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Feedback & Bugs Sticky Locked

A topic by Zaphyk created Jul 20, 2017 Views: 2,765 Replies: 201
This topic was locked by Zaphyk 29 days ago

Thread is too long, please create individual thread instead.

Viewing posts 1 to 59
Developer (Edited 1 time) (+1)

Post here your feedback and bugs or through any of the official channels!

Please include the following items:

  • Computer specs
  • if it's a crash, include the log.txt file
  • Detailed description or screenshot of the problem
(+1)

Game doesn't let me create a character. When I hit new run it just zooms in on the campfire and sits there. :(

Developer

Sorry for the issues, can you show me a screenshot of it? Do you have this button?

I get the following error when I try to run the game. It gets to the small page with the Launch button, but then it crashes and the command line opens up and says this:

Unhandled Exception: System.IO.IOException: Cannot create a file when that file already exists.

   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.__Error.WinIOError()
   at System.IO.File.InternalMove(String sourceFileName, String destFileName, Boolean checkHost)
   at System.IO.File.Move(String sourceFileName, String destFileName)
   at LauncherUpdater.Program.Main(String[] args)

Developer

Try running the game with admin privileges

I tried it. The small page seemed to stay open for a slight bit longer, but it nevertheless crashed, with the same error. Does it have something to do with my system? I'm running Windows 10.

Developer

I don't think so it must be a problem on my end. Please tell me which files you have in the folder and if you are using the itch app

I am not using the itch app. In the folder (after I ran the EXE and it crashed with the error mentioned before), I have db2.dat, ICSharpCode.SharpZipLib.dll, logo.png, notes.txt, tmp.dat, and Updater.exe.

Developer

Okay seems like a bug on my end. I uploaded the standalone version of the game so no launcher is needed but you will have to update the game manually until I fix this issue. Tell me how it goes

When I try playing it launches and then everything is white except the characters and the words

Developer

What are you pc specs? also send me your log.txt file

I get an unhandled exception dialog. The details are:

See the end of this message for details on invoking 
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.FormatException: Input string was not in a correct format.
   at System.Number.ParseDouble(String value, NumberStyles options, NumberFormatInfo numfmt)
   at System.Double.Parse(String s, IFormatProvider provider)
   at Launcher.MainForm.MainFormLoad(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.2101.1 built by: NET47REL1LAST
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Hedra Launcher
    Assembly Version: 1.0.6059.39508
    Win32 Version: 1.0.6059.39508
    CodeBase: file:///C:/Users/cutle/Downloads/Project%20Hedra/Hedra%20Launcher.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.2094.0 built by: NET47REL1LAST
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.2093.0 built by: NET47REL1LAST
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.2046.0 built by: NET47REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.2046.0 built by: NET47REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Core
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.2099.0 built by: NET47REL1LAST
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.7.2046.0 built by: NET47REL1
    CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


Windows 10 64bit. Not using the Itch.io app, but I might download it and try it with that.

Developer

This is when executing the Hedra Launcher.exe right? I just uploaded the standalone version of the game so try running that and tell me how it goes

When playing the game as a warrior character whenever I swing my sword and or just move around all of the textures glitch around and I cant see

Developer

Can you send me a screenshot of what is happening?Also give me your computer specs and log.txt file.

Log:

Available Devices:
{X=0,Y=0,Width=1366,Height=768}
Creating the window on the Primary Device at 1366x768
OS = Microsoft Windows NT 6.2.9200.0
CPU = AMD64 Family 22 Model 48 Stepping 1, AuthenticAMD
Graphics Card = AMD Radeon(TM) R4 Graphics | 4.5.13399 Compatibility Profile Context 15.201.1101.0
Settings: Autosave=True
LOD=True
ChunkLoaderRadius=48
InvertMouse=False
MouseSensibility=1
SSAO=True
HideObjectives=False
ShowTargetedMobs=True
ShowChat=True
ShowMinimap=True
m_Bloom=False
m_DynamicFog=True
m_AntiAliasing=4
m_FullScreen=True
MusicVolume=0.4
SFXVolume=0.1
ShadowQuality=1
VSync=True

Resolution changing was Successful.
Assets loading was Successful.
Settings loading was Successful
Loading Game Scene...
World Created Successfully!
UI was created Successfully
Player Created Successfully!
Added Generation Queue
Setted up GUI
Created GUI Notification Successfully
Scene loading was Successful.
Supported GLSL version is : 4.40
Max color samples = 8 Max depth samples = 8


Specs:

Processor: AMD A6-3610 APU with Radeon R4 Graphics 1.80 GHz

Installed RAM: 8.00GB (6.95 GB Usable)

Windows 10 Home Edition 64 bit x64-based Processor


Also I found that the glitches happened the most when I was near animals (as you can see) and it was glitch before I died aswell as after

Developer

I see, it seems to be a graphical bug the game has with AMD. Is this happening in the menu?Can you see the terrain?

I actually had my game do it at first; Have you tried running it as Administrative mode? In my case the Command Line was being blocked every time it tried to update and write what i had done. Although i warn you you wont be able to start this game Via Itch if you mess with anything else other than running it as administrative mode.

Developer

You managed to reproduce that graphical glitch?

Also I don't know what all that font shit is

PC specs:

CPU: Intel Core2 Quad Q9550

RAM: 8GBs

GPU: GT 730 (2gbs of GDDR5)


Crash Log:

System.ArgumentException: Destination array was not long enough. Check destIndex and length, and the array's lower bounds.
   at System.Array.Copy(Array sourceArray, Int32 sourceIndex, Array destinationArray, Int32 destinationIndex, Int32 length, Boolean reliable)
   at System.Collections.Generic.List`1.ToArray()
   at Hedra.Engine.Rendering.ChunkMesh.BuildFrom(ChunkMeshBuffer MeshBuffer, VertexData Data, Boolean ExtraData)
[FAILURE] OUTOFMEMORY
[FAILURE] OUTOFMEMORY
[FAILURE] OUTOFMEMORY
[FAILURE] OUTOFMEMORY
[FAILURE] OUTOFMEMORY
[FAILURE] OUTOFMEMORY
[FAILURE] OUTOFMEMORY
[FAILURE] OUTOFMEMORY
[FAILURE] OUTOFMEMORY
[FAILURE] OUTOFMEMORY
[FAILURE] OUTOFMEMORY
[FAILURE] OUTOFMEMORY
System.OutOfMemoryException: Out of memory.
   at System.Drawing.Bitmap.LockBits(Rectangle rect, ImageLockMode flags, PixelFormat format, BitmapData bitmapData)
   at System.Drawing.Bitmap.LockBits(Rectangle rect, ImageLockMode flags, PixelFormat format)
   at Hedra.Engine.Recorder.SaveScreenshot(String Path)
   at Hedra.Engine.Player.MovementManager.OnKeyDown(Object sender, KeyboardKeyEventArgs e)
   at Hedra.Engine.Events.EventDispatcher.OnKeyDown(Object sender, KeyboardKeyEventArgs e)
   at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
   at OpenTK.NativeWindow.OnKeyDown(KeyboardKeyEventArgs e)
   at OpenTK.NativeWindow.OnKeyDownInternal(Object sender, KeyboardKeyEventArgs e)
   at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
   at OpenTK.Platform.NativeWindowBase.OnKeyDown(Key key, Boolean repeat)
   at OpenTK.Platform.Windows.WinGLNative.HandleKeyboard(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam)
   at OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam)
   at OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
   at OpenTK.Platform.Windows.WinGLNative.ProcessEvents()
   at OpenTK.NativeWindow.ProcessEvents(Boolean retainEvents)
   at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
   at Hedra.Program.Main(String[] args)


What happened:

Well I was at the village (the one you go to within the first few quests) and I was fight a bandit and some how while fighting it I ended up quite littarly stuck inside of a tree I was unable to get out of it. So I tried to get a screenshot of it so I can report it as a bug (which is anothing thing you should fix, honestly dunno how I got stuck in it I just know I was fighting a bandit near a tree and ended up getting stuck in it by running into it) anyways, So I tried taking a screenshot and the error above this showed up and then the game crashed


(Also I dunno if this is suposed to happen when saving it doesnt save the spot where you were at nor does it save what quests you have completed)

Developer

Thanks for the detailed report, I really appreciated it. Can you send me your settings.cfg file? 

I am aware of the collision bug and I will be trying to refine it in the following days with a new update so dont worry.

So this are my PC specs and heres a video:

Developer

Thanks for the detailed report, but one thing is missing, what is your GPU?

GPU is in my processor its build in

(Edited 1 time)

Aside from the minimap behaving very oddly (it almost looks like it's mirrored), about 2 minutes after launching with my first character, I think I bumped into a sheep and got launched through the terrain, with a CTD. Prior to that, movement started out well, then started getting choppy, with rubber banding and the world unrendering and rerendering several times. Exiting the map caused weird behaviour as well (no world, falling, although I could walk and move around until the world popped in all at once)

Win10 64 bit
i7 2700K
16gb RAM
GTX1060 6GB

All settings maxed, no vsync

log.txt

Available Devices: 

{X=0,Y=0,Width=1920,Height=1080}
{X=1920,Y=0,Width=1920,Height=1080}
Creating the window on the Primary Device at 1920x1080
OS = Microsoft Windows NT 6.2.9200.0
CPU = Intel64 Family 6 Model 42 Stepping 7, GenuineIntel
Graphics Card = GeForce GTX 1060 6GB/PCIe/SSE2 | 4.5.0 NVIDIA 382.05

Resolution changing was Successful.
Assets loading was Successful.
Settings loading was Successful
Loading Game Scene...
World Created Successfully!
UI was created Successfully
Player Created Successfully!
Added Generation Queue
Setted up GUI
Created GUI Notification Successfully
Scene loading was Successful.
Supported GLSL version is : 4.50 NVIDIA
Max color samples = 32 Max depth samples = 32
Cementery created at (48080, 50640)
---- Probably a sync error while building the chunk mesh ---- 
System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
   at System.Collections.Generic.List`1.InsertRange(Int32 index, IEnumerable`1 collection)
   at System.Collections.Generic.List`1.AddRange(IEnumerable`1 collection)
   at Hedra.Engine.Generation.Chunk.BuildMesh(Chunk[] Neighbours, Boolean BuildBuffers)
---- Probably a sync error while building the chunk mesh ---- 
System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
   at System.Collections.Generic.List`1.set_Capacity(Int32 value)
   at System.Collections.Generic.List`1.EnsureCapacity(Int32 min)
   at System.Collections.Generic.List`1.InsertRange(Int32 index, IEnumerable`1 collection)
   at System.Collections.Generic.List`1.AddRange(IEnumerable`1 collection)
   at Hedra.Engine.Generation.Chunk.BuildMesh(Chunk[] Neighbours, Boolean BuildBuffers)
System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
   at System.Collections.Generic.List`1..ctor(IEnumerable`1 collection)
   at Hedra.Engine.Rendering.VertexData.Clone()
   at Hedra.Engine.Generation.EnviromentGenerator.GeneratePlant(Int32 x, Int32 y, Int32 z, Chunk UnderChunk, PlantType Type)
   at Hedra.Engine.Generation.MountainsGenerator.PlaceStructures()
   at Hedra.Engine.Generation.MountainsGenerator.Generate()

settings.cfg

Autosave=True
LOD=True
ChunkLoaderRadius=48
InvertMouse=False
MouseSensibility=1
SSAO=True
HideObjectives=False
ShowTargetedMobs=True
ShowChat=True
ShowMinimap=True
m_Bloom=False
m_DynamicFog=True
m_AntiAliasing=8
m_FullScreen=True
MusicVolume=0.4
SFXVolume=0.8
ShadowQuality=3
VSync=False


Developer

Thanks for the detailed report, Could you expand on how the minimap behavied? Also do you got any screenshots of what you are describing, so as to grasp a better idea of what is happening. Could you try the newest version (0.11)? It should include some bugfixes and improvements but I am not sure if it fixes your exactly. Anyway thanks for reporting the issue :)

I have attached some screenshots of the issue.


