(I'm adding this comment to many bugs that this fix might apply to...sorry if you see it multiple times or it doesn't _actually_ fix your issue.)
Here is a new test build, please try it and report back. It's a 2.1 megabyte
download, so you don't have to redownload the whole game again.
This is meant to fix crash bugs mostly. We still have rendering issues, etc to sort out. If this didn't fix your issue, please report it on this bug. If there are still other unrelated issues, please file a new bug or add yourself to the CC list of one of the other bugs. Here's the open bug list if you want to check for others with the same problem:
https://bugzilla.icculus.org/buglist.cgi?query_format=specific&bug_status=__open__&product=Psychonauts
Steam users: you'll get this through Steam shortly.
Linux users, download this...
http://treefort.icculus.org/psychonauts/psychonauts-linux-0.3-patch.tar.bz2
...and unpack it. Overwrite Psychonauts and libSDL-1.2.so.0 with it. This works with either of the first two builds from HumbleBundle.com.
Mac users that aren't using Steam, download this...
http://treefort.icculus.org/psychonauts/psychonauts-mac-0.3-patch.tar.bz2
...double click it, and run the patcher program it produces.
We'll do a more formal build once we get some feedback.
--ryan.
I got the trash can twice through the loop, and during the third attempt this happened: (Ubuntu 12.04, nVidia proprietary drivers, Asus U36SD laptop) ====================== ====================== Memory post level load ====================== ====================== WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb DaveD: Level loaded in 1.03 seconds Anim: anims\caja_machines\psimachineidle_end.jan: loaded (1 frames latency) Anim: anims\censor1l\idle1.jan: loaded (1 frames latency) Anim: anims\caja_machines\cobwebweave_end.jan: loaded (1 frames latency) Game: Engine Raz spawning at teleport cajaStumpLocStartPoint Game: Engine Saved[LEVELLOAD]: TreeStumpTeleport = nil 1: 1 (number) 1: 1 (number) Game: Engine WARNING: Attempted to restore player controls while a cutscene was playing. Ain't gonna happen, buddy. Game: Engine OBJECT HIT HOOP TRIGGER = TKProp1 Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = TKProp1 Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = TKProp1 Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Game: Engine OBJECT HIT HOOP TRIGGER = nil Anim: anims\janitor\ninja_idle1.jan: loaded (1 frames latency) Game: Engine Saved[LEVELLOAD]: TreeStumpTeleLaunchAt = nil Game: Engine Cutscene progression: CS Script moving from state TreestumpTeleportExit to state CleanupCSTreestumpTeleportExit, resultant state CleanupCSTreestumpTeleportExit. Time: 851.852783203125. * Stack Trace 1: setState (line -1, file '(none)) (field) 2: (null) (line -1, file '(none)) () Game: Engine Ending normal cutscene TreestumpTeleportExit Game: Engine RESTORE SECONDARY TARGET Game: Engine SET SECONDARY TARGET nil Game: Engine Saved[CA]: bTreestumpTeleportExitPlayed = 1 Game: Engine Cutscene progression: CS Script moving from state CleanupCSTreestumpTeleportExit to state nil, resultant state nil. Time: 851.9105834960938. * Stack Trace 1: setState (line -1, file '(none)) (field) 2: endCutscene (line -1, file '(none)) (field) 3: (null) (line -1, file '(none)) () Game: Engine Beginning cutscene TutorialIntro Game: Engine Cutscene progression: CS Script moving from state nil to state TutorialIntro, resultant state TutorialIntro. Time: 851.9405517578125. * Stack Trace 1: setState (line -1, file '(none)) (field) 2: xRunCutsceneWithSettings (line -1, file '(none)) (field) 3: runCutsceneWithSettings (line -1, file '(none)) (field) 4: runCutsceneWithSettings (line -1, file '(none)) (field) 5: runCutscene (line -1, file '(none)) (field) 6: teachNewPowers (line -1, file '(none)) (field) 7: (null) (line -1, file '(none)) () Anim: anims\janitor\talk1.jan: loaded (1 frames latency) Anim: anims\janitor\talk2.jan: loaded (1 frames latency) Game: Engine Cutscene progression: CS Script moving from state TutorialIntro to state CleanupCSTutorialIntro, resultant state CleanupCSTutorialIntro. Time: 856.9317626953125. * Stack Trace 1: setState (line -1, file '(none)) (field) 2: (null) (line -1, file '(none)) () Game: Engine Ending normal cutscene TutorialIntro Game: