Winter Falling
arena no damage glitch
i dont know if its just for me but in arena mild and spicy, neither side was hitting each other no damage done i won a few rounds with charges but still is this like a known glitch or just for me and now?
Автор сообщения: Arkadiusz Rebacz:
Alright, I just fixed this bug.
I'm sorry for the problems.
The hotfix is going public in a few hours!
6.16 is the newest game version.
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Сообщения 114 из 14
Arkadiusz Rebacz  [Разработчик] 30 окт. 2024 г. в 7:36 
that's strange, arena just passed tests a few hours ago.
Are you on 6.10?
this is also happening to me in map editor right now on 6.10
Arkadiusz Rebacz  [Разработчик] 30 окт. 2024 г. в 14:06 
I just managed to duplicate it. Something wrong with weapon timers.

EDIT --Just sent an update. Version 6.11 fixed this.
Отредактировано Arkadiusz Rebacz; 31 окт. 2024 г. в 1:07
I've run into this with the tutorial mission. My units and the enemy units are just rubbing against each other. I thought I misunderstood something about the game until I watched a video on youtube and saw units attacking each other.
Arkadiusz Rebacz  [Разработчик] 29 ноя. 2024 г. в 10:56 
Автор сообщения: ChooHeHimLVL3
I've run into this with the tutorial mission. My units and the enemy units are just rubbing against each other. I thought I misunderstood something about the game until I watched a video on youtube and saw units attacking each other.
Oh that's horrible, what version are you on?
It didn't occur in the 6.14 tests a few days ago.
Автор сообщения: Arkadiusz Rebacz
Автор сообщения: ChooHeHimLVL3
I've run into this with the tutorial mission. My units and the enemy units are just rubbing against each other. I thought I misunderstood something about the game until I watched a video on youtube and saw units attacking each other.
Oh that's horrible, what version are you on?
It didn't occur in the 6.14 tests a few days ago.
I'm currently running 6.14. It looks like I can only cause damage by using stamina to order a charge, otherwise all of the units just rub against each other and push each other around. I let the game run for maybe 15 minutes in the battle without any damage being done, before deciding it was almost certainly some sort of an issue.

I did apply for a refund as I didn't want to spend the 2 hour window troubleshooting, but I appreciate your rapid response and will cancel that request now.

Edit: Canceled. Here's hoping we can get to the bottom of it! I'm happy to stream the game to you on discord if that would help.
Отредактировано ChooHeHimLVL3; 29 ноя. 2024 г. в 11:14
Arkadiusz Rebacz  [Разработчик] 29 ноя. 2024 г. в 12:49 
Автор сообщения: ChooHeHimLVL3
Автор сообщения: Arkadiusz Rebacz
Oh that's horrible, what version are you on?
It didn't occur in the 6.14 tests a few days ago.
I'm currently running 6.14. It looks like I can only cause damage by using stamina to order a charge, otherwise all of the units just rub against each other and push each other around. I let the game run for maybe 15 minutes in the battle without any damage being done, before deciding it was almost certainly some sort of an issue.

I did apply for a refund as I didn't want to spend the 2 hour window troubleshooting, but I appreciate your rapid response and will cancel that request now.

Edit: Canceled. Here's hoping we can get to the bottom of it! I'm happy to stream the game to you on discord if that would help.
Thank you!

Hmm I think it's still the issue with weapon timers. Can you check if it persists when you quickly launch the game and go straight into daily arena?
I'd appreciate if you sent me the log file, maybe there was a bigger error underneath!
Either here or message me on discord.
The log file for Windows is here :
C:\Users\"your username"\AppData\LocalLow\Rarykos\WinterFalling
On Macs:
~/Library/Logs/Rarykos/WinterFalling/Player.log
Отредактировано Arkadiusz Rebacz; 29 ноя. 2024 г. в 12:49
Автор сообщения: Arkadiusz Rebacz
Автор сообщения: ChooHeHimLVL3
I'm currently running 6.14. It looks like I can only cause damage by using stamina to order a charge, otherwise all of the units just rub against each other and push each other around. I let the game run for maybe 15 minutes in the battle without any damage being done, before deciding it was almost certainly some sort of an issue.