In the main view, the river is on my left, in the minimap, it's on my right. The quest marker shows to the right of the map, but if I turn right, I end up walking away from it, because it's actually to my left.


Here again, the minimap appears mirrored. River is to my right, minimap shows it on my left.

To describe it simply,

The image of the map in the minimap appears to be mirrored. Things that are on my character's right are drawn on the left, and vice-versa.

When I turn the character clockwise, the map itself also turns clockwise. This means that what I am looking at is at the top of the minimap as it should be, but only because the minimap is mirrored. This movement gives the impression that the characer indicator (arrow) in the map actually turned counter-clockwise in relation to the map.

This is my recording of the minimap behaviour that I am seeing


Below is an example of 'correct' or expected minimap behaviour

Hope this helps

Developer

Thanks, I was able to reproduced it and I already fixed it so it should be out on the next version. Now regarding the other issue you had, does it keeps happening? Do you have any screenshots of it? Does it happen in the latest version?

The other issue, I don't have screenshots of, but I'll run my recording software next time i play, and see what happens. I think it was a physics collision issue, but it's hard to be sure without reproducing. I'll see what I can do today, and get back to you.

Games does not like my Steelseries Kana mouse. Camera won't move. Tested various sensitivity settings in the menu with no luck.

Developer

Are the FPS running smoothly? And the game working fine? Are you sure it's a mouse issue? It may be a low/high framerate that may be causing this, please send me your specs.

Hi,

Game is smooth. Frame rate is ok as well and playing it basically in a straight line, with some very slight movement of the camera with the mouse. I can shoot with the archer and swing the sword with the warrior. It all appears to be working bar camera movement.

Specs are Intel i5 4590, 16GB RAM, ASUS AMD 4GB R380, Windows 10 Pro 64 bit. Let me know if you want further details?

Developer

Try enabling VSync and tell me what happens, also does it work on the menu?

Hi,

Forgot to mention that nad have tried both on and off for Vsync. Tried again just now and same result. The camera just won't move or is moving so slowly you can't see it. The mouse works fine in the menu's, just purely in the game.

Strange bug or issue. Mouse works fine in all other games ranging from Fallout 4 to Rack N Ruin, Tempest, ESO, Albion Online, etc. 

I'll test another mouse on my PC just to see if there is some other conflict going on.

regards,

Jim

I was killing a goat, then it phased through a tree. Might want to fix the collisions with that. (Great game btw)

Developer

Thanks, I will take a look into it. If you like the game you should rate it :)

When i was running on the save Levi mission i clicked the button1 and the animation stopped for running and firing the bow i could still walk though

Developer

You mean the animation got stuck? Could you fire or cast abilities?

they only thing to attack i could do was cast the abilities 1 poison arrow then it got unstuck

When i get ingame, my mouse does not seem to work. Like, when i move it it virtually doesnt move the cursor. But when really shaking the mouse around, moving it really a lot there does seem to be some feedback by the game, so it moves a little bit. As I said it only occurs ingame, so in the main screen everything is fine. I already tried to solve it over the mouse sensitivity or mouse inveration, but no luck.

Specs:

Windows 10 64bit

amd radeon r9 280

Intel core i5

8gb ram

Developer

What is your mouse model?

I got the Logitech g300s. There are no settings made  in its software that could cause this though.

Developer

I see, could you click? How was the performance of the game?

Yes. I was able to shoot with the bow. Framerate wasnt affected either.

I downloaded and installed through the itch app. It opens just fine, but when I try to make a new character nothing happens. It takes me back to the screen that says New Character at the top. I enter the name again, and it says it already exists, but nothing is showing up.

Developer

Try running the game without the itch app or by giving it as admin, my guess is the game is trying to create the character file but can't complete because it doesn't have permission to work on that directory.

When i load up the .exe  it does what i assume is a normal startup but then it has like 20 fails and then some more fails and then it loads up a black screen and  does nothing else

Log 

Available Devices: 

{X=0,Y=0,Width=1600,Height=900}
Creating the window on the Primary Device at 1600x900
OS = Microsoft Windows NT 6.2.9200.0
CPU = Intel64 Family 6 Model 37 Stepping 5, GenuineIntel
Graphics Card = Intel(R) HD Graphics | 2.1.0 - Build 8.15.10.2900

Resolution changing was Successful.
Assets loading was Successful.
Sound engine loaded succesfully
Settings loading was Successful
Loading Game Scene...
[FAILURE] Shader Water.glslv has compiled | ERROR: 0:5: 'location' : syntax error parse error

 | 0
[FAILURE] Shader Water.glslf has compiled | ERROR: 0:11: 'location' : syntax error parse error

 | 0
[FAILURE] Shader Block.glslv has compiled | ERROR: 0:2: 'location' : syntax error parse error

 | 0
[FAILURE] Shader Block.glslf has compiled | ERROR: 0:10: 'location' : syntax error parse error

 | 0
[FAILURE] Shader Static.glslv has compiled | ERROR: 0:2: 'location' : syntax error parse error

 | 0
[FAILURE] Shader Static.glslf has compiled | ERROR: 0:15: 'location' : syntax error parse error

 | 0
[FAILURE] Shader Skydome.glslf has compiled | ERROR: 0:5: 'location' : syntax error parse error

 | 0
[FAILURE] Shader Sun.glslv has compiled | ERROR: 0:2: 'location' : syntax error parse error

 | 0
[FAILURE] Shader Sun.glslf has compiled | ERROR: 0:4: 'location' : syntax error parse error

 | 0
[FAILURE] Shader GUI.glslv has compiled | ERROR: 0:2: 'location' : syntax error parse error

 | 0
[FAILURE] Shader GUI.glslf has compiled | ERROR: 0:10: 'location' : syntax error parse error

 | 0
[FAILURE] Shader GUI.glslv has compiled | ERROR: 0:2: 'location' : syntax error parse error

 | 0
[FAILURE] Shader GUI.glslf has compiled | ERROR: 0:10: 'location' : syntax error parse error

 | 0
[FAILURE] Shader FXAA.glslf has compiled | ERROR: 0:7: 'location' : syntax error parse error

 | 0
[FAILURE] Shader SSAO-Pass1.glslf has compiled | ERROR: 0:9: 'const 3-component vector of float' : cannot declare arrays of this qualifier 
ERROR: 0:9: 'const' :  non-matching types (using implicit conversion) for const initializer  
ERROR: 0:31: 'location' : syntax error parse error

 | 0
[FAILURE] Shader SSAO-Pass1-MS.glslf has compiled | ERROR: 0:9: 'const 3-component vector of float' : cannot declare arrays of this qualifier 
ERROR: 0:9: 'const' :  non-matching types (using implicit conversion) for const initializer  
ERROR: 0:31: 'location' : syntax error parse error

 | 0
[FAILURE] Shader SSAO-Pass2.glslf has compiled | ERROR: 0:3: 'location' : syntax error parse error

 | 0
[FAILURE] Shader SSAO-Pass2-MS.glslf has compiled | ERROR: 0:3: 'location' : syntax error parse error

 | 0
Frame buffer did not compile correctly.  Returned FramebufferIncompleteAttachment, GLError: InvalidValue
Frame buffer did not compile correctly.  Returned FramebufferIncompleteAttachment, GLError: InvalidOperation
[FAILURE] Shader Bloom.glslv has compiled | ERROR: 0:3: 'location' : syntax error parse error

 | 0
[FAILURE] Shader Bloom.glslf has compiled | ERROR: 0:7: 'location' : syntax error parse error

 | 0
[FAILURE] Shader UnderWater.glslv has compiled | ERROR: 0:2: 'location' : syntax error parse error

 | 0
[FAILURE] Shader UnderWater.glslf has compiled | ERROR: 0:7: 'location' : syntax error parse error

 | 0
[FAILURE] Shader UnderWater.glslv has compiled | ERROR: 0:2: 'location' : syntax error parse error

 | 0
[FAILURE] Shader Distortion.glslf has compiled | ERROR: 0:6: 'location' : syntax error parse error

 | 0
World Created Successfully!
UI was created Successfully
[FAILURE] Shader Skills.glslv has compiled | ERROR: 0:2: 'location' : syntax error parse error

 | 0
[FAILURE] Shader Skills.glslf has compiled | ERROR: 0:2: 'location' : syntax error parse error

 | 0
[FAILURE] Shader Bar.glslv has compiled | ERROR: 0:2: 'location' : syntax error parse error

 | 0
[FAILURE] Shader Bar.glslf has compiled | ERROR: 0:2: 'location' : syntax error parse error

 | 0
[FAILURE] Shader Lines.glslv has compiled | ERROR: 0:2: 'location' : syntax error parse error

 | 0
[FAILURE] Shader Lines.glslf has compiled | ERROR: 0:3: 'location' : syntax error parse error

 | 0
[FAILURE] Shader GUI.glslv has compiled | ERROR: 0:2: 'location' : syntax error parse error

 | 0
[FAILURE] Shader MinimapGUI.glslf has compiled | ERROR: 0:12: 'location' : syntax error parse error

 | 0
[FAILURE] Shader TrailRenderer.glslv has compiled | ERROR: 0:2: 'location' : syntax error parse error

 | 0
[FAILURE] Shader TrailRenderer.glslf has compiled | ERROR: 0:3: 'location' : syntax error parse error

 | 0
[FAILURE] Shader TrailRenderer.glslg has compiled | ERROR: 0:8: 'gl_ModelViewProjectionMatrix' : undeclared identifier 

 | 0
Player Created Successfully!
Added Generation Queue
Setted up GUI
Created GUI Notification Successfully
Scene loading was Successful.
Supported GLSL version is : 1.20  - Intel Build 8.15.10.2900
Max color samples = 1 Max depth samples = 1

Developer

It's no surprise, your OpenGL version is  2.1.0 and the game needs at least 3.3

ok thanks

It wont start. Only DOS box showing up and blind window. need to tab to DOS box and close it. heres the log:


Available Devices:

{X=0,Y=0,Width=1600,Height=900}
Creating the window on the Primary Device at 1600x900
OS = Microsoft Windows NT 5.1.2600 Service Pack 3
CPU = x86 Family 16 Model 6 Stepping 2, AuthenticAMD
Graphics Card = ATI Radeon HD 4800 Series | 3.3.11672 Compatibility Profile Context

Settings: Autosave=True
LOD=True
ChunkLoaderRadius=20
InvertMouse=False
MouseSensibility=1
SSAO=False
HideObjectives=False
ShowTargetedMobs=True
ShowChat=True
ShowMinimap=True
m_Bloom=False
m_DynamicFog=True
m_AntiAliasing=0
m_FullScreen=True
MusicVolume=0,4
SFXVolume=0,4
ShadowQuality=3
VSync=False

