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Rudolph

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About Rudolph

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  1. Ambiguous: AI pathing issues - 3

    Figured I'd check output_log, and its 100k+ lines of "Path Failed NuggetFemale/MaleBaked(Clone)" Doubt it has a mayor impact, but there's no timestamps so don't know the frequency. Guess I'll swap to main branch for now.
  2. Build: 0.32.24034 - Latest experimental Steam Severity: 3 AI pathing seems to struggle in experimental compared to main branch. Seen a lot of instances with nuggets standing completely still in nooks and crannies of especially mountains or stony areas, and remaining there until either food or hunger reaches a critical point and they walk back from whence they came. This also occasionally happens with buildings, especially late medieval/modern age(University and any of the larger modern buildings). Consequences are the occasional building-site that never completes if all assigned builders get stuck(Rebuilding in same place does not help unless you wait, since it assigns the same nuggets), and any slightly-remote buildings going unmanned since all nuggets trying to reach work there ends stuck in the same(ish) location. At worst I've had something along the lines of 10-15 nuggets stuck in the same tiny space, looking like one person, trying to reach a building site to clear it.
  3. V32. Game Freezing. Severity 5

    For me it helps running the game with launch option '-popupwindow', along with limiting it to 60 fps(144hz GSync). Normal branch was nearing unplayable, but experimental is a huge step in the right direction.
  4. Extra tidbit I encountered when checking if changing UI Scale setting still breaks Epicenter placement: The game writes the UI Scale change to settings file along with updating Zoom Sensitivity setting(See "Zoom sensitivity setting not saved") and setting it to 2. BUT, the game when started remembers the old Zoom Sensitivity setting and bases itself on that rather than what is actually in the settings file. Granted its useless since Epicenter can't be placed, but figured that might help devs pinpoint the cause of either issue.
  5. Build version: 0.32.24034 Severity: 5 Changing the UI Scale setting causes the initial UI menu to place epicenter to bug out and not be available, thereby making it impossible to start a new game. Only fix found is to delete "%userprofile%\AppData\LocalLow\Crytivo Games Inc_\The Universim\TheUniversim.Settings.json" and let the game recreate it or manually setting UI Scale to default value (name 63, value "1"). What is sort of interesting: The game writes the UI Scale change to settings file along with updating Zoom Sensitivity setting(See "Zoom sensitivity setting not saved") and setting it to 2. BUT, the game when started remembers the old Zoom Sensitivity setting and bases itself on that rather than what is actually in the settings file. Granted its useless since Epicenter can't be placed, but figured that might help devs pinpoint the cause of either issue.
  6. Build: 0.32.24034 - Latest experimental Steam Severity: 1 Zoom sensitivity setting is not saved to settings file. Its also forgotten if you change zoom sensitivity in main menu before loading or starting a new game. Tested: 0.31 Deleted settings file and let game recreate, issue persists. Run game as administrator. Updated to latest experimental on Steam. Verified file permissions. Deleted settings file and let game recreate, issue persists. Every setting tested is saved correctly, except for zoom sensitivity. It defaults to max value(2) which is written to file when starting or loading a game, overwriting custom user setting.
  7. Build: 0.31 - Latest stable Steam Severity: 3 Hopefully QA can reproduce based on description as save game is probably useless since simply saving, returning to main menu and loading it back up resolves the issue. Even based on a save immediately after bug occurs I cannot replicate it by destroying a new set of houses. Encountered this several times now without understanding it, but finally managed to find a/the cause. Something goes wrong in re-designation of housing for nuggets, either from Stone->Tudor housing upgrade or from player destroying several(haven't tested single) houses. This causes the game to enter a 1-3 second loop, swapping between normal FPS and lock-freeze, which does not resolve by itself and only fix is to save and return to main menu or restart the game. The only thing out of the ordinary that I've been able to find while the loop happens is a many-fold increase of mono-2.0-bdwgc.dll!mono_threads_set_shutting_down+0x4f0 threads(Running->WrKeyedEvent loop) persistently eating CPU above what is seen during normal game play. -Didn't save stack but will provide if I encounter the bug again Steps to attempt reproduction: Play a bit and reach a pop of 150-200. Research Tudor housing, and build something that destroys 3+ houses as the initial Tudor upgrading takes place. This is not the only time this bug appears, but its the only time I've been able to pinpoint the cause and reached a somewhat consistent reproduction -Other times seem to be unrelated to direct player action. Been unable to reproduce it without Tudor housing being involved, though it might be related to water/other non-valid locations or too many requests causing the grid scan to bork and enter a loop.
  8. Yes. Other settings set at the same time saves properly, but Zoom sensitivity returns to default(Look at ants or be in space) on every restart, and is not saved between main menu and in-game. Link to someone else reporting this on Steam community: https://steamcommunity.com/app/352720/discussions/6/1837937637905977082/ What is very strange is this: { "settingName": 65, "settingCategory": 2, "type": 0, "val": "0" }, { "settingName": 66, "settingCategory": 2, "type": 1, "val": "0,495" }, { "settingName": 67, "settingCategory": 2, "type": 0, "val": "0" }, Its in the settings file, but for some reason game ignores this and resets to 1 2.
  9. Build version: 0.31 - Latest stable Steam Severity: 5 Changing the UI Scale setting causes the initial UI menu to place epicenter to bug out and not be available, thereby making it impossible to start a new game. Only fix found is to delete "%userprofile%\AppData\LocalLow\Crytivo Games Inc_\The Universim\TheUniversim.Settings.json" and let the game recreate it or manually setting UI Scale to default value (name 63, value "1"). Other interfaces seem to function correctly after changing UI Scale.
  10. Build: 0.31 - Latest stable Steam Severity: 1 Zoom sensitivity setting is not saved to settings file. Its also forgotten if you change zoom sensitivity in main menu before loading or starting a new game. Tested: Deleted settings file and let game recreate, issue persists.
  11. Its all sounds, and seems to be related to amount of sounds playing at the same time. Not sure what the current limit is set to, but its way too low as important alerts are missed and it causes various long-playing sounds to clip.
  12. Poll for you playing Universim