I did apply for a refund as I didn't want to spend the 2 hour window troubleshooting, but I appreciate your rapid response and will cancel that request now.

Edit: Canceled. Here's hoping we can get to the bottom of it! I'm happy to stream the game to you on discord if that would help.
Thank you!

Hmm I think it's still the issue with weapon timers. Can you check if it persists when you quickly launch the game and go straight into daily arena?
I'd appreciate if you sent me the log file, maybe there was a bigger error underneath!
Either here or message me on discord.
The log file for Windows is here :
C:\Users\"your username"\AppData\LocalLow\Rarykos\WinterFalling
On Macs:
~/Library/Logs/Rarykos/WinterFalling/Player.log
I tested it in the Arena, and interestingly the combat in the Arena works properly. I then started a new campaign, skipped the tutorial, did the Woofs mission (no combat), then did the village one, and experienced the same issue in that fight.

player.log:
Mono path[0] = 'H:/SteamLibrary/steamapps/common/Winter Falling/WinterFalling_Data/Managed'
Mono config path = 'H:/SteamLibrary/steamapps/common/Winter Falling/MonoBleedingEdge/etc'
[PhysX] Initialized MultithreadedTaskDispatcher with 16 workers.
Initialize engine version: 2022.3.43f1 (85497d293fa1)
[Subsystems] Discovering subsystems at path H:/SteamLibrary/steamapps/common/Winter Falling/WinterFalling_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1; jobified=0
Direct3D:
Version: Direct3D 11.0 [level 11.1]
Renderer: AMD Radeon RX 7900 XT (ID=0x744c)
Vendor: ATI
VRAM: 20396 MB
Driver: 32.0.12019.1028
Begin MonoManager ReloadAssembly
- Loaded All Assemblies, in 0.232 seconds
- Finished resetting the current domain, in 0.001 seconds
D3D11 device created for Microsoft Media Foundation video decoding.
<RI> Initializing input.
<RI> Input initialized.
<RI> Initialized touch support.
Odin Serializer ArchitectureInfo initialization with defaults (all unaligned read/writes disabled).
[PhysX] Initialized MultithreadedTaskDispatcher with 16 workers.
UnloadTime: 0.417100 ms
Odin Serializer detected whitelisted runtime platform WindowsPlayer and memory read test succeeded; enabling all unaligned memory read/writes.
There can be only one active Event System.
Finished Loading Scene Menu
Scene Actions After Loading Complete Menu
ARENA battleString: ####ZVbbjew6DKslBYzHkvz8y9epYG//rVyKdmxnFwMEGEYPSqbkxEsvu9pV8PzBL4b8VWDff1e84vcj1/e/O956i9wfCTHdHw2Srg3Co/gre4NV+eoNarpj6BsiIqFuhCk0NN0Q8hU8SplQg1siGV3IYCZB2uPXPVPx4P36ARBv/9PxJrQEJBPR0A2GtQGJE2kVNqUur4+F5JyQ7ue2AYGO3ClE90sDSqFmOIqu4IDE2AtAQsgQBfiKXULvLKWs2IQ0JNmhKxK5Va6k2eMtrDZ3z6HK8Asl41r+gKi1vP1RA0yt/Y2K+v6aKk6LaMuHKfrZf6HUQ562KywFpEK0PrYpe4O6vm2tUjyNNay4RklpflemftIib1MtALMNcFm64Lqx+QsUPzQdp71YxX57GW/LSO3oAIclwjVXRiM4KVF3GuzFE2AGWPXkCTBBEvLiGdFPgGzfYdncsssv0EVoU7tSnWWdcafkhJ3sHJCpumFnjeNw+KJhFTlKe2HdO1nK9jWKMYZ45AVdjvHKqc5XfRwPG/USOI7TqoToptp39BKsPFMUn1hDfK1tT/MpdUUfRSUKBAWkowCXN+fhbAhKoPL16AjmqI2+HN6Z4xrH4MmyrGyAHk35FJfcWEDbvXD+IZrySl595525zXUg785j6ShKnxp+sOwiOot2u3zP+h5f9RRLQg+mgFJ7cY6+acqrYEaTdh5Spq7qeUilecS4XN1pbLKdNONEoKg4dpEOKJOGPesOCE/WK+072Ie7egcCL+UGi7ZDuSOFwR7NaLgabCxYd/Xs0Wjz9IyEuveN14AR0rmdKJ1EKPHoZUg/T6iv1VqIZPwhrTy5E/JLzsqikP3U0Ji8GCRcLz5HmwC8xE9spZ/DyIMY2X3kvC2aVq4hkjnaIxkYcyXVtrJ9fBf5jrSVDv30lWBt5YOqW/mVsPhutSG38vi5yjeB4nczmEndDDLnw4JtBiUksqXC7eGeyY2jnhZTHR8Pi0X0Dc3aNwvhXNm4IAaT8QEw17tDDV0eu7DK5NbGikjPvo78lOi8L3XMY5nfOZlKwutHg7w63BD1PiBFat6hZw4oBrVxNZ7bUDxTk2P4gK2Lfy06daG8J76vpVRmofiGgTrk+h8=####