Resolution changing was Successful.
Assets loading was Successful.
Sound engine loaded succesfully
Settings loading was Successful
Loading Game Scene...
World Created Successfully!
UI was created Successfully
Player Created Successfully!
Added Generation Queue
Setted up GUI
Created GUI Notification Successfully
Scene loading was Successful.
Supported GLSL version is : 3.30
Max color samples = 8 Max depth samples = 8
System.ArgumentException: Unable to sort because the IComparer.Compare() method returns inconsistent results. Either a value does not compare equal to itself, or one value repeatedly compared to another value yields different results. x: '',  x's type: 'Chunk', IComparer: 'Hedra.Engine.Generation.ClosestChunk'.
   at System.Collections.Generic.ArraySortHelper`1.Sort(T[] keys, Int32 index, Int32 length, IComparer`1 comparer)
   at System.Array.Sort[T](T[] array, Int32 index, Int32 length, IComparer`1 comparer)
   at System.Collections.Generic.List`1.Sort(Int32 index, Int32 count, IComparer`1 comparer)
   at Hedra.Engine.Generation.MeshBuilderQueue.Start()
System.ArgumentException: Unable to sort because the IComparer.Compare() method returns inconsistent results. Either a value does not compare equal to itself, or one value repeatedly compared to another value yields different results. x: '',  x's type: 'Chunk', IComparer: 'Hedra.Engine.Generation.ClosestChunk'.
   at System.Collections.Generic.ArraySortHelper`1.Sort(T[] keys, Int32 index, Int32 length, IComparer`1 comparer)
   at System.Array.Sort[T](T[] array, Int32 index, Int32 length, IComparer`1 comparer)
   at System.Collections.Generic.List`1.Sort(Int32 index, Int32 count, IComparer`1 comparer)
   at Hedra.Engine.Generation.MeshBuilderQueue.Start()
System.ArgumentException: Unable to sort because the IComparer.Compare() method returns inconsistent results. Either a value does not compare equal to itself, or one value repeatedly compared to another value yields different results. x: '',  x's type: 'Chunk', IComparer: 'Hedra.Engine.Generation.ClosestChunk'.
   at System.Collections.Generic.ArraySortHelper`1.Sort(T[] keys, Int32 index, Int32 length, IComparer`1 comparer)
   at System.Array.Sort[T](T[] array, Int32 index, Int32 length, IComparer`1 comparer)
   at System.Collections.Generic.List`1.Sort(Int32 index, Int32 count, IComparer`1 comparer)
   at Hedra.Engine.Generation.MeshBuilderQueue.Start()
System.ArgumentException: Unable to sort because the IComparer.Compare() method returns inconsistent results. Either a value does not compare equal to itself, or one value repeatedly compared to another value yields different results. x: '',  x's type: 'Chunk', IComparer: 'Hedra.Engine.Generation.ClosestChunk'.
   at System.Collections.Generic.ArraySortHelper`1.Sort(T[] keys, Int32 index, Int32 length, IComparer`1 comparer)
   at System.Array.Sort[T](T[] array, Int32 index, Int32 length, IComparer`1 comparer)
   at System.Collections.Generic.List`1.Sort(Int32 index, Int32 count, IComparer`1 comparer)
   at Hedra.Engine.Generation.GenerationQueue.<ProccessQueueThread>d__0.MoveNext()
   at Hedra.Engine.Management.CoroutineManager.Update()
   at Hedra.Hedra.OnUpdateFrame(FrameEventArgs e)
   at OpenTK.GameWindow.RaiseUpdateFrame(Double elapsed, Double& timestamp)
   at OpenTK.GameWindow.DispatchUpdateAndRenderFrame(Object sender, EventArgs e)
   at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
   at Hedra.Program.Main(String[] args)
System.ArgumentException: Unable to sort because the IComparer.Compare() method returns inconsistent results. Either a value does not compare equal to itself, or one value repeatedly compared to another value yields different results. x: '',  x's type: 'Chunk', IComparer: 'Hedra.Engine.Generation.ClosestChunk'.
   at System.Collections.Generic.ArraySortHelper`1.Sort(T[] keys, Int32 index, Int32 length, IComparer`1 comparer)
   at System.Array.Sort[T](T[] array, Int32 index, Int32 length, IComparer`1 comparer)
   at System.Collections.Generic.List`1.Sort(Int32 index, Int32 count, IComparer`1 comparer)
   at Hedra.Engine.Generation.MeshBuilderQueue.Start()

Developer

Are you running the game through the itch app? How many times have you tried running it?

(Edited 2 times)

standalone, i will try the itch app if it helps. many times.

edit: cant run it through itch app, itch app wont open. sorry.

Developer

I see, what is your graphics card, CPU and OS? Do you have .NET 4.0 or higher installed?

ATI 4850, AMD athlon x2 and winxp and yes net 4.0 installed.

Developer(+1)

Okay so I am releasing a new version in a few days which should fix this issue. I'll let you know

wow :D ty

Developer(+1)

Just released the new update, let me know if it works for you :)

yay it worked :D. funny and beautiful game. a bit buggy but its ok. when i came to a town center with merchants it crashes. well it has much potential and i think it can grow big. think about unturned on steam :) it was tiny. good work zaphyk.

Developer

Thanks for the feecback, glad you liked it :)

I'm trying to run this game but get an error message that my OpenGL version is 0.044 and it automatically closes. The version of OpenGL on my computer is 4.4, which should be able to run it just fine. I've got windows 10 and most of the other relevant specs are shown in the screenshot below. Any help would be greatly appreciated.


I'm 

Developer

Sorry for the incovenience, I updated the game's version with the new fix so try downloading the game. The new version is the 0.141

i launched the game standalone and tried with the launcher and got the same error message:

Unhandled Exception: System.IO.IOException: Cannot create a file when that file already exists.

   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)    at System.IO.__Error.WinIOError()  

  at System.IO.File.InternalMove(String sourceFileName, String destFileName, Boolean checkHost)   

 at System.IO.File.Move(String sourceFileName, String destFileName)    

at LauncherUpdater.Program.Main(String[] args)

i also tried with admin privileges

will it be fixed in the next update?

Available Devices:

{X=0,Y=0,Width=1920,Height=1080}
Creating the window on the Primary Device at 1920x1080
OS = Microsoft Windows NT 6.1.7601 Service Pack 1
CPU = AMD64 Family 18 Model 1 Stepping 0, AuthenticAMD
Graphics Card = AMD Radeon HD 7800 Series | 4.5.13492 Compatibility Profile Context 22.19.677.257

Settings: Autosave=True
LOD=True
ChunkLoaderRadius=20
InvertMouse=False
MouseSensibility=1
SSAO=False
HideObjectives=False
ShowTargetedMobs=True
ShowChat=True
ShowMinimap=True
m_Bloom=False
m_DynamicFog=True
m_AntiAliasing=0
MusicVolume=0,4
SFXVolume=0,4
ShadowQuality=3
VSync=True
Fullscreen=True


Resolution changing was Successful.
Assets loading was Successful.
Sound engine loaded succesfully
Settings loading was Successful
Loading Game Scene...
World Created Successfully!
UI was created Successfully
Player Created Successfully!
Added Generation Queue
Setted up GUI
Created GUI Notification Successfully
Scene loading was Successful.
Supported GLSL version is : 4.50
Max color samples = 8 Max depth samples = 8
System.FormatException: Nieprawidłowy format ciągu wejściowego.
   w System.Number.ParseSingle(String value, NumberStyles options, NumberFormatInfo numfmt)
   w System.Single.Parse(String s)
   w Hedra.Hedra.OnLoad(EventArgs e)
   w OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
   w Hedra.Program.Main(String[] args)
Developer

Thanks for reporting, the patch should be out in the next update (sunday)

When first launched nothing happened. The icon for the game apeared on my taskbar but it never loaded. After reopening It worked  and after maxing out the graphics and checking controls I click new run. I click new character and It showed a warrior next to a fire. I then clicked to see the archer. I then click the arrow again but the game stopped. Now error message, no 'not responding'. It just greyed out the arrow and froze on the archer and all the animations stopped.

I then exited the game again and launched it. This time after clicking new run there was no campfire no nothing It showed new character and that was it. I could cycle between warrior, archer, and rogue now. But it didn't show a character. I typed in a name and clicked play but nothing happened it just deleted the name and nothing happened.

I again exited the game but this time I did not try again.

Developer

Sorry for the incovenience, I was succesfull at reproducing the issue and fixed it so the patch should be out with the next update. Thanks for reporting

Hi, I've choosed the hero, the first level just loaded and started then... crash (Windows 7 x64)

Log: https://www.dropbox.com/s/wf7lv80diyz50f9/log.txt?dl=0

Developer

Is this recurrent? I mean if you restart the game does it happen again? What are your computer specs?

yes, crashing always on the same point - when level is started. 

Laptop specs: CPU Intel i5 2.4;   AMD Radeon HD6770M 2Gb;  RAM 6Gb; Windows 7 x64

Developer(+1)

Sorry for the late reply. I've found a fix for this issue and I'll be releasing it on Sunday 12/3, Stay tuned!

Thank you!

As soon as i click on "New run" the game crashes. I haven't even  got to play the game! :(

And here is the Log.txt file:

Available Devices: 

{X=0,Y=0,Width=1366,Height=768}
Creating the window on the Primary Device at 1366x768
Running as x64
OS = Microsoft Windows NT 6.2.9200.0
CPU = AMD64 Family 21 Model 16 Stepping 1, AuthenticAMD
Graphics Card = AMD Radeon HD 7600G | 4.5.13397 Compatibility Profile Context 15.200.1055.0

Settings: Autosave=True
LOD=True
ChunkLoaderRadius=20
InvertMouse=False
MouseSensibility=1
SSAO=False
HideObjectives=False
ShowTargetedMobs=True
ShowChat=True
ShowMinimap=True
m_Bloom=False
m_DynamicFog=True
m_AntiAliasing=0
MusicVolume=0,4
FXAA=True
SFXVolume=0,4
ShadowQuality=2
VSync=True

Resolution changing was Successful.
Assets loading was Successful.
Sound engine loaded succesfully
Settings loading was Successful
Loading Game Scene...
World Created Successfully!
UI was created Successfully
Player Created Successfully!
Added Generation Queue
Setted up GUI
Created GUI Notification Successfully
Scene loading was Successful.
Supported GLSL version is : 4.40
Max color samples = 8 Max depth samples = 8
4.5.13397 Compatibility Profile Context 15.200.1055.0

Developer

It seems the log is not able to capture the error, can you send me a screenshot of the console at the moment of the crash. also what are your PC specs?

I'm using a laptop:

Processor
AMD A8-4555M APU with Radeon(tm) HD Graphics

 
Video Card
AMD Radeon HD 7600G

 
RAM
8.0 GB

 
Operating System
Microsoft Windows 10 (build 14393), 64-bit


Developer

Sorry for the late reply, I've found a fix for this issue and I'll be releasing it on Sunday 12/3, Stay tuned!

Dear Zaphyk,

I have encountered an error whilst playing your game, I start up the game and it runs smoothly but when I drop in and try to run i'm move at a snails pace, I don't know why this is though, I have tried lowering the graphics of the game and pressing all the keys but nothing seems to be working. I have included a video to better explain my problem.

Everything else  that moves is moving at the same pace too. This is frustrating, so I was hoping you could reply asap

Computer Spec: 

Edition: Windows 10

Procssor: Intel(R) Core(TM) i5-3210M CPU @ 2.50GHz

RAM: 8.00 GB

Video:

Developer

Sorry for the incovenience, could you please send me your GPU spec and the log.txt so I can look further into these issue?