Engine RESTORE SECONDARY TARGET Game: Engine SET SECONDARY TARGET nil Game: Engine Saved[CA]: bTutorialIntroPlayed = 1 Game: Engine Cutscene progression: CS Script moving from state CleanupCSTutorialIntro to state nil, resultant state nil. Time: 856.986328125. * Stack Trace 1: setState (line -1, file '(none)) (field) 2: endCutscene (line -1, file '(none)) (field) 3: (null) (line -1, file '(none)) () PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/cutscenes/prerendered/telekinesismeritbadge.bik' to 'WorkResource/cutscenes/prerendered/TelekinesisMeritBadge.bik' PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/cutscenes/prerendered/telekinesismeritbadge.bik' to 'WorkResource/cutscenes/prerendered/TelekinesisMeritBadge.bik' PSYCHONAUTS UNIX FILENAME: corrected 'WorkResource/cutscenes/prerendered/telekinesismeritbadge.bik' to 'WorkResource/cutscenes/prerendered/TelekinesisMeritBadge.bik' WARN: ENGINE: Lua garbage collection starting FreeUnusedBlocksInBuckets released 0 Kb Prerender subtitle file: cutscenes/prerendered/telekinesismeritbadge.dfs not found Game: Engine Beginning cutscene CAJATelekinesisTutorialIntro Game: Engine Cutscene progression: CS Script moving from state nil to state ___EZScene, resultant state ___EZScene. Time: 857.0204467773438. * Stack Trace 1: setState (line -1, file '(none)) (field) 2: xRunCutsceneWithSettings (line -1, file '(none)) (field) 3: runCutsceneWithSettings (line -1, file '(none)) (field) 4: runCutsceneWithSettings (line -1, file '(none)) (field) 5: runCutscene (line -1, file '(none)) (field) 6: (null) (line -1, file '(none)) () Game: Engine starting proc action table 857.0764770507812 Game: Engine done proc action table857.4359741210938 Game: Engine starting proc action table 857.4359741210938 Game: Engine done proc action table857.4359741210938 Game: Engine starting proc action table 857.4359741210938 Anim: anims\janitor\pointup.jan: loaded (1 frames latency) Game: Engine done proc action table862.5540161132812 Game: Engine starting proc action table 862.6193237304688 Game: Engine done proc action table862.6193237304688 Game: Engine starting proc action table 862.6193237304688 Game: Engine resetTKCan current pos X: 0 Y: 0 Z: 0 * Stack Trace 1: resetTKCanForTutorial (line -1, file '(none)) (field) 2: (null) (line 1, file 'string "FindScriptObject('Ford'):resetTKCanForTutor...") () 3: dostring (line -1, file 'C) (global) 4: callMemberFunction (line -1, file '(none)) (field) 5: EZSceneProcessAction (line -1, file '(none)) (field) 6: EZSceneProcessActionTable (line -1, file '(none)) (field) 7: (null) (line -1, file '(none)) () Game: Engine setPosition on prop: TKProp1 * Stack Trace 1: setPosition (line -1, file '(none)) (field) 2: resetTKCanForTutorial (line -1, file '(none)) (field) 3: (null) (line 1, file 'string "FindScriptObject('Ford'):resetTKCanForTutor...") () 4: dostring (line -1, file 'C) (global) 5: callMemberFunction (line -1, file '(none)) (field) 6: EZSceneProcessAction (line -1, file '(none)) (field) 7: EZSceneProcessActionTable (line -1, file '(none)) (field) 8: (null) (line -1, file '(none)) () Anim: anims\janitor\talk_bah.jan: loaded (1 frames latency) Game: Engine done proc action table862.7109375 Game: Engine starting proc action table 862.7109375 Game: Engine done proc action table864.3661499023438 Game: Engine starting proc action table 864.3966064453125 Game: Engine done proc action table864.6072387695312 Game: Engine Cutscene progression: CS Script moving from state ___EZScene to state CleanupCS___EZScene, resultant state CleanupCS___EZScene. Time: 864.6072387695312. * Stack Trace 1: setState (line -1, file '(none)) (field) 2: (null) (line -1, file '(none)) () WARN: (none(-1) SetEntityFlag ca.CAJACutscenes: argument 3 is nil (not a number) Game: Engine proccing end action table Game: Engine starting proc action table 864.6380004882812 Game: Engine resetTKCan current pos X: 35738 Y: -18.32169532775879 Z: -1761 * Stack Trace 1: resetTKCanForTutorial (line -1, file '(none)) (field) 2: (null) (line 1, file 'string "FindScriptObject('Ford'):resetTKCanForTutor...") () 3: dostring (line -1, file 'C) (global) 4: callMemberFunction (line -1, file '(none)) (field) 5: EZSceneProcessAction (line -1, file '(none)) (field) 6: EZSceneProcessActionTable (line -1, file '(none)) (field) 7: (null) (line -1, file '(none)) () Game: Engine setPosition on prop: TKProp1 * Stack Trace 1: setPosition (line -1, file '(none)) (field) 2: resetTKCanForTutorial (line -1, file '(none)) (field) 3: (null) (line 1, file 'string "FindScriptObject('Ford'):resetTKCanForTutor...") () 4: dostring (line -1, file 'C) (global) 5: callMemberFunction (line -1, file '(none)) (field) 6: EZSceneProcessAction (line -1, file '(none)) (field) 7: EZSceneProcessActionTable (line -1, file '(none)) (field) 8: (null) (line -1, file '(none)) () Game: Engine done proc action table864.8555908203125 Game: Engine done proccing end action table Game: Engine Ending EZ cutscene CAJATelekinesisTutorialIntro (currCSName ___EZScene) Game: Engine RESTORE SECONDARY TARGET Game: Engine SET SECONDARY TARGET nil Game: Engine Saved[CA]: bCAJATelekinesisTutorialIntroPlayed = 1 Game: Engine Cutscene progression: CS Script moving from state CleanupCS___EZScene to state nil, resultant state nil. Time: 864.8872680664062. * Stack Trace 1: setState (line -1, file '(none)) (field) 2: endCutscene (line -1, file '(none)) (field) 3: (null) (line -1, file '(none)) () Game: Engine resetTKCan current pos X: 35738 Y: -18.32169342041016 Z: -1761 * Stack Trace 1: resetTKCanForTutorial (line -1, file '(none)) (field) 2: (null) (line -1, file '(none)) () Game: Engine setPosition on prop: TKProp1 * Stack Trace 1: setPosition (line -1, file '(none)) (field) 2: resetTKCanForTutorial (line -1, file '(none)) (field) 3: (null) (line -1, file '(none)) () Anim: anims\dartnew\tk.jan: loaded (1 frames latency) Anim: anims\dartnew\meleearms\tk\grab.jan: loaded (1 frames latency) Game: Engine TKPickup Anim: anims\dartnew\meleearms\tk\lift.jan: loaded (1 frames latency) Anim: anims\dartnew\tkcycle.jan: loaded (1 frames latency) Anim: anims\dartnew\tk_turn.jan: loaded (1 frames latency) Game: Engine TKAiming Anim: anims\dartnew\meleearms\tk\throw.jan: loaded (1 frames latency) Anim: anims\tk_mover\tumble.jan: loaded (1 frames latency) Game: Engine TKThrown Anim: anims\tk_mover\land.jan: loaded (1 frames latency) Game: Engine TKCollide Game: Engine 1240.447631835938 Game: Engine TKRelease Game: Engine resetTKCan current pos X: 34621.26171875 Y: -18.45519256591797 Z: -1220.99462890625 * Stack Trace 1: resetTKCanForTutorial (line -1, file '(none)) (field) 2: (null) (line -1, file '(none)) () Game: Engine setPosition on prop: TKProp1 * Stack Trace 1: setPosition (line -1, file '(none)) (field) 2: resetTKCanForTutorial (line -1, file '(none)) (field) 3: (null) (line -1, file '(none)) () Game: Engine Beginning cutscene CAJATelekinesisTutorialHoopIntro Game: Engine Cutscene progression: CS Script moving from state nil to state ___EZScene, resultant state ___EZScene. Time: 886.306884765625. * Stack Trace 1: setState (line -1, file '(none)) (field) 2: xRunCutsceneWithSettings (line -1, file '(none)) (field) 3: runCutsceneWithSettings (line -1, file '(none)) (field) 4: runCutsceneWithSettings (line -1, file '(none)) (field) 5: runCutscene (line -1, file '(none)) (field) 6: (null) (line -1, file '(none)) () Game: Engine starting proc action table 886.3377685546875 Game: Engine resetTKCan current pos X: 35738 Y: -18.32169342041016 Z: -1761 * Stack Trace 1: resetTKCanForTutorial (line -1, file '(none)) (field) 2: (null) (line 1, file 'string "FindScriptObject('Ford'):resetTKCanForTutor...") () 3: dostring (line -1, file 'C) (global) 4: callMemberFunction (line -1, file '(none)) (field) 5: EZSceneProcessAction (line -1, file '(none)) (field) 6: EZSceneProcessActionTable (line -1, file '(none)) (field) 7: (null) (line -1, file '(none)) () Game: Engine setPosition on prop: TKProp1 * Stack Trace 1: setPosition (line -1, file '(none)) (field) 2: resetTKCanForTutorial (line -1, file '(none)) (field) 3: (null) (line 1, file 'string "FindScriptObject('Ford'):resetTKCanForTutor...") () 4: dostring (line -1, file 'C) (global) 5: callMemberFunction (line -1, file '(none)) (field) 6: EZSceneProcessAction (line -1, file '(none)) (field) 7: EZSceneProcessActionTable (line -1, file '(none)) (field) 8: (null) (line -1, file '(none)) () Game: Engine done proc action table886.6246337890625 Game: Engine starting proc action table 886.6246337890625 Game: Engine done proc action