FINISHED map loading!
Placing units random for player: 2
Finished Loading Scene BattleScene
Scene Actions After Loading Complete BattleScene
Finished Loading Scene Menu
Scene Actions After Loading Complete Menu
Finished Loading Scene WorldManager
EVENT -- 0 showing
Scene Actions After Loading Complete WorldManager
EVENT -- 18 showing
EVENT -- 59 showing
EVENT -- 60 showing
EVENT -- 63 showing
EVENT -- 64 showing
EVENT -- 61conditions NOT met
EVENT -- 0conditions NOT met
EVENT -- 18conditions NOT met
EVENT -- 37 showing
EVENT -- 38 showing
EVENT -- 39 showing
EVENT -- 40 showing
EVENT -- 41 showing
BATTLE START 2
CAMPAIGN battleString: ####XVbZcSUxCIxlArCehISOv/naCHbzT2W7QddzucpVbkMDooGJjzz56U/F77/4iUE/Auzz54lP/Pyk5/Pvja+85ZWQ6vuTQpfnQJ1IrRvJQX5DJcT+y0+DENENwMFsUr+4i0FxuXVYKfzwj7oht5KQJ5ISUmj1F6Qhli/HbZZCLgdL0258YR0Y6lq+EuGbPUR7/gKLbypvC1HfnxhkGKbEamidWDYoRcdKMUwdnIYpEyxyWer01hNEUYJBzphVHU1iaLnREtxbvsEyLFAHmg6ajBbv46gFwws1QwGiH32CxTIVN+3qoIw3oofA5B3TUBqwLIalOEFzjslyWoxZXuszCeNb8Rq9AmnFXIkoakOWFjQvhPTSLDki4AE51EY3NaiZgMp8P5TY2DUDPNJPDaNRRLJDodXoOmIdJE7dzbSRdWOgin6vpJMxNzOWfED8Za5psgFiqYxSLzZxsjAuvhxiddLjC7duhpKvVCpe1ebr5ALtyJu/HAerinL5ZU4mEvkKOuCByMe1sJGwzeW4Vu9ja8cTujbPK2hlR2ClBxLnr+t1IX9of7DYMXvLiQgt2ZCtiDZZ0dTXjycKl/rOUVoYFO5tmVx8QRvq2i62hBdkUVPxDioG2kb90AnFwMbUwxjDIEEph09tKtCccugqh4KtaoeuIFcL3g9dobqgk4vOdhO2YbkTEb7e0Za3Kh3JNC6MYUWt9yCUfdN6ODbYl8rIc3AoyLEkqhNQmSvPU6KOB1tZ2g7Gjd5tWk40PL4mE0beAdGkau9v+izLjssy+4jrwjqYg5KuXq54B9l5sEfUrJaTSOUqgIyvPJQVzJGYadg4zYaXVUFZfjqrLGRKY8dTSngiHq5wf2eeiBUN8cncN7EGvyL9FBdZibjIZyX4ixHjoY7BhZ7yKQ4Zs0HXylIQ205aTTUsWp/zSsI2h3dxXFsg2aVIvlPWGuBdXJNLPmcn1ExbOB4lvoOza1OflrNQhOLXbBXm1zHvBBmZLxiTlTfLyCS7ARM9djw6kM5OgUzsrlybp/ADA9xXVRqoiJa/EBuWq0oca7to/bALA2a/UHFfsszJm8d5XbLc7AvFXDfGmYwTW77ssXoB++IJX24uhmUoZv19QYXpfUN+mWddnXdRt7DqVKPfl3yUXqiF7CKqW49pfVtM5dfjltbSjX1/GsR1vnBGZpn2BWbLMLF9CW1YhoaqXwnZcLV9YAJTJ6hmCiNbEihvmdo3nD0UNuN/####
FINISHED map loading!
Placing units random for player: 2
Finished Loading Scene BattleScene
Scene Actions After Loading Complete BattleScene
<color=#00B500FF><color=#0099bc><b>DOTWEEN ► </b></color> REPORT ►</color> Max overall simultaneous active Tweeners/Sequences: 0/0
Memory Statistics:
[ALLOC_TEMP_TLS] TLS Allocator
StackAllocators :
[ALLOC_TEMP_MAIN]
Peak usage frame count: [2.0 KB-4.0 KB]: 30 frames, [4.0 KB-8.0 KB]: 1790 frames, [8.0 KB-16.0 KB]: 1 frames, [32.0 KB-64.0 KB]: 9797 frames, [64.0 KB-128.0 KB]: 11294 frames, [128.0 KB-256.0 KB]: 13742 frames, [256.0 KB-0.5 MB]: 10211 frames, [0.5 MB-1.0 MB]: 48 frames, [1.0 MB-2.0 MB]: 23 frames, [2.0 MB-4.0 MB]: 2 frames, [4.0 MB-8.0 MB]: 3 frames
Initial Block Size 4.0 MB
Current Block Size 6.1 MB
Peak Allocated Bytes 6.1 MB
Overflow Count 236
[ALLOC_TEMP_Loading.AsyncRead]
Initial Block Size 64.0 KB
Current Block Size 64.0 KB
Peak Allocated Bytes 294 B
Overflow Count 0
[ALLOC_TEMP_Loading.PreloadManager]
Initial Block Size 256.0 KB
Current Block Size 0.5 MB