    It is often the case that they decide to expand across gaps in water or terrain, that requires extremely long pathing to reach. Usually results in a death-wave. At around 50-100 nugget-count the likelihood of them getting stuck get too high, this is especially visible while upgrading to medieval-tier houses and universities. The nuggets get stuck either inside the structure itself or at the exit-point, and unable to move unless the building is destroyed. Usually not spotted until a death-wave happens. Past a certain higher nugget-count(150-200+) the majority of game-mechanics simply stop functioning. No building, no resource collection except for designated workers, no children, and un-designated pawns stand around doing nothing while thirsty or starving. Still not sure what the actual cause is, been unable to find common denominators outside nugget-count. Guessing an exception in lower-level actor designation or pathing. Because of the above and a lot of minor bugs, the game stops being playable around the point where shifts are reached, since micro-management explodes as nuggets stop marrying or producing children and actor pathing becomes unreliable.
  13. game lags/skips

    The reservation is not released afterwards but keeps reserving more and more, that is the definition of a memory leak. I've personally not seen the game release after discard, rather continue until swapping takes place at which point I've restarted since it starts affecting the rest of the system(never had a hard-crash). Given my observations I'd say don't focus too much on god powers, its a red herring. I only mentioned it as something easily repeatable to use during debugging and that I've payed enough attention to give proper numbers instead of a generic "memory use seems higher now". The reason this is something you should look closely at is because it affects all aspects of the game as the work space increases. Only wildly guessing that this is caused by the garbage collector but the end result is nuggets not moving/very laggy motion, extremely slow+laggy build-scan(Tudor upgrade), nuggets getting stuck in buildings more frequently and slow designation of nuggets for building/transport/resource collection etc, and no fornication.
  14. game lags/skips

    It will start again. Guessing the lag comes from GC struggling with memory leaks - easiest way to force it is Create Tree god power. For the devs, if you up 'maxRange' and 'treesPerUnit' it will further exacerbate and hopefully make it easier to debug - In 29.22386 I saw 50ish MB per use of Create Tree. With maxRange 11 and treesPerUnit 15 it was 100-150MB per use. In 30.23398 I see 100-200MB per use of Create Tree. With maxRange 11 and tressPerUnit 15 it is 200-500MB(Not sure why it varies so wildly) per use. Worst max seen so far is the game starting to force swapping as it hit 27.9GB working set and not releasing it back. Problem is its so easy to hit this limit even with default values, since these leaks also exist with building creation and flora manipulation(Guessing Actors as well, but much harder for me to track). Was present in 29.22386 as well, but many-fold times worse in 30.23398.
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