No promblemo, Im not sure how to access my GPU specs but I think its built in ( If that makes sense )

Anyways heres the log. txt:

{X=0,Y=0,Width=1366,Height=768}
Creating the window on the Primary Device at 1366x768
Running as x64
OS = Microsoft Windows NT 6.2.9200.0
CPU = Intel64 Family 6 Model 58 Stepping 9, GenuineIntel
Graphics Card = GeForce GT 620M/PCIe/SSE2 | 4.5.0 NVIDIA 376.54

Settings: Autosave=True
LOD=True
ChunkLoaderRadius=15
InvertMouse=False
MouseSensibility=1
SSAO=False
HideObjectives=False
ShowTargetedMobs=True
ShowChat=True
ShowMinimap=True
m_Bloom=False
m_DynamicFog=True
m_AntiAliasing=0
MusicVolume=0.4
FXAA=True
SFXVolume=0.4
ShadowQuality=1
VSync=True

Resolution changing was Successful.
Assets loading was Successful.
Sound engine loaded succesfully
Settings loading was Successful
Loading Game Scene...
World Created Successfully!
UI was created Successfully
Player Created Successfully!
Added Generation Queue
Setted up GUI
Created GUI Notification Successfully
Scene loading was Successful.
Supported GLSL version is : 4.50 NVIDIA
Max color samples = 32 Max depth samples = 32
4.5.0 NVIDIA 376.54
Generated City at (50508, 0, 49560) with seed 696381413
False | Generated Merchant at (48824, 0, 49048) with seed 696381413
Generated Giant Tree at (48844, 0, 48644) with seed 696381413

Developer

Sorry for the delayed response, I've trying to figure this out but I have a couple more questions. Is that a new character? Is this the first version of the game you play?

Dont worry your fine. Anyways, yes, this the first and only character I've made and this is also the first and only version of the game I have installed on my PC 

Hope this helps

My game crashes as soon as I load in a world. I see the land for about 2 seconds then it crashes.

My log:

--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Available Devices:

{X=0,Y=0,Width=1920,Height=1080}
Creating the window on the Primary Device at 1920x1080
Running as x64
OS = Microsoft Windows NT 6.2.9200.0
CPU = Intel64 Family 6 Model 42 Stepping 7, GenuineIntel
Graphics Card = AMD Radeon(TM) R5 340X | 4.5.13456 Compatibility Profile Context 21.19.144.32768

Settings: Autosave=True
LOD=True
ChunkLoaderRadius=20
InvertMouse=False
MouseSensibility=1
SSAO=False
HideObjectives=False
ShowTargetedMobs=True
ShowChat=True
ShowMinimap=True
m_Bloom=False
m_DynamicFog=True
m_AntiAliasing=0
MusicVolume=0.4
FXAA=True
SFXVolume=0.4
ShadowQuality=2
VSync=False

Resolution changing was Successful.
Assets loading was Successful.
Sound engine loaded succesfully
Settings loading was Successful
Loading Game Scene...
World Created Successfully!
UI was created Successfully
Player Created Successfully!
Added Generation Queue
Setted up GUI
Created GUI Notification Successfully
Scene loading was Successful.
Supported GLSL version is : 4.50
Max color samples = 8 Max depth samples = 8
4.5.13456 Compatibility Profile Context 21.19.144.32768
False | Generated Merchant at (49096, 0, 49152) with seed 724000175
Generated City at (51980, 0, 51248) with seed 724000175

Unhandled Exception: System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
   at OpenTK.Graphics.OpenGL.GL.GenerateMipmap(GenerateMipmapTarget target)
   at Hedra.Engine.Rendering.Graphics2D.LoadTexture(Bitmap bmp, TextureMinFilter Min, TextureMagFilter Mag, TextureWrapMode Wrap)
   at Hedra.Engine.Rendering.UI.GUIText.MakeText()
   at Hedra.Engine.Rendering.UI.Bar.Initialize(Vector2 Position, Vector2 Scale, Func`1 Value, Func`1 Max, Panel InPanel, String OptionalText, Boolean DrawBefore, Boolean ScaleRelative, Boolean CurvedBorders)
   at Hedra.Engine.Rendering.UI.Bar..ctor(Vector2 Position, Vector2 Scale, String Text, Func`1 Value, Func`1 Max, Panel InPanel, Boolean DrawBefore, Boolean ScaleRelative)
   at Hedra.Engine.EntitySystem.HealthBarComponent..ctor(Entity Parent)
   at Hedra.Engine.Generation.WorldManager.SpawnMob(MobType Type, Vector3 DesiredPosition, Int32 MobSeed)
   at Hedra.Engine.EntitySystem.EntitySpawner.Update()
   at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
   at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
   at System.Threading.ThreadHelper.ThreadStart()

Developer

What are your specs? CPU, RAM, GPU and OS

Developer

Sorry for the late reply. I've found a fix for this issue and I'll be releasing it on Sunday 12/3, Stay tuned!

i didn't know how to heal my wolf mount so i clicked on a berry in my inv and clicked on the wolf and then the wolf turned into a berry

Developer

I will take a look into it, thanks for reporting

So when i was doing the ''Rescue Levi from the kidnappers'' (or whatever it was called) I went to the camp and then i don't see this Levi dude and I think ''its prob just becuse I have to kill the bandits first'' and I did but he was still not there. Then I went over to the campfire and see if I had to do something there and then I see that it says ''Untie Levi'' and then I found out that he was bugged into the ground.

I can not open the game it puts me that the game has stopped and I have sufficient requirements

Developer

Please send me the log.txt file and your GPU specification.

Available Devices: 

{X=0,Y=0,Width=1280,Height=800}
Creating the window on the Primary Device at 1280x800
Running as x64
OS = Microsoft Windows NT 6.2.9200.0
CPU = Intel64 Family 6 Model 15 Stepping 13, GenuineIntel
Graphics Card = GDI Generic | 1.1.0

Developer

Seems like the game is not detecting correctly your GPU, What is your correct GPU specification?

my laptop has two switchable graphic cards, so:

1. AMD Radeon HD6770M;

2. Intel HD

Developer

Which one are you running the game with? Do you have your drivers up to date?

Developer

Wait are you having the same issue as this guy?

No, I just been notified about new comment from you and thought it's your answer for me,  but my problem is the game crushed right after the level is loaded... The worst thing I can't update video drivers (thanks to HP using drivers from 2011). Anyway I play many games 2015-2016 with high, medium or low video settings. 

Thanks!

I dont know :(

Developer

Without your GPU specification there is not much I can do, however you should try updating your drivers and see if the game runs. Are you able to play other games? If so which one?

My drivers is the last update :C

Developer

Without your GPU name there is not much I can do.

No problem :(


Maybe is because my computer is bad

The game crashes when I'm near the village.  Here's the log.txt:


Available Devices: 

{X=0,Y=0,Width=1920,Height=1080}
Creating the window on the Primary Device at 1920x1080
Running α 0.20 as x64
OS = Microsoft Windows NT 6.2.9200.0
CPU = Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
Graphics Card = GeForce GTX 970/PCIe/SSE2 | 4.6.0 NVIDIA 388.13

Settings: Autosave=True
LOD=True
ChunkLoaderRadius=32
InvertMouse=False
MouseSensibility=1
SSAO=True
HideObjectives=True
ShowTargetedMobs=True
ShowChat=True
ShowMinimap=True
m_Bloom=False
m_DynamicFog=True
m_AntiAliasing=0
MusicVolume=0.5
FXAA=True
SFXVolume=0.5
ShadowQuality=3
VSync=False

Resolution changing was Successful.
Assets loading was Successful.
Sound engine loaded succesfully
Settings loading was Successful
Loading Game Scene...
World Created Successfully!
UI was created Successfully
Player Created Successfully!
Added Generation Queue
Setted up GUI
Created GUI Notification Successfully
Scene loading was Successful.
Supported GLSL version is : 4.60 NVIDIA
Max color samples = 32 Max depth samples = 32
4.6.0 NVIDIA 388.13
False | Generated Merchant at (47772, 0, 48012) with seed 747392235
System.NullReferenceException: Object reference not set to an instance of an object.
   at Hedra.Engine.QuestSystem.Graveyard.Update()
   at Hedra.Engine.Management.UpdateManager.Update()
   at Hedra.Hedra.OnUpdateFrame(FrameEventArgs e)
   at OpenTK.GameWindow.RaiseUpdateFrame(Double elapsed, Double& timestamp)
   at OpenTK.GameWindow.DispatchUpdateAndRenderFrame(Object sender, EventArgs e)
   at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
   at Hedra.Program.Main(String[] args)

Developer(+1)

I found the issue and it should be solved in the next version of the game (0.21), thanks for reporting!

(+2)

i have a problem where somtimes mid fight the player freezes and i cant do anything but move

Developer

Send me the log.txt file, your pc specs and please if you could provide video or screenshots that would be great.

(+1)

Played a couple of 20 minute sessions but couln't find anything to do.

It seems to be a known issue but the mini map and main map aren't working. The minimap seems to rotate in the reverse direction from the player and is otherwise fixed in one spot. So, I couldn't go to any markers which I'm guessing is where the game is supposed to get going.

A few suggestions all the same... 

There's no guide to what the game's about, what the player's meant to do - either on this page or in the game, all I had was studying the control key layout to try and get an idea what might be possible, or not.

The world feels lacking any real interactivity - the only thing I found that I could vaguely interact with was the mana stone things. For an open world game that seemed a bit strange. 

I found using the bow too long winded - 20 arrows or whatever to kill a sheep is a bit weird. ...And just getting xp after that made it feel like a waste of effort.

When firing on an animal the path of the arrow often seemed blocked by the player's body so I was left guessing where exactly the arrow hit.

Not a fan of the neon flavor colour scheme, personally. The vector graphics are cool but with those colours I found it lacking atmosphere to get immersed in - there's a kinda kids fun park feel to it, with the music too. Maybe you were targeting younger players but, if not, I didn;t feel anything drawing me into that world really.  I think the player himself needs a little more design work too along the same lines, not much there to connect with. 

That all sounds kindas harsh, but it wasn't intended... It looks like a lot of work is going into that game so thought I should give some honest feedback.

Developer

Hey, thanks for the feedback. This is what I am looking for. Some of the combat issues you mentioned are improved in the current version (0.241) released yesterday, others still need some work.

Do you feel the game needs more places to interact or be more guided in the way exploring workds (e.g. making finding structures easier)?

No problemo.

I think some clear incentives for the player... I guess crafting often creates the incentive to explore in open world games - you find new things to progress the character-  but in your game exploration wasn't bringing any feeling of progress since I wasn't finding items or things I could interact with. Since I wasn't finding those things to keep my interest in the landscape I pretty quickly got  unsure whether running further was worth the time. 

So, if there are towns and things around (I read that I think) there needs to be smaller things inbetween those to hold a players interest. 

Just to let you know, I'm a patient player, I generally enjoy exploration and slow-burn games.

(Edited 1 time)

Have played for about 30mn. I don't think I'll keep playing until a few updates but I still wanted to leave some feedbacks.

- I like the overall aesthetic of the environnement. (However using lower shadow settings gives some flickering shadow artifacts that are really annoying to the eye.) The lands are pretty and well generated, I love the topologu

- The big black spot of the game is combat. Attacks don't feel like they have any impact.  The only current feedbacks (characters turning red and damages numbers), shyly fade in so you don't know exactly when they happen, these should flash into your face instantly! Because they're so slow to appear, they don't match the audio feedback; when you hear the hit at a moment but see it only later, it gets really confusing. The hitboxes don't always match the characters models, and some attacks reach way farther than the animation looks. Dodging feels pretty useless because you don't know when to dodge, nor whether you're actually dodging something. I'm still not sure whether dodging is supposed to make you shortly invulnerable, or just relocate yourself away from an attack.

Other issues I met :
- Had a very long first loading time. Couldn't do anything in the meantime because the game was keeping my cursor in the center of my screen, even when the game windows was not focused or was minimized. Couldn't Alt-F4 out of that loading time, killed the process with the Task Manager.
- Playing as a Rogue,  got killed by about everything I met took me  multiple lives to kill anything.
- Playing as an archer, firing while moving backward was OP, nothing could hit me.
- Couldn't aim upward unless I jumped, because the ground was blocking the movement of the camera.
- Talked to a merchant, his healthbar was overlaying the inventories.

That's it. Wishing you luck with the rest of the developpement !