Peak Allocated Bytes 506.1 KB
Overflow Count 134
[ALLOC_TEMP_Background Job.Worker 8]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Job.Worker 6]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 18.4 KB
Overflow Count 0
[ALLOC_TEMP_Job.Worker 0]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 19.9 KB
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 10]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 9]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Job.Worker 5]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 21.1 KB
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 14]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 6]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Job.Worker 4]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 21.7 KB
Overflow Count 0
[ALLOC_TEMP_Job.Worker 14]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 16.6 KB
Overflow Count 0
[ALLOC_TEMP_Job.Worker 3]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 21.7 KB
Overflow Count 0
[ALLOC_TEMP_Job.Worker 13]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 17.4 KB
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 12]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_EnlightenWorker] x 8
Initial Block Size 64.0 KB
Current Block Size 64.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 15]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 1]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 2]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 1.6 KB
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 7]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_UnityGfxDeviceWorker]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 6.8 KB
Overflow Count 0
[ALLOC_TEMP_AssetGarbageCollectorHelper] x 15
Initial Block Size 64.0 KB
Current Block Size 64.0 KB
Peak Allocated Bytes 138 B
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 5]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Job.Worker 9]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 14.6 KB
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 13]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Job.Worker 8]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 18.4 KB
Overflow Count 0
[ALLOC_TEMP_Job.Worker 7]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 18.4 KB
Overflow Count 0
[ALLOC_TEMP_Job.Worker 1]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 26.2 KB
Overflow Count 0
[ALLOC_TEMP_Job.Worker 2]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 26.1 KB
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 3]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 11]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_Job.Worker 10]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 21.1 KB
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 0]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_CloudJob.Worker 0]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 3.4 KB
Overflow Count 0
[ALLOC_TEMP_Job.Worker 11]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 17.4 KB
Overflow Count 0
[ALLOC_TEMP_Job.Worker 12]
Initial Block Size 256.0 KB
Current Block Size 256.0 KB
