
Button_Back=16
Button_LeftThumb=18
Button_RightThumb=1337
DPad_Up=5
DPad_Down=4
DPad_Left=6
DPad_Right=7
Axis_LX=0
Axis_LY=1
Axis_RX=2
Axis_RY=3
DeadZone=24576
OUYA Controller
[Binds]
Button_A=10
Button_B=13
Button_X=11
Button_Y=12
Button_Black=1337
Button_White=1337
Button_LeftTrigger=22
Button_RightTrigger=23
Button_Start=24
Button_Back=14
Button_LeftThumb=16
Button_RightThumb=17
DPad_Up=18
DPad_Down=19
DPad_Left=20
DPad_Right=21 
Axis_LX=0    
Axis_LY=-1
Axis_RX=3
Axis_RY=-4 
DeadZone=24576
X-Kim GPTL-00D
[Binds]
Button_A=9
Button_B=8
Button_X=11
Button_Y=10
Button_Black=13
Button_White=12
Button_LeftTrigger=14
Button_RightTrigger=15
Button_Start=17
Button_Back=16
Button_LeftThumb=18
Button_RightThumb=19
DPad_Up=4
DPad_Down=5
DPad_Left=6
DPad_Right=7 
Axis_LX=0    
Axis_LY=-1
Axis_RX=3
Axis_RY=-2 
DeadZone=24576
Logitech Gamepad F310

Note: Use "XInput"-mode. LB will be used instead of LT and RB instead of RT.

[Binds]
Button_A=10
Button_B=11
Button_X=12
Button_Y=13
Button_Black=1337
Button_White=1337
Button_LeftTrigger=14
Button_RightTrigger=15
Button_Start=17
Button_Back=16
Button_LeftThumb=19
Button_RightThumb=20
DPad_Up=6
DPad_Down=7
DPad_Left=8
DPad_Right=9
Axis_LX=0
Axis_LY=-1
Axis_RX=3
Axis_RY=-4
DeadZone=24576
Logitech RumblePad 2
[Binds]
Button_A=9
Button_B=10
Button_X=8
Button_Y=11
Button_Black=13
Button_White=12
Button_LeftTrigger=14
Button_RightTrigger=15
Button_Start=17
Button_Back=16
Button_LeftThumb=18
Button_RightThumb=1337
DPad_Up=5
DPad_Down=4
DPad_Left=6
DPad_Right=7
Axis_LX=0
Axis_LY=-1
Axis_RX=2
Axis_RY=-3
DeadZone=24576
Xbox 360 Controller

LB will be used instead of LT and RB instead of RT. With xpad:

[Binds]
Button_A=10
Button_B=11
Button_X=12
Button_Y=13
Button_Black=1337
Button_White=1337
Button_LeftTrigger=14
Button_RightTrigger=15
Button_Start=17
Button_Back=16
Button_LeftThumb=19
Button_RightThumb=20
DPad_Up=6
DPad_Down=7
DPad_Left=8
DPad_Right=9
Axis_LX=0
Axis_LY=-1
Axis_RX=3
Axis_RY=4
DeadZone=24576

With xboxdrv:

[Binds]
Button_A=10
Button_B=11
Button_X=12
Button_Y=13
Button_Black=1337
Button_White=1337
Button_LeftTrigger=14
Button_RightTrigger=15
Button_Start=17
Button_Back=16
Button_LeftThumb=19
Button_RightThumb=20
DPad_Up=6
DPad_Down=7
DPad_Left=8
DPad_Right=9
Axis_LX=0
Axis_LY=-1
Axis_RX=2
Axis_RY=-3
DeadZone=24576
PlayStation Controller
ID 0810:0003 Personal Communication Systems, Inc. PlayStation Gamepad
[Binds]
Button_A=11
Button_B=10
Button_X=12
Button_Y=9
Button_Black=13
Button_White=14
Button_LeftTrigger=15
Button_RightTrigger=16
Button_Start=18 
Button_Back=17
Button_LeftThumb=19
Button_RightThumb=20
DPad_Up=5
DPad_Down=6
DPad_Left=7
DPad_Right=8
Axis_LX=0
Axis_LY=-1
Axis_RX=4
Axis_RY=-3
DeadZone=24576
PlayStation 3 (DualShock 3) Controller

Note: Due to the PS3 Controller's motion- and pressure-sensitive capabilities, PS3 Controller users may need to delete (or remove) the file libSDL-1.2.so.0 found in the ~/Vessel/x86/ folder; Otherwise, this controller may not function properly.

ID 054c:0268 Sony Corp. / PlayStation 3 Controller
[Binds]
Button_A=41 
Button_B=40 
Button_X=42
Button_Y=39
Button_Black=36
Button_White=35
Button_LeftTrigger=38
Button_RightTrigger=37
Button_Start=30
Button_Back=27
Button_LeftThumb=28
Button_RightThumb=29
DPad_Up=31
DPad_Down=33
DPad_Left=34
DPad_Right=32 
Axis_LX=0    
Axis_LY=-1
Axis_RX=2
Axis_RY=-3   
DeadZone=24576

Audio settings

Template:Audio settings

Issues unresolved

Vessels appear empty

This bug only appears in the OS X and Linux versions of the game. The vessels are being filled, but the fluid isn't being displayed.

Multi-monitor issues

The game works without problems in multi-monitor setups, however overviews, for example which reactors have been fixed in factory, will appear severely taller than the screen height.

System requirements

Windows
Minimum
Operating system (OS) XP, Vista, 7
Processor (CPU) Dual Core 2.0 GHz
System memory (RAM)
Hard disk drive (HDD) 1.5 GB
Video card (GPU) ATi Radeon HD 2400 or NVIDIA GeForce 7600 or better (Shader Model 3.0 needs to be supported)

Notes

  1. 1.0 1.1 File/folder structure within this directory reflects the path(s) listed for Windows and/or Steam game data (use Wine regedit to access Windows registry paths). Games with Steam Cloud support may store data in ~/.steam/steam/userdata/<user-id>/108500/ in addition to or instead of this directory. The app ID (108500) may differ in some cases. Treat backslashes as forward slashes. See the glossary page for details.

References