Just opened up the game, and it looks like this, flickering really hard.  Also a command line error:

Available Devices: 

{X=1280,Y=256,Width=1366,Height=768}
{X=0,Y=0,Width=1280,Height=1024}
Creating the window on the Primary Device at 1280x1024
Running α 0.25 as x64
OS = Microsoft Windows NT 6.2.9200.0
CPU = Intel64 Family 6 Model 42 Stepping 7, GenuineIntel
Graphics Card = NVIDIA Corporation
GeForce GT 520MX/PCIe/SSE2
4.5.0 NVIDIA 376.54

Allocating world VRAM
Allocated 237 MB of VRAM for static rendering.
Allocated 79 MB of VRAM for water rendering.
Finished building cache.
Assets loading was Successful.
Generating a pool of sound sources...
Generating a pool of sound items...
Loading sounds...
Sound engine loaded succesfully
Settings loading was Successful
Loading Game Scene...
World Created Successfully!
Player Created Successfully!
Added Generation Queue
Setted up GUI
Created GUI Notification Successfully
Scene loading was Successful.
Supported GLSL version is : 4.50 NVIDIA
4.5.0 NVIDIA 376.54
System.NullReferenceException: Object reference not set to an instance of an object.
   at Hedra.Engine.Generation.TreeGenerator.GenerateTree(Vector3 Position, Region BiomeRegion, TreeDesign Design)
   at Hedra.Engine.BiomeSystem.LandscapeGenerator.PlaceStructures()
   at Hedra.Engine.BiomeSystem.LandscapeGenerator.Generate()

I hope this helps a bit in debugging, i really wanted to try this out :\

Developer

Oh, thanks for reporting the issue. It seems like  a shader compatiblity bug. I am not really sure what it is though, I'll have to do some testing. If I have luck it should be fixed soon!

When I start the game, it opens but only shows a white screen.

Available Devices:

{X=0,Y=0,Width=1920,Height=1080}
Creating the window on the Primary Device at 1920x1080
Running α 0.26 as x64
OS = Microsoft Windows NT 6.2.9200.0
CPU = Intel64 Family 6 Model 158 Stepping 9, GenuineIntel
Graphics Card = NVIDIA Corporation
GeForce GTX 1070/PCIe/SSE2
4.6.0 NVIDIA 388.13

Allocating world VRAM
Allocated 237 MB of VRAM for static rendering.
Allocated 79 MB of VRAM for water rendering.
Finished building cache.
Assets loading was Successful.
Generating a pool of sound sources...
Generating a pool of sound items...
Loading sounds...
Sound engine loaded succesfully
Settings loading was Successful
Loading Game Scene...
World Created Successfully!
Player Created Successfully!
Added Generation Queue
Setted up GUI
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at SimplexNoise.Noise.Generate(Single x, Single y)
   at Hedra.Engine.Generation.TreeGenerator.GenerateTree(Vector3 Position, Region BiomeRegion, TreeDesign Design)
   at Hedra.Engine.BiomeSystem.LandscapeGenerator.PlaceStructures()
   at Hedra.Engine.BiomeSystem.LandscapeGenerator.Generate()
System.IndexOutOfRangeException: Index was outside the bounds of the array.
   at SimplexNoise.Noise.Generate(Single x, Single y)
   at Hedra.Engine.Generation.TreeGenerator.GenerateTree(Vector3 Position, Region BiomeRegion, TreeDesign Design)
   at Hedra.Engine.BiomeSystem.LandscapeGenerator.PlaceStructures()
   at Hedra.Engine.BiomeSystem.LandscapeGenerator.Generate()

And it keeps giving the same error over and over.

Developer
Does the logo show? It keeps spamming that error or does it stop?
Developer
Does the logo show? It keeps spamming that error or does it stop?

The logo does not show and the error stops after being printed 313 times.

Hi. I have something like this:

Game stuck at this white window (I've moved console window to the front - nothing is underneath).

Log file:

Available Devices:
{X=0,Y=0,Width=1920,Height=1080}
Creating the window on the Primary Device at 1920x1080
Running α 0.27 as x64
OS = Microsoft Windows NT 6.2.9200.0
CPU = Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
Graphics Card = NVIDIA Corporation
GeForce GTX 850M/PCIe/SSE2
4.6.0 NVIDIA 391.35

Allocating world VRAM
Allocated 237 MB of VRAM for static rendering.
Allocated 79 MB of VRAM for water rendering.
Finished building cache.
Assets loading was Successful.
Generating a pool of sound sources...
Generating a pool of sound items...
Loading sounds...
Sound engine loaded succesfully
Settings loading was Successful
Loading Game Scene...
World Created Successfully!
Player Created Successfully!
Setted up GUI
Scene loading was Successful.
Supported GLSL version is : 4.60 NVIDIA
4.6.0 NVIDIA 391.35

Developer

Hi, are you running the game via the itch app?

Via the itch app is the same. Game stuck at that white window only console window do not appear.

Developer

Do you see the company logo or it gets stuck before that?

No, that white window is first thing I see. There is nothing before.

Developer

I released a new version, can you try this one and send me the log.txt?

Still the same white window.

Log.txt:

Available Devices:
{X=0,Y=0,Width=1920,Height=1080}
Creating the window on the Primary Device at 1920x1080
Running α 0.28 as x64
OS = Microsoft Windows NT 6.2.9200.0
CPU = Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
Graphics Card = NVIDIA Corporation
GeForce GTX 850M/PCIe/SSE2
4.6.0 NVIDIA 391.35

Allocating world VRAM
Allocated 237 MB of VRAM for static rendering.
Allocated 79 MB of VRAM for water rendering.
Finished building cache.
Assets loading was Successful.
Generating a pool of sound sources...
Generating a pool of sound items...
Loading sounds...
Sound engine loaded succesfully
Settings loading was Successful
World Created Successfully!
Player Created Successfully!
Setted up GUI
Scene loading was Successful.
Supported GLSL version is : 4.60 NVIDIA
4.6.0 NVIDIA 391.35

Developer (Edited 1 time)

Okay, so honestly I don't know where the issue is but we can still do something. If you are willing I can make some tailored builds of the game for you so we can isolate the issue. Let me know if you want to. If so do you have discord or something to make communication way quicker?

Sorry, I was busy.

Yes, I want. It's possible that other people will have similar problems, so I can help you ;)

I have Discord but, to be honest, I don't use it and I'm not sure I will know how to use it properly. I'm not "social" person :)

But we can try of course.

Developer

Don't worry, send me your tag  so I can add you and figure this out. Otherwise mine is Zaphyk#3115

The game crashe to me 3 times

Available Devices: 

{X=0,Y=0,Width=1920,Height=1080}
Creating the window on the Primary Device at 1920x1080
Running α 0.27 as x64
OS = Microsoft Windows NT 6.1.7601 Service Pack 1
CPU = Intel64 Family 6 Model 58 Stepping 9, GenuineIntel
Graphics Card = NVIDIA Corporation
GeForce GTX 1050 Ti/PCIe/SSE2
4.6.0 NVIDIA 391.35

Allocating world VRAM
Allocated 237 MB of VRAM for static rendering.
Allocated 79 MB of VRAM for water rendering.
Finished building cache.
Assets loading was Successful.
Generating a pool of sound sources...
Generating a pool of sound items...
Loading sounds...
Sound engine loaded succesfully
Settings loading was Successful
Loading Game Scene...
World Created Successfully!
Player Created Successfully!
Setted up GUI
Scene loading was Successful.
Supported GLSL version is : 4.60 NVIDIA
4.6.0 NVIDIA 391.35
System.ArgumentOutOfRangeException: El índice estaba fuera del intervalo. Debe ser un valor no negativo e inferior al tamaño de la colección.
Nombre del parámetro: index
   en System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
   en System.Collections.Generic.List`1.get_Item(Int32 index)
   en Hedra.Engine.EntitySystem.PhysicsComponent.ProccessCommand(MoveCommand Command)
   en Hedra.Engine.EntitySystem.PhysicsComponent.Update()
   en Hedra.Engine.PhysicsSystem.PhysicsThread.Process()
System.ArgumentOutOfRangeException: El índice estaba fuera del intervalo. Debe ser un valor no negativo e inferior al tamaño de la colección.
Nombre del parámetro: index
   en System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
   en System.Collections.Generic.List`1.get_Item(Int32 index)
   en Hedra.Engine.EntitySystem.PhysicsComponent.ProccessCommand(MoveCommand Command)
   en Hedra.Engine.EntitySystem.PhysicsComponent.Update()
   en Hedra.Engine.PhysicsSystem.PhysicsThread.Process()
System.ArgumentOutOfRangeException: El índice estaba fuera del intervalo. Debe ser un valor no negativo e inferior al tamaño de la colección.
Nombre del parámetro: index
   en System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
   en System.Collections.Generic.List`1.get_Item(Int32 index)
   en Hedra.Engine.EntitySystem.PhysicsComponent.ProccessCommand(MoveCommand Command)
   en Hedra.Engine.EntitySystem.PhysicsComponent.Update()
   en Hedra.Engine.PhysicsSystem.PhysicsThread.Process()
ArgumentException while looping though entities.
Creating village at (14148, 0, -1780)
Building village.

Developer
Does it keep crashing? Do you have the ñogs from the other crashes?

yes the game continues crashing, today in the morning was playing and the game crash, here is the log

Available Devices: 

{X=0,Y=0,Width=1920,Height=1080}
Creating the window on the Primary Device at 1920x1080
Running α 0.27 as x64
OS = Microsoft Windows NT 6.1.7601 Service Pack 1
CPU = Intel64 Family 6 Model 58 Stepping 9, GenuineIntel
Graphics Card = NVIDIA Corporation
GeForce GTX 1050 Ti/PCIe/SSE2
4.6.0 NVIDIA 391.35

Allocating world VRAM
Allocated 237 MB of VRAM for static rendering.
Allocated 79 MB of VRAM for water rendering.
Finished building cache.
Assets loading was Successful.
Generating a pool of sound sources...
Generating a pool of sound items...
Loading sounds...
Sound engine loaded succesfully
Settings loading was Successful
Loading Game Scene...
World Created Successfully!
Player Created Successfully!
Setted up GUI
Scene loading was Successful.
Supported GLSL version is : 4.60 NVIDIA
4.6.0 NVIDIA 391.35
Creating village at (5644, 0, 2796)
ArgumentException while looping though entities.
System.ArgumentOutOfRangeException: El índice estaba fuera del intervalo. Debe ser un valor no negativo e inferior al tamaño de la colección.
Nombre del parámetro: index
   en System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
   en System.Collections.Generic.List`1.get_Item(Int32 index)
   en Hedra.Engine.QuestSystem.TravellingMerchant.Update()
   en Hedra.Engine.Management.UpdateManager.Update()
   en Hedra.Hedra.OnUpdateFrame(FrameEventArgs e)
   en OpenTK.GameWindow.RaiseUpdateFrame(Double elapsed, Double& timestamp)
   en OpenTK.GameWindow.DispatchUpdateAndRenderFrame(Object sender, EventArgs e)
   en OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
   en Hedra.Program.Main(String[] args)


This happened to me when I bought and they killed me

Developer(+1)

I saw it on the Discord, sorry for not responding there earlier I was kind of busy. It probably should be easy to fix but it's a low priority bug so it might not be fixed in the next update, instead in the other one. Thank you :)

(Edited 1 time)

ok, the good thing is that I did not lose any progress but then I could not reappear and I had to close the game and I could continue buying with the merchant when I was dead, although the truth is not a bug that affects the game

I was opening a program to record my games (Action) and I denied access and the game was crashed;
apart the program uses something on the screen to measure the fps and the recording time and it appeared in a black box and showed nothing.