Peak Allocated Bytes 17.4 KB
Overflow Count 0
[ALLOC_TEMP_Background Job.Worker 4]
Initial Block Size 32.0 KB
Current Block Size 32.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_TEMP_BatchDeleteObjects]
Initial Block Size 64.0 KB
Current Block Size 64.0 KB
Peak Allocated Bytes 54 B
Overflow Count 0
[ALLOC_DEFAULT] Dual Thread Allocator
Peak main deferred allocation count 8220
[ALLOC_BUCKET]
Large Block size 4.0 MB
Used Block count 1
Peak Allocated bytes 4.0 MB
Failed Allocations. Bucket layout:
16B: 10 Subsections = 10240 buckets. Failed count: 809667
32B: 26 Subsections = 13312 buckets. Failed count: 247576
48B: 40 Subsections = 13653 buckets. Failed count: 2942819
64B: 45 Subsections = 11520 buckets. Failed count: 62429
80B: 27 Subsections = 5529 buckets. Failed count: 87373
96B: 30 Subsections = 5120 buckets. Failed count: 24835
112B: 32 Subsections = 4681 buckets. Failed count: 4693
128B: 46 Subsections = 5888 buckets. Failed count: 144242
[ALLOC_DEFAULT_MAIN]
Peak usage frame count: [16.0 MB-32.0 MB]: 2034 frames, [32.0 MB-64.0 MB]: 25609 frames, [64.0 MB-128.0 MB]: 19298 frames
Requested Block Size 16.0 MB
Peak Block count 5
Peak Allocated memory 88.3 MB
Peak Large allocation bytes 61.5 MB
[ALLOC_DEFAULT_THREAD]
Peak usage frame count: [128.0 MB-256.0 MB]: 2011 frames, [256.0 MB-0.50 GB]: 44930 frames
Requested Block Size 16.0 MB
Peak Block count 6
Peak Allocated memory 403.7 MB
Peak Large allocation bytes 318.1 MB
Part 2:
[ALLOC_TEMP_JOB_1_FRAME]
Initial Block Size 2.0 MB
Used Block Count 0
Overflow Count (too large) 0
Overflow Count (full) 0
[ALLOC_TEMP_JOB_2_FRAMES]
Initial Block Size 2.0 MB
Used Block Count 0
Overflow Count (too large) 0
Overflow Count (full) 0
[ALLOC_TEMP_JOB_4_FRAMES (JobTemp)]
Initial Block Size 2.0 MB
Used Block Count 1
Overflow Count (too large) 3
Overflow Count (full) 0
[ALLOC_TEMP_JOB_ASYNC (Background)]
Initial Block Size 1.0 MB
Used Block Count 1
Overflow Count (too large) 0
Overflow Count (full) 0
[ALLOC_GFX] Dual Thread Allocator
Peak main deferred allocation count 4
[ALLOC_BUCKET]
Large Block size 4.0 MB
Used Block count 1
Peak Allocated bytes 4.0 MB
Failed Allocations. Bucket layout:
16B: 10 Subsections = 10240 buckets. Failed count: 809667
32B: 26 Subsections = 13312 buckets. Failed count: 247576
48B: 40 Subsections = 13653 buckets. Failed count: 2942819
64B: 45 Subsections = 11520 buckets. Failed count: 62429
80B: 27 Subsections = 5529 buckets. Failed count: 87373
96B: 30 Subsections = 5120 buckets. Failed count: 24835
112B: 32 Subsections = 4681 buckets. Failed count: 4693
128B: 46 Subsections = 5888 buckets. Failed count: 144242
[ALLOC_GFX_MAIN]
Peak usage frame count: [32.0 KB-64.0 KB]: 2 frames, [64.0 KB-128.0 KB]: 554 frames, [1.0 MB-2.0 MB]: 1 frames, [32.0 MB-64.0 MB]: 574 frames, [64.0 MB-128.0 MB]: 40185 frames, [128.0 MB-256.0 MB]: 5187 frames, [256.0 MB-0.50 GB]: 438 frames
Requested Block Size 16.0 MB
Peak Block count 4
Peak Allocated memory 351.9 MB
Peak Large allocation bytes 297.3 MB
[ALLOC_GFX_THREAD]
Peak usage frame count: [64.0 MB-128.0 MB]: 46941 frames
Requested Block Size 16.0 MB
Peak Block count 8
Peak Allocated memory 124.7 MB
Peak Large allocation bytes 8.0 MB