table886.6246337890625 Game: Engine starting proc action table 886.6246337890625 Game: Engine done proc action table888.2575073242188 Game: Engine starting proc action table 888.2902221679688 Game: Engine done proc action table888.2902221679688 Game: Engine starting proc action table 888.2902221679688 Game: Engine done proc action table888.4216918945312 Game: Engine starting proc action table 888.4216918945312 Game: Engine done proc action table889.3091430664062 Game: Engine starting proc action table 889.341796875 Game: Engine done proc action table889.341796875 Game: Engine starting proc action table 889.341796875 Game: Engine done proc action table889.469970703125 Game: Engine starting proc action table 889.469970703125 Game: Engine done proc action table891.5997924804688 Game: Engine starting proc action table 891.6305541992188 Game: Engine done proc action table891.6305541992188 Game: Engine starting proc action table 891.6305541992188 Game: Engine done proc action table891.6905517578125 Game: Engine starting proc action table 891.6905517578125 Anim: anims\dartnew\gesture01.jan: loaded (1 frames latency) Game: Engine line skip requested, skipping. Game: Engine exiting on line abort Game: Engine starting proc action table 892.7408447265625 Game: Engine done proc action table892.867431640625 Game: Engine starting proc action table 892.867431640625 Game: Engine done proc action table897.63916015625 Game: Engine starting proc action table 897.7071533203125 Game: Engine done proc action table897.7071533203125 Game: Engine starting proc action table 897.7071533203125 Game: Engine done proc action table897.7071533203125 Game: Engine starting proc action table 897.7071533203125 Game: Engine done proc action table899.4514770507812 Game: Engine starting proc action table 899.4842529296875 Game: Engine done proc action table899.7827758789062 Game: Engine starting proc action table 899.7827758789062 Game: Engine done proc action table899.84716796875 Game: Engine starting proc action table 899.84716796875 Game: Engine done proc action table906.7990112304688 Game: Engine starting proc action table 906.8595581054688 Game: Engine done proc action table906.8595581054688 Game: Engine starting proc action table 906.8595581054688 Game: Engine done proc action table906.921142578125 Game: Engine starting proc action table 906.921142578125 Game: Engine done proc action table907.7813720703125 Game: Engine starting proc action table 907.7813720703125 Game: Engine done proc action table908.0724487304688 Game: Engine starting proc action table 908.0724487304688 Anim: anims\dartnew\talk_4.jan: loaded (1 frames latency) Game: Engine done proc action table908.3933715820312 Game: Engine starting proc action table 908.3933715820312 Game: Engine done proc action table909.114501953125 Game: Engine starting proc action table 909.114501953125 Game: Engine done proc action table909.5931396484375 Game: Engine starting proc action table 909.5931396484375 Game: Engine done proc action table909.6273193359375 Game: Engine starting proc action table 909.6273193359375 Game: Engine done proc action table911.5130004882812 Game: Engine starting proc action table 911.5464477539062 Game: Engine done proc action table911.71240234375 Game: Engine starting proc action table 911.71240234375 Game: Engine done proc action table911.7733764648438 Game: Engine starting proc action table 911.7733764648438 Game: Engine line skip requested, skipping. Game: Engine done proc action table914.917724609375 Game: Engine starting proc action table 914.9490356445312 Game: Engine done proc action table914.9827880859375 Game: Engine starting proc action table 914.9827880859375 Game: Engine line skip requested, skipping. Game: Engine done proc action table915.7437133789062 Game: Engine starting proc action table 915.7779541015625 Game: Engine done proc action table915.8464965820312 Game: Engine starting proc action table 915.8464965820312 Game: Engine line skip requested, skipping. Game: Engine done proc action table917.0396728515625 Game: Engine starting proc action table 917.0748291015625 Game: Engine done proc action table917.0748291015625 Game: Engine starting proc action table 917.0748291015625 Game: Engine done proc action table919.2012329101562 Game: Engine starting proc action