System.ComponentModel.Win32Exception (0x80004005): Acceso denegado
   en OpenTK.Platform.Windows.WinGLNative.HandleMouseMove(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam)
   en OpenTK.Platform.Windows.WinGLNative.WindowProcedure(IntPtr handle, WindowMessage message, IntPtr wParam, IntPtr lParam)
   en OpenTK.Platform.Windows.Functions.DispatchMessage(MSG& msg)
   en OpenTK.Platform.Windows.WinGLNative.ProcessEvents()
   en OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
   en Hedra.Program.Main(String[] args)

hi, i cannot launch the game its just a black screen in a window... then a window pops up asking if i wanting to see what the problem is. then i press the YES button but nothing happends is it a mistake on my end or yours?

Developer (Edited 1 time)

Hi, I cannot diagnose a problem with this little amount of info. Please provide me with the information required the thread says (log.txt and computer specifications.)

When i try to play, choosing new game or load game,and choosing a player, it starts to load and then it crushes.

System.ArgumentException: Uniform viewMatrix does not exist in shader
   en Hedra.Engine.Rendering.Shader.set_Item(String Key, Object value)
   en Hedra.Engine.Rendering.Animation.AnimatedModel.DrawModel(Matrix4 ProjectionViewMat, Matrix4 ViewMatrix)
   en Hedra.Engine.Rendering.Animation.AnimatedModel.Draw()
   en Hedra.Engine.Management.DrawManager.BulkDraw()
   en Hedra.Engine.Management.DrawManager.Draw()
   en Hedra.Hedra.OnRenderFrame(FrameEventArgs e)
   en OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
   en OpenTK.GameWindow.DispatchUpdateAndRenderFrame(Object sender, EventArgs e)
   en OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
   en Hedra.Program.Main(String[] args)

Excepción no controlada: System.ArgumentException: Uniform viewMatrix does not exist in shader
   en Hedra.Engine.Rendering.Shader.set_Item(String Key, Object value)
   en Hedra.Engine.Rendering.Animation.AnimatedModel.DrawModel(Matrix4 ProjectionViewMat, Matrix4 ViewMatrix)
   en Hedra.Engine.Rendering.Animation.AnimatedModel.Draw()
   en Hedra.Engine.Management.DrawManager.BulkDraw()
   en Hedra.Engine.Management.DrawManager.Draw()
   en Hedra.Hedra.OnRenderFrame(FrameEventArgs e)
   en OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
   en OpenTK.GameWindow.DispatchUpdateAndRenderFrame(Object sender, EventArgs e)
   en OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
   en Hedra.Program.Main(String[] args)

Developer

Hi, send me the full log please, otherwise I can't do much.

Here´s all the log.txt


Available Devices: 

{X=0,Y=0,Width=1366,Height=768}
Creating the window on the Primary Device at 1366x768
Running α 0.28 as x64
The nvapi.dll could not be found.
glMultiDrawElements issue detected. Enabling compatibility mode...
OS = Microsoft Windows NT 6.2.9200.0
CPU = Intel64 Family 6 Model 58 Stepping 9, GenuineIntel
Graphics Card = Intel
Intel(R) HD Graphics 4000
4.0.0 - Build 10.18.10.4358

Allocating world VRAM
Allocated 237 MB of VRAM for static rendering.
Allocated 79 MB of VRAM for water rendering.
Finished building cache.
Assets loading was Successful.
Generating a pool of sound sources...
Generating a pool of sound items...
Loading sounds...
Sound engine loaded succesfully
Settings loading was Successful
World Created Successfully!
Player Created Successfully!
Setted up GUI
Scene loading was Successful.
Supported GLSL version is : 4.00 - Build 10.18.10.4358
4.0.0 - Build 10.18.10.4358
DebugSourceApi
GL error GL_INVALID_OPERATION
DebugSeverityHigh

DebugSourceApi
GL error GL_INVALID_OPERATION: glGetUniformLocation- program 23, "" is not linked
DebugSeverityHigh

System.ArgumentException: Uniform viewMatrix does not exist in shader
   en Hedra.Engine.Rendering.Shader.set_Item(String Key, Object value)
   en Hedra.Engine.Rendering.Animation.AnimatedModel.DrawModel(Matrix4 ProjectionViewMat, Matrix4 ViewMatrix)
   en Hedra.Engine.Rendering.Animation.AnimatedModel.Draw()
   en Hedra.Engine.Management.DrawManager.BulkDraw()
   en Hedra.Engine.Management.DrawManager.Draw()
   en Hedra.Hedra.OnRenderFrame(FrameEventArgs e)
   en OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
   en OpenTK.GameWindow.DispatchUpdateAndRenderFrame(Object sender, EventArgs e)
   en OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
   en Hedra.Program.Main(String[] args)

Developer

By any chance are you running this on a Surface Pro? If not please tell me your computer specifications.

 My laptop is a win10 i7-3612, 8GB ram, Amd readeon Hd 8570M

Developer
Okay, it seems the game is detecting your integrated card as your main graphics card instead of the and Radeon, do you have your driver's up to date?

Think so.

Developer
Okay, don't worry probably I will have it fixed in the next version.

When is the new version coming out?

Developer(+1)
Sunday 6th of may
(Edited 4 times)

This game has potential! Please get it stable ;)

For me, Hedra always crashes when I encounter a Travelling Merchant. Here is an exemplatory log:

Available Devices:
{X=1920,Y=0,Width=1920,Height=1080}
{X=0,Y=0,Width=1920,Height=1080}
Creating the window on the Primary Device at 1920x1080
Running α 0.28 as x64
The nvapi.dll could not be found.
glMultiDrawElements issue detected. Enabling compatibility mode...
OS = Microsoft Windows NT 6.1.7601 Service Pack 1
CPU = Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
Graphics Card = ATI Technologies Inc.
AMD Radeon HD 7700 Series
4.5.13521 Compatibility Profile Context 24.20.11001.5003

Allocating world VRAM
Allocated 237 MB of VRAM for static rendering.
Allocated 79 MB of VRAM for water rendering.
Finished building cache.
Assets loading was Successful.
Generating a pool of sound sources...
Generating a pool of sound items...
Loading sounds...
Sound engine loaded succesfully
Settings loading was Successful
World Created Successfully!
Player Created Successfully!
Setted up GUI
Scene loading was Successful.
Supported GLSL version is : 4.50
4.5.13521 Compatibility Profile Context 24.20.11001.5003
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object.
   at Hedra.Engine.EntitySystem.MerchantComponent..ctor(Humanoid Parent, Boolean TravellingMerchant)
   --- End of inner exception stack trace ---
   at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
   at System.Reflection.RuntimeConstructorInfo.Invoke(BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
   at System.RuntimeType.CreateInstanceImpl(BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes, StackCrawlMark& stackMark)
   at System.Activator.CreateInstance(Type type, BindingFlags bindingAttr, Binder binder, Object[] args, CultureInfo culture, Object[] activationAttributes)
   at System.Activator.CreateInstance(Type type, Object[] args)
   at Hedra.Engine.ModuleSystem.HumanoidFactory.BuildHumanoid(String HumanoidType, HumanoidBehaviourTemplate Behaviour)
   at Hedra.Engine.QuestSystem.QuestManager.SpawnHumanoid(String Type, Vector3 DesiredPosition, HumanoidBehaviourTemplate behaviour)
   at Hedra.Engine.StructureSystem.TravellingMerchantDesign.<>c__DisplayClass6_0.<Build>b__0()
   at Hedra.Engine.Management.ThreadManager.Update()
   at Hedra.Hedra.OnUpdateFrame(FrameEventArgs e)
   at OpenTK.GameWindow.RaiseUpdateFrame(Double elapsed, Double& timestamp)
   at OpenTK.GameWindow.DispatchUpdateAndRenderFrame(Object sender, EventArgs e)
   at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
   at Hedra.Program.Main(String[] args)

Developer

It's fixed in the version I just uploaded, 0.29. Have fun!

(Edited 1 time)

Wow, that was quick! Thanks! It works perfectly, finally I can meet the Merchants, too. I guess I will buy the game as soon as I'm back from vacation.

I just swam through what looked like a lake and the game crashed. Looks like some bandit-camp was out of order ;)
By the way: when it says "nvapi.dll could not be found, Enabling compatibility mode...", does that mean that ATI-Gfx-cards are not supported (yet)?

Available Devices:
{X=1920,Y=0,Width=1920,Height=1080}
{X=0,Y=0,Width=1920,Height=1080}
Creating the window on the Primary Device at 1920x1080
Running α 0.29 as x64
The nvapi.dll could not be found.
glMultiDrawElements issue detected. Enabling compatibility mode...
OS = Microsoft Windows NT 6.1.7601 Service Pack 1
CPU = Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
Graphics Card = ATI Technologies Inc.
AMD Radeon HD 7700 Series
4.5.13521 Compatibility Profile Context 24.20.11001.5003

Allocating world VRAM
Allocated 519 MB of VRAM for static rendering.
Allocated 85 MB of VRAM for water rendering.
Finished building cache.
Assets loading was Successful.
Generating a pool of sound sources...
Generating a pool of sound items...
Loading sounds...
Sound engine loaded succesfully
Settings loading was Successful
World Created Successfully!
Player Created Successfully!
Setted up GUI
Scene loading was Successful.
Supported GLSL version is : 4.50
4.5.13521 Compatibility Profile Context 24.20.11001.5003
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
   at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
   at System.Collections.Generic.List`1.get_Item(Int32 index)
   at Hedra.Engine.EntitySystem.PhysicsComponent.ProccessCommand(MoveCommand Command)
   at Hedra.Engine.EntitySystem.PhysicsComponent.Update()
   at Hedra.Engine.PhysicsSystem.PhysicsThread.Process()
System.NullReferenceException: Object reference not set to an instance of an object.
   at Hedra.Engine.StructureSystem.BanditCampDesign.<TentCoroutine>d__10.MoveNext()
   at Hedra.Engine.Management.CoroutineManager.Update()
   at Hedra.Hedra.OnUpdateFrame(FrameEventArgs e)
   at OpenTK.GameWindow.RaiseUpdateFrame(Double elapsed, Double& timestamp)
   at OpenTK.GameWindow.DispatchUpdateAndRenderFrame(Object sender, EventArgs e)
   at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
   at Hedra.Program.Main(String[] args)

Developer

No, ATI cards are supported but there are some workarounds I have to do on some stuff to make sure the game works fine on them. Also thanks for reporting the crash,l'll look into it.