[ALLOC_CACHEOBJECTS] Dual Thread Allocator
Peak main deferred allocation count 64
[ALLOC_BUCKET]
Large Block size 4.0 MB
Used Block count 1
Peak Allocated bytes 4.0 MB
Failed Allocations. Bucket layout:
16B: 10 Subsections = 10240 buckets. Failed count: 809667
32B: 26 Subsections = 13312 buckets. Failed count: 247576
48B: 40 Subsections = 13653 buckets. Failed count: 2942819
64B: 45 Subsections = 11520 buckets. Failed count: 62429
80B: 27 Subsections = 5529 buckets. Failed count: 87373
96B: 30 Subsections = 5120 buckets. Failed count: 24835
112B: 32 Subsections = 4681 buckets. Failed count: 4693
128B: 46 Subsections = 5888 buckets. Failed count: 144242
[ALLOC_CACHEOBJECTS_MAIN]
Peak usage frame count: [2.0 MB-4.0 MB]: 3934 frames, [4.0 MB-8.0 MB]: 30766 frames, [8.0 MB-16.0 MB]: 12241 frames
Requested Block Size 4.0 MB
Peak Block count 3
Peak Allocated memory 8.6 MB
Peak Large allocation bytes 0 B
[ALLOC_CACHEOBJECTS_THREAD]
Peak usage frame count: [16.0 MB-32.0 MB]: 977 frames, [32.0 MB-64.0 MB]: 45956 frames, [64.0 MB-128.0 MB]: 8 frames
Requested Block Size 4.0 MB
Peak Block count 27
Peak Allocated memory 95.9 MB
Peak Large allocation bytes 12.9 MB
[ALLOC_TYPETREE] Dual Thread Allocator
Peak main deferred allocation count 1
[ALLOC_BUCKET]
Large Block size 4.0 MB
Used Block count 1
Peak Allocated bytes 4.0 MB
Failed Allocations. Bucket layout:
16B: 10 Subsections = 10240 buckets. Failed count: 809667
32B: 26 Subsections = 13312 buckets. Failed count: 247576
48B: 40 Subsections = 13653 buckets. Failed count: 2942819
64B: 45 Subsections = 11520 buckets. Failed count: 62429
80B: 27 Subsections = 5529 buckets. Failed count: 87373
96B: 30 Subsections = 5120 buckets. Failed count: 24835
112B: 32 Subsections = 4681 buckets. Failed count: 4693
128B: 46 Subsections = 5888 buckets. Failed count: 144242
[ALLOC_TYPETREE_MAIN]
Peak usage frame count: [8.0 KB-16.0 KB]: 5275 frames, [16.0 KB-32.0 KB]: 10381 frames, [32.0 KB-64.0 KB]: 31285 frames
Requested Block Size 2.0 MB
Peak Block count 1
Peak Allocated memory 36.8 KB
Peak Large allocation bytes 0 B
[ALLOC_TYPETREE_THREAD]
Peak usage frame count: [128.0 KB-256.0 KB]: 46941 frames
Requested Block Size 2.0 MB
Peak Block count 1
Peak Allocated memory 202.6 KB
Peak Large allocation bytes 0 B
Arkadiusz Rebacz  [Разработчик] 29 ноя. 2024 г. в 14:23 
Alright, thank you very much!
Logs are great, I think I know what happens.
If I can fix it today then hotfix will come tomorrow!
Awesome, thanks! I will keep my eyes open.
I came back after a longer hiatus and was worried this is some sort of a combat change I don't understand; I'm just staring at units in a tutorial wondering what the hell is wrong with 'em.

Good luck with the fix!
Разработчик посчитал это сообщение ответом на тему обсуждения.
Arkadiusz Rebacz  [Разработчик] 30 ноя. 2024 г. в 5:43 
Alright, I just fixed this bug.
I'm sorry for the problems.
The hotfix is going public in a few hours!
6.16 is the newest game version.
Thanks much! The issue seems to be fixed, so huzzah! I have run into a new bug shortly after, just like the person experienced in the post "New Hotfix bug." I'll continue to discuss there!
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