table 919.2760009765625 Game: Engine done proc action table919.7764892578125 Game: Engine Cutscene progression: CS Script moving from state ___EZScene to state CleanupCS___EZScene, resultant state CleanupCS___EZScene. Time: 919.7764892578125. * Stack Trace 1: setState (line -1, file '(none)) (field) 2: (null) (line -1, file '(none)) () WARN: (none(-1) SetEntityFlag ca.CAJACutscenes: argument 3 is nil (not a number) Game: Engine proccing end action table Game: Engine starting proc action table 919.80322265625 Game: Engine done proc action table919.9915771484375 Game: Engine done proccing end action table Game: Engine Ending EZ cutscene CAJATelekinesisTutorialHoopIntro (currCSName ___EZScene) Game: Engine RESTORE SECONDARY TARGET Game: Engine SET SECONDARY TARGET nil Game: Engine Saved[CA]: bCAJATelekinesisTutorialHoopIntroPlayed = 1 Game: Engine Cutscene progression: CS Script moving from state CleanupCS___EZScene to state nil, resultant state nil. Time: 920.0189208984375. * Stack Trace 1: setState (line -1, file '(none)) (field) 2: endCutscene (line -1, file '(none)) (field) 3: (null) (line -1, file '(none)) () Game: Engine TKPickup Game: Engine TKAiming Game: Engine TKThrown Game: Engine OBJECT HIT HOOP TRIGGER = TKProp1 Game: Engine TKCollide Game: Engine 1016.115051269531 Game: Engine TKRelease (none(-1) TriggerSphere_Delete Ford: invalid trigger handle (none(-1) TriggerSphere_Delete Ford: invalid trigger sphere handle Game: Engine resetTKCan current pos X: 36512.29296875 Y: -18.49235153198242 Z: -1103.0029296875 * Stack Trace 1: resetTKCanForTutorial (line -1, file '(none)) (field) 2: (null) (line -1, file '(none)) () Game: Engine setPosition on prop: TKProp1 * Stack Trace 1: setPosition (line -1, file '(none)) (field) 2: resetTKCanForTutorial (line -1, file '(none)) (field) 3: (null) (line -1, file '(none)) () Game: Engine TKPickup Game: Engine TKAiming Game: Engine TKThrown Game: Engine OBJECT HIT HOOP TRIGGER = TKProp1 Game: Engine TKCollide Game: Engine TKCollide hoopla:3 Game: Engine 686.9183349609375 Game: Engine TKRelease (none(-1) TriggerSphere_Delete Ford: invalid trigger handle (none(-1) TriggerSphere_Delete Ford: invalid trigger sphere handle Game: Engine resetTKCan current pos X: 36904.65234375 Y: 296.4185791015625 Z: -745.9979248046875 * Stack Trace 1: resetTKCanForTutorial (line -1, file '(none)) (field) 2: (null) (line -1, file '(none)) () Game: Engine setPosition on prop: TKProp1 * Stack Trace 1: setPosition (line -1, file '(none)) (field) 2: resetTKCanForTutorial (line -1, file '(none)) (field) 3: (null) (line -1, file '(none)) () 1: WARNING: Attempted to run a table emitter that was still running. Will not be re-run. (string) 2: BallPopFX42C (string) 3: global.effects.BallPopFX (string) * Stack Trace 1: run (line -1, file '(none)) (field) 2: onPop (line -1, file '(none)) (field) 3: (null) (line 2, file 'string "function dummyActionTableCommand(self)...") () Game: Engine TKPickup Game: Engine TKAiming Game: Engine TKThrown(I'm adding this comment to many bugs that this fix might apply to...sorry if you see it multiple times or it doesn't _actually_ fix your issue.) Here is a new test build, please try it and report back. It's a 2.1 megabyte download, so you don't have to redownload the whole game again. This is meant to fix crash bugs mostly. We still have rendering issues, etc to sort out. If this didn't fix your issue, please report it on this bug. If there are still other unrelated issues, please file a new bug or add yourself to the CC list of one of the other bugs. Here's the open bug list if you want to check for others with the same problem: https://bugzilla.icculus.org/buglist.cgi?query_format=specific&bug_status=__open__&product=Psychonauts Steam users: you'll get this through Steam shortly. Linux users, download this... http://treefort.icculus.org/psychonauts/psychonauts-linux-0.3-patch.tar.bz2 ...and unpack it. Overwrite Psychonauts and libSDL-1.2.so.0 with it. This works with either of the first two builds from HumbleBundle.com. Mac users that aren't using Steam, download this... http://treefort.icculus.org/psychonauts/psychonauts-mac-0.3-patch.tar.bz2 ...double click it, and run the patcher program it produces. We'll do a more formal build once we get some feedback. --ryan.