Got another NullPointer with a BanditCampDesign. Maybe you should try/catch a little more ;)

Available Devices:
{X=1920,Y=0,Width=1920,Height=1080}
{X=0,Y=0,Width=1920,Height=1080}
Creating the window on the Primary Device at 1920x1080
Running α 0.29 as x64
The nvapi.dll could not be found.
glMultiDrawElements issue detected. Enabling compatibility mode...
OS = Microsoft Windows NT 6.1.7601 Service Pack 1
CPU = Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
Graphics Card = ATI Technologies Inc.
AMD Radeon HD 7700 Series
4.5.13521 Compatibility Profile Context 24.20.11001.5003

Allocating world VRAM
Allocated 519 MB of VRAM for static rendering.
Allocated 85 MB of VRAM for water rendering.
Finished building cache.
Assets loading was Successful.
Generating a pool of sound sources...
Generating a pool of sound items...
Loading sounds...
Sound engine loaded succesfully
Settings loading was Successful
World Created Successfully!
Player Created Successfully!
Setted up GUI
Scene loading was Successful.
Supported GLSL version is : 4.50
4.5.13521 Compatibility Profile Context 24.20.11001.5003
System.NullReferenceException: Object reference not set to an instance of an object.
   at Hedra.Engine.StructureSystem.BanditCampDesign.<TentCoroutine>d__10.MoveNext()
   at Hedra.Engine.Management.CoroutineManager.Update()
   at Hedra.Hedra.OnUpdateFrame(FrameEventArgs e)
   at OpenTK.GameWindow.RaiseUpdateFrame(Double elapsed, Double& timestamp)
   at OpenTK.GameWindow.DispatchUpdateAndRenderFrame(Object sender, EventArgs e)
   at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
   at Hedra.Program.Main(String[] args

Great job on the 0.30 update! Thanks for that. Unfortunately, the BanditCampDesign is still crashing with a NullReference :(

Available Devices:
{X=1920,Y=0,Width=1920,Height=1080}
{X=0,Y=0,Width=1920,Height=1080}
Creating the window on the Primary Device at 1920x1080
Running α 0.30 as x64
The nvapi.dll could not be found.
Geometry shaders are ENABLED
glMultiDrawElements issue detected. Enabling compatibility mode...
OS = Microsoft Windows NT 6.1.7601 Service Pack 1
CPU = Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
Graphics Card = ATI Technologies Inc.
AMD Radeon HD 7700 Series
4.5.13521 Compatibility Profile Context 24.20.11001.5003

Allocating world VRAM
Allocated 519 MB of VRAM for static rendering.
Allocated 85 MB of VRAM for water rendering.
Finished building cache.
Assets loading was Successful.
Generating a pool of sound sources...
Generating a pool of sound items...
Loading sounds...
Sound engine loaded succesfully
Settings loading was Successful
World Created Successfully!
Player Created Successfully!
Setted up GUI
Scene loading was Successful.
Supported GLSL version is : 4.50
4.5.13521 Compatibility Profile Context 24.20.11001.5003
System.NullReferenceException: Object reference not set to an instance of an object.
   at Hedra.Engine.StructureSystem.BanditCampDesign.<TentCoroutine>d__10.MoveNext()
   at Hedra.Engine.Management.CoroutineManager.Update()
   at Hedra.Hedra.OnUpdateFrame(FrameEventArgs e)
   at OpenTK.GameWindow.RaiseUpdateFrame(Double elapsed, Double& timestamp)
   at OpenTK.GameWindow.DispatchUpdateAndRenderFrame(Object sender, EventArgs e)
   at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
   at Hedra.Program.Main(String[] args)

Oh and another thing I noticed: since v0.30 the speech bubbles always appear at the border of the screen and then float to the person that's speaking. Very weird.

Developer

Can you take a picture of that?

I'll try. It all happens within a second, so I'll do my best to capture it.

(Edited 2 times)

Here you go:





When I hit E, the highlighted speech bubble appears somewhere at the edge of the screen and then moves the highlighted path to the villager. Happens with every villager I talk to. Sometimes, the bubbles appear on the left edge, sometimes on the right edge.

Maybe the bubble "starts" at the last position and is then moved to the villager?
Developer

Okay, thanks for the screenshots, I'll look into it :)

Oh and: the skeletons get stuck in the mausuleums  a lot.


Sorry to bother you again, but I found another weird thing. In the vicinity of graveyards, the light switches from day to night, which is the way it is supposed to be. But since 0.30, sometimes only the light goes dark (the ground, the foliage etc) but the sky stays in daylight-state. When you move a bit further in the direction of the graveyard, the sky turns black, too. Is that in-between state supposed to be dusk or is it a bug? I tried to do a screenshot but it didn't happen for the last 2 graveyards I encountered. Will do a screenshot when it occurs again.

Developer
Mmm, sounds like a bug to me. A screenshot of that would be useful. Anyhow I'll try to investigate further into it.

I actually tried to do a screenshot, but that BanditCampDesign NullReference makes playing Hedra quite a pain at the moment :( After 3 crashes I gave up trying to find another graveyard.

I really hate to bother you with further crashes but:

Available Devices:
{X=1920,Y=0,Width=1920,Height=1080}
{X=0,Y=0,Width=1920,Height=1080}
Creating the window on the Primary Device at 1920x1080
Running α 0.30 as x64
The nvapi.dll could not be found.
Geometry shaders are ENABLED
glMultiDrawElements issue detected. Enabling compatibility mode...
OS = Microsoft Windows NT 6.1.7601 Service Pack 1
CPU = Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
Graphics Card = ATI Technologies Inc.
AMD Radeon HD 7700 Series
4.5.13521 Compatibility Profile Context 24.20.11001.5003

Allocating world VRAM
Allocated 519 MB of VRAM for static rendering.
Allocated 85 MB of VRAM for water rendering.
Finished building cache.
Assets loading was Successful.
Generating a pool of sound sources...
Generating a pool of sound items...
Loading sounds...
Sound engine loaded succesfully
Settings loading was Successful
World Created Successfully!
Player Created Successfully!
Setted up GUI
Scene loading was Successful.
Supported GLSL version is : 4.50
4.5.13521 Compatibility Profile Context 24.20.11001.5003
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
   at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
   at System.Collections.Generic.List`1.get_Item(Int32 index)
   at Hedra.Engine.EntitySystem.PhysicsComponent.ProccessCommand(MoveCommand Command)
   at Hedra.Engine.EntitySystem.PhysicsComponent.Update()
   at Hedra.Engine.PhysicsSystem.PhysicsThread.Process()

Happened all of a sudden while walking.

The game crashes after about 10-15 mins of play... Also it's unclear how to play, how to get better, or how anything works!

You play by walking around and killing bears, wolves, snakes, spiders, gorillas, bandits and boars. This gives experience which in turn makes you better (like in every other RPG). You collect stuff to get better weapons or sell stuff at the market to buy better stuff. What's not to understand?

Never rlly played rpgs sorry m8 

Developer

Can you send the log.txt file and provide the requirements that the thread states? Otherwise I cant help you,

(Edited 8 times)

Some feedback to version 0.31

  1. The Bandit Camp crash seems to be fixed.
  2. The lighting-bug near the graveyards seems to be fixed
  3. V 0.31 takes forever to load. It starts with the LUAEK STUDIOS screen (screen1) which very quickly (<2 seconds) blooms (screen2) to white where it stays for more than a minute (screen3). I already thought it had crashed but it actually always revocers after a minute or two. We are talking 60 to 120 seconds here. Seems very long to me compared to the maybe 20 seconds v0.30 was taking to load.
    Screen1
    Screen 1


    Screen 2
    Screen 2

    Screen 3
    Screen 3
  4.  The captured guys are located above and a bit to the side of the fires now:
  5.  Are the Travelling Merchants disabled? I never encountered one since weeks now. Which is a pity because I was hoping for a glider, now that I got the money...
  6. Spiders should have 8 legs, not 6 ;)
  7. I get no more music :(
  8. The "physics" for the arrows is... weird. They seem to be tumbling through the air a lot...
  9. As an archer, I find it kinda sad that most of the chests contain melee weapons. There is almost never a bow in them. Same goes for the captured guys. Also, I believe there is no armor yet? I never found any...

Here's a log:

Available Devices:
{X=1920,Y=0,Width=1920,Height=1080}
{X=0,Y=0,Width=1920,Height=1080}
Creating the window on the Primary Device at 1920x1080
Running α 0.31 as x64
The nvapi.dll could not be found.
Geometry shaders are ENABLED
glMultiDrawElements issue detected. Enabling compatibility mode...
OS = Microsoft Windows NT 6.1.7601 Service Pack 1
CPU = Intel64 Family 6 Model 60 Stepping 3, GenuineIntel
Graphics Card = ATI Technologies Inc.
AMD Radeon HD 7700 Series
4.5.13521 Compatibility Profile Context 24.20.11001.5003

Allocating world VRAM
Allocated 519 MB of VRAM for static rendering.
Allocated 85 MB of VRAM for water rendering.
Finished building cache.
Assets loading was Successful.
Generating a pool of sound sources...
Generating a pool of sound items...
Loading sounds...
Sound engine loaded succesfully
Settings loading was Successful
World Created Successfully!
Player Created Successfully!
Setted up GUI
Scene loading was Successful.
Supported GLSL version is : 4.50
4.5.13521 Compatibility Profile Context 24.20.11001.5003

Developer

3. Very strange, can you tell me what happens if you turn off the bloom and then restart the game?

4.Thanks for reporting,  I will fix it for 0.32

5. They arent disabled but they are harder to find.

6. These spiders have 6.

7. What do you mean? It never starts? what about SFX?

8.Can you record a small video/gif of the arrow issue? This is how they should behave

9. There arent any bows, because there arent many types of bows in the game yet since I am still in the process of adding more. The same happens with claws. There will be more variety soon.

(Edited 2 times)

3. It's the same with bloom=off. Here's a video which also shows the 3 minute loading time: http://themadguys.de/phedra/Startup_v0.31.avi

Compare that to the 0.30 startup time (and notice the music) : http://themadguys.de/phedra/Startup_v0.30.avi

5. Okay, so I guess I'll have to look harder.

6. Then they're insects, not spiders ;) SCNR :-P

7. It never starts, SFX are okay, though. And yes, the volume is up to 75%

8. Here: http://themadguys.de/phedra/Arrows-tumbling.avi

Sorry for the bad video quality and low framerate, my machine was kinda overchallenged with the game plus capturing. But you can surmise the weird tumbling behaviour. Try walking/strafing a lot while shooting arrows, this should do the trick.

While playing around, I got an even weirder behaviour: http://themadguys.de/phedra/Arrows-tumbling_2.avi

Looks like a second "cached" arrow is always being animated.

9. Can't wait :)

I really think you are on a good way with that little game of yours! Keep up the good work.

Oh by the way: can we hope for resolution change and configurable keys in the settings? That'd be great.

Developer

7. Okay I just confirmed the soundtrack issue

8. Yeah I fixed it earlier today.

The seconds link you sent: "http://themadguys.de/phedra/Arrows-tumbling_2.avi" is dead

I dont see configurable keys in the near future moslty because there are other more important things. but I may look into the resolution change thing, what key is bothering you?

8. I managed to delete the file by mistake :( but as you already fixed it, I won't have to capture that again ;)

Regarding the keys: I am left-handed, so I control the keys with my right hand. Jumping with space is always a challenge because I have to do that using my pinky. But never mind, I can handle that.

Help game not start my log 

Доступные устройства: 

{X = 0, Y = 0, ширина = 1920, высота = 1080}
Создание окна на основном устройстве в формате 1920x1080
Запуск α 0.31 в качестве x64
Не удалось найти nvapi.dll.
Геометрические шейдеры
выведены из строя glMultiDrawElements. Включение режима совместимости ...
ОС = Microsoft Windows NT 6.2.9200.0
CPU = AMD64 Family 18 Model 1 Stepping 0, AuthenticAMD
Graphics Card = ATI Technologies Inc.
AMD Radeon HD 6410D
4.5.13399 Контекст совместимости 15.201.1151.0

Выделение мира VRAM
Выделено 519 МБ VRAM для статического рендеринга.
Выделено 85 МБ VRAM для рендеринга воды.
Готовый кэш здания.
Нагрузка по активам была успешной.
Создание пула источников звука ...
Создание пула звуковых элементов ...
Загрузка звуков ...
Звуковой движок загружен
успешно Настройки загрузки были успешно Успешно
создан мир!
Игрок создан успешно!
Настроенная
загрузка сцены в графическом интерфейсе была успешной.
Поддерживаемая версия GLSL: 4.40
4.5.13399 Профиль совместимости Контекст 15.201.1151.0

Developer

Can you describe a bit more whats the issue? It crashes? It never starts? The screen stays white maybe?

(Edited 1 time)

Здравствуй

Developer
I don't understand Russian so please write in English. Send me your computer specifications too.
(Edited 9 times)

Being a coder myself, I know how frustrating it is to get error- and bug-reports all the time, but I just found some other things:

10. In "first person perspective" (i.e. when you zoom all the way in), there is still an "invisible man" visible (which actually culls water, chests and all actors like enemies, but not the the landscape, foliage etc.):



I guess you have to remove the actor when in FPP.

11. Being completely underwater with the camera with bloom on looks really trippy:


12. I enabled the map, zoomed all the way in and then walked around. As the terrain rose, I managed to  get underneath the floor with the camera:

13. I get super-nasty graphic errors when the hit- and glass-crash-sounds are being played:

I also get weird GFX errors in the inventory sometimes, will make a screenshot when it occurs again.

14. The name in the inventory-screen is not in the box anymore:


15. And the day ended with another crash when I was in the menu when I shot the nice main-menu-screenshot for point 11, deselected BLOOM and the clicked LOAD WORLD:
4.5.13521 Compatibility Profile Context 24.20.11001.5003
System.NullReferenceException: Object reference not set to an instance of an object.
   at Hedra.Engine.Generation.TreeGenerator.GenerateTree(Vector3 Position, Region BiomeRegion, TreeDesign Design)
   at Hedra.Engine.BiomeSystem.LandscapeGenerator.PlaceStructures()
   at Hedra.Engine.BiomeSystem.LandscapeGenerator.Generate()


I hope you don't start to hate me now ;)

Developer

You are getting it wrong, it's really important to me to know the issues and bugs and I dont get frustated at all, so keep sending them this way as long as they are informative (like you do).
10. I am aware of this, it's a 'no-priority' bug currently. 

11. I wasnt aware of it, I just fixed it.

12. Okay, I'll get it fixed.

13 & 14 Can you make a video of the glitches in these 2? It will come in very useful to further understand the issue.

15. Noted.

(Edited 2 times)

13 & 14: can do, but not today. This will have to wait a day or two.

But maybe you can have a look at the seriously long loading time in v0.31, this makes testing the game a patience game...

Developer

What is your video card? I received another report from the loading time 

AMD Radeon HD 7700

(Edited 10 times)

Here are the videos:

13. http://themadguys.de/phedra/Hit-sound-gfx-error-1.mp4

I believe I see an "e" pop up several times towards the end :-?

14. http://themadguys.de/phedra/Name-out-of-boundaries.mp4
and
http://themadguys.de/phedra/Inventory-gfx-error.mp4

In the inventory/selling dialog, I sometimes see exactly this error in every inventory and merchant field, even if I don't move the mouse.

And here is the "secondary arrow" bug:

http://themadguys.de/phedra/Secondary-Arrow.mp4

which only occurs in FPP, I think.

Developer

13. Yeah, it seems like it tries to render one the gui texts and fails that way

14. It seems like an compatibility issue like the 13. I'll look into these

15. the secondary arrow actually is the arrow you have in your hand in third person, seems like the opacity is not being set, I'll look into it.

Thanks for the videos!

One tiny detail: when you jump, the "walking" sound starts again as soon as you reach the apex of the jump, which feels a bit weird, especially when you are jumping down a slope.

Developer

Nice catch, I'll look into it.

Fixed in 0.321 :)

(Edited 1 time)

I play the game.... then I get loaded in..... this is where the problem strikes. I try to look around but the camera just spasms all over the place and launches into the sky. I press esc and it goes back then I start playing again. Does it again. I repeated this so many times and it doesnt do anything.... I messed around with the settings but it still does it. Any help? Also I can't get the log.txt file because I don't know how.

The log.txt is in the game directory.

Developer
What are your computer specs? It may be a poor performance issue

Thanks HardCode4All and im not sure what it is.... the game runs fine and smooth it just wont let me look around without launching the camera into the sky. I dont know how to describe it any better than that right there

Developer

A video would be useful

Also, What do you mean by "Specs"? Can you specify what you mean

Developer

Computer specifications

(Edited 4 times)

He means things like: the amount of RAM you have installed, which graphics card, which CPU, operating system etc.

For example, my specs are:

Windows 7 64-bit
8GB RAM
AMD Radeon HD7700 Graphics Card
Intel i5-4430 CPU

Some of these info you find in Control Panel\All Control Panel Items\System and Control Panel\All Control Panel Items\System\Device Manager


If you want to create a video, you could use https://www.flashbackrecorder.com/express/ which is free but need quite some trial-and-error to create good-looking videos.

(Edited 5 times)

So, here's the feedback to the list of bugs as I experience them in v0.32.1 (I will create new threads in the future, this here is just insane):

3. (Loading time): FIXED

4. (captured guys): FIXED

7.  (missing music): FIXED

8. (tumbling arrows): The whole arrow physics is MUCH better (and faster!) now. But the arrows still "tumble" about when you shoot and walk.

10. (invisible guy): FIXED

11. (underwater bloom error): FIXED

12. (camera gets underneath terrain when walking around in map mode): I still managed to get the camera beneath the terrain. Additionally, switching from fully zoomed in map mode back to normal mode results in an invisible character, you have to zoom out and in 2 or three times to get the character visible again

13. (hit sound gfx error): seems FIXED (Update: no, is still there)

14. (inventory gfx error): still occurs here

15. (secondary arrow in FPP): FIXED.

The problem with the speech bubbles is also fixed!

Good job!

Developer
12. I know. it's not very high in the priority list 8. Can you refresh my memory? What do you mean by tumbling? I should probably just delete this thread and have individual threads
(Edited 6 times)

"What do you mean by tumbling?"

It is much better now that in the last version but still: if you stand still, hold the fire button down and then move the mouse slowly from left to right, you'll notice that the arrows somethime start with their tip a little to the left and then adjust their orientation during the flight. I guess that's the best way to describe it.

"I should probably just delete this thread and have individual threads"

Yeah, it get's kinda confusing here. Maybe you can lock this htread so that no-one can add new answers. That way you would keep the history.

Developer

Oh so like the arrow is pointing towards another direction when you shoot? If its that I know what you are refering to. (Feel free to answer me in naother thread since I am locking this thread)

13. (hit sound gfx error): I just encounteted this again. So: not fixed :(

I just  your newest version (.32) and it is extremely laggy and crashes whenever I open the game and try to create a character, just wondering if theres a way to fix that or if you can make a graphics option because I really really really want to play this game. Iv'e got your preveous versions and they all do the same thing. I open the game everything is white accept the GUIs, I make a character and crashes the next thing i click. If you need me to explain better I can, I don't want to frustrate you any further.

herese my log.txt

{X=0,Y=0,Width=1920,Height=1200}
Creating the window on the Primary Device at 1920x1200
[IO] Registered resource handler... (Total = 1)
Running α 0.321 as x64
The nvapi.dll could not be found.
Geometry shaders are ENABLED
glMultiDrawElements issue detected. Enabling compatibility mode...
OS = Microsoft Windows NT 6.2.9200.0
CPU = Intel64 Family 6 Model 42 Stepping 7, GenuineIntel
Graphics Card = Intel
Intel(R) HD Graphics
3.1.0 - Build 9.17.10.4459

Allocating world VRAM
GL Error: Texture3D: InvalidEnum
Allocated 519 MB of VRAM for static rendering.
Allocated 85 MB of VRAM for water rendering.
Finished building cache.
Assets loading was Successful.
[FAILURE] Sound Engine failed to load.
System.DllNotFoundException: openal32.dll
   at OpenTK.Audio.AudioContext.CreateContext(String device, Int32 freq, Int32 refresh, Boolean sync, Boolean enableEfx, MaxAuxiliarySends efxAuxiliarySends)
   at OpenTK.Audio.AudioContext..ctor()
   at Hedra.Engine.Sound.SoundManager.Load()
   at Hedra.Engine.GameLoader.LoadSoundEngine()
Settings loading was Successful
World Created Successfully!
Player Created Successfully!
Setted up GUI
Scene loading was Successful.
Supported GLSL version is : 1.40 - Intel Build 9.17.10.4459
3.1.0 - Build 9.17.10.4459
[CACHE] Registered a new weapon cache.
System.NullReferenceException: Object reference not set to an instance of an object.
   at Hedra.Engine.Player.HumanoidModel.Update()
   at Hedra.Engine.EntitySystem.Entity.Update()
   at Hedra.Engine.Player.Humanoid.Update()
   at Hedra.Engine.Rendering.UI.ChrCreatorUI.<Update>d__6.MoveNext()
   at Hedra.Engine.Management.CoroutineManager.Update()
   at Hedra.Hedra.OnUpdateFrame(FrameEventArgs e)
   at OpenTK.GameWindow.RaiseUpdateFrame(Stopwatch watch, Double elapsed, Double& timestamp)
   at OpenTK.GameWindow.DispatchUpdateFrame(Stopwatch watch)
   at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
   at Hedra.Program.Main(String[] args)

Unhandled Exception: System.NullReferenceException: Object reference not set to an instance of an object.
   at Hedra.Engine.Player.HumanoidModel.Update()
   at Hedra.Engine.EntitySystem.Entity.Update()
   at Hedra.Engine.Player.Humanoid.Update()
   at Hedra.Engine.Rendering.UI.ChrCreatorUI.<Update>d__6.MoveNext()
   at Hedra.Engine.Management.CoroutineManager.Update()
   at Hedra.Hedra.OnUpdateFrame(FrameEventArgs e)
   at OpenTK.GameWindow.RaiseUpdateFrame(Stopwatch watch, Double elapsed, Double& timestamp)
   at OpenTK.GameWindow.DispatchUpdateFrame(Stopwatch watch)
   at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
   at Hedra.Program.Main(String[] args)

Heres my computer data

OS Name Microsoft Windows 10 Home
Version 10.0.17134 Build 17134
Other OS Description Not Available
OS Manufacturer Microsoft Corporation
System Name DESKTOP-7H3U8ME
System Manufacturer Dell Inc.
System Model Inspiron 660s
System Type x64-based PC
System SKU To be filled by O.E.M.
Processor Intel(R) Pentium(R) CPU G645 @ 2.90GHz, 2900 Mhz, 2 Core(s), 2 Logical Processor(s)
BIOS Version/Date Dell Inc. A07, 24-Aug-12
SMBIOS Version 2.7
Embedded Controller Version 255.255
BIOS Mode UEFI
BaseBoard Manufacturer Dell Inc.
BaseBoard Model Not Available
BaseBoard Name Base Board
Platform Role Desktop
Secure Boot State On
PCR7 Configuration Binding Not Possible
Windows Directory C:\WINDOWS
System Directory C:\WINDOWS\system32
Boot Device \Device\HarddiskVolume1
Locale United States
Hardware Abstraction Layer Version = "10.0.17134.1"
User Name DESKTOP-7H3U8ME\Chambers
Time Zone Mountain Daylight Time
Installed Physical Memory (RAM) 4.00 GB
Total Physical Memory 3.87 GB
Available Physical Memory 1.84 GB
Total Virtual Memory 6.93 GB
Available Virtual Memory 3.94 GB
Page File Space 3.06 GB
Page File C:\pagefile.sys
Kernel DMA Protection Off
Virtualization-based security Not enabled
Device Encryption Support Reasons for failed automatic device encryption: TPM is not usable, PCR7 binding is not supported, Hardware Security Test Interface failed and device is not InstantGo, Un-allowed DMA capable bus/device(s) detected, TPM is not usable
Hyper-V - VM Monitor Mode Extensions Yes
Hyper-V - Second Level Address Translation Extensions Yes
Hyper-V - Virtualization Enabled in Firmware Yes
Hyper-V - Data Execution Protection Yes




(Edited 1 time)

I need some help I hardly know anything about codeing

Developer locked this topic