Lord Calamari

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Everything posted by Lord Calamari

  1. Hi, to the developers. Is there a chance we will be seeing a save feature in custom maps. For example, I would like to build a massive world full of places to explore, side quests, a long, main quest line but players would most likely not have enough time to get through this in one go and would have to start again if they quit the map. Is it possible to add a save feature so players could save their progress in larger maps and come back to them later?
  2. Lord Calamari

    Bugs Spotted With Recent Tools Update

    Damn, I really need to start making backups, hopefully nothing has been deleted
  3. Lord Calamari

    Bugs Spotted With Recent Tools Update

    I believe I have something else that may be caused by this new update, a spawning issue. Wierd thing is that its happened on a map I haven't loaded up in ages 'Trick or treat'. Full details are here if you want to check that out. http://forum.techland.pl/topic/11816-spawning-under-the-map-but-theres-no-spawnpoint/
  4. Hello all, After the recent update with the dev tools, I've had a comment and some messages about my map trick or treat, people are now being spawned underneath the map, but the thing is I've never had this problem before and I haven't even loaded up the map in ages so I haven't changed anything. I went onto the map and tried it out myself and it happened to me too but when I went to go delete the spawnpoint that had appeared there, I found... there wasn't one, There is no spawnpoint there, but whenever I spawn under the map, its always in the same place, its like an invisible spawnpoint, all objects are set to visible, I've looked through all the spawnpoints in the assets list and there are only the original two that are meant to be there. Any ideas anyone, I have a feeling it might be something to do with this recent dev tools update Thanks -LC
  5. Lord Calamari

    [Wip - Map] Truckstop Of The Damned

    If you go into skins, you can change the skin of the road
  6. Lord Calamari

    Bugs Spotted With Recent Tools Update

    Yep, I can confirm that, I have exactly the same thing, except it has also changed all my terrain textures and even if I change them back, they change themselves back if I go ingame
  7. Lord Calamari

    The Zombie And Survivor Balance

    In terms of the humans not having as much punishment for things such as missing ground pounds (for the hunter) In the new update, devs are adding it so you can no longer roll out of a drop attack attempt as a human. So you gotta commit to it, if the zombie moves out of the way, you have to take the fall damage
  8. Lord Calamari

    Dev Tools Crashes

    Hi, back with yet another issue. I have no idea what has happened, I opened up dev tools and started work on my pvp and it just crashed before it even loaded the map up fully. It doesn't do this for any other maps, its just this one and it was working fine yesterday. I have a backup but it is from quite a while ago and I'd prefer to not have to redo all my recent work over again. If anyone has ever experiences crashes like this, any idea why its caused and how I can fix it? Thanks -LC
  9. Lord Calamari

    Dev Tools Crashes

    I have sent you the link btw
  10. Lord Calamari

    Random Visits To Bozaks Horde

    I have the same thing, Its so annoying, you could probably un-install the bozak horde dlc, but that might restrict your access to the bow (if you actually use it) I tend to use the bow in NH so I can't really uninstall. Or you could try changing the quest to a quarantine zone quest before you quit the game, I find that if you current quest is either the bozak horde (of course) or the quest 'posters' it will spawn you in the bozak lobby when you start up the campaign
  11. Lord Calamari

    Dev Tools Crashes

    I've tried disabling my anti-virus but that hasn't worked, how do I verify the integrity of my game cache?
  12. I like that idea quite a lot as it is really annoying to have to wait for spits to recharge if you miss them, however, its a little unrealistic if say you got a little bit of green spit on your shoe and suddenly your screen goes green and hordes of bombers start chasing you. Maybe a new type of spit that basically creates a cloud or something that stays in a position for a while
  13. Although I agree that the night hunter is pretty underpowered, all this (especially your 'mutation 4' would probably make it the most overpowered thing I've ever seen in any game ever). Some interesting ideas though, I like this idea quite a bit "Survivor sense can only work if the survivors hear the Night Hunter during his screech/howl, Survivor Sense will work normally on other night time infected like volatiles and night walkers." And I also like the idea of a new ability such as eh... "Predator Pounce..." (Although I'm not sure the naming part would be left to you xD jk)
  14. Lord Calamari

    Dev Tools Crashes

    I found the crash logs, and I've had a look through but i'm honestly not sure what i'm looking for, nothing has popped out at me so far so ill continue looking but i'll put it up here as well so you can see if you find anything {23:21:36.813} INFO: [System] > Build version: 6.2015.1204.1439 {23:21:36.813} INFO: [System] > [PID] 6844 {23:21:36.839} INFO: [System] > [CPU] vendor: GenuineIntel, features: SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA CX16 POPCNT LZCNT BMI1 BMI2 HTT, clock frequency: 3400.01MHz {23:21:36.849} INFO: [System] > [CPU] CPUs: 1, Cores: 4, HT: Disabled, Logical processors: 4 {23:21:36.862} INFO: [JobManager] > TM95b703b3, dedicated worker threads: 1 + 2, num cpus: 4 {23:21:36.863} INFO: [ODE] > [ode::dInitialize] SSE path {23:21:36.918} INFO: [Renderer] > [r_Initialize] Loaded from rd3d11_x64_rwdi.dll. {23:21:36.918} INFO: [Renderer] > Enumerating D3D11 video adapters: {23:21:36.920} INFO: [Renderer] > Adapter 1: NVIDIA GeForce GTX 760 1989MB/4068MB/0MB {23:21:36.920} INFO: [Renderer] | Output 0: [0,0 - 1920,1080] \\.\DISPLAY1 {23:21:36.920} INFO: [Renderer] > Adapter 2: Microsoft Basic Render Driver 0MB/4068MB/0MB {23:21:36.938} INFO: [Renderer] > Renderer started in DX11 mode. {23:21:36.963} INFO: [Renderer] > DDraw reported 4,088M free texture memory. {23:21:36.965} INFO: [Renderer] > [CheckSLI] Single GPU system {23:21:36.967} INFO: [Renderer] > Renderer: supported display modes: {23:21:36.967} INFO: [Renderer] | 640x480, bpp:24, hz:75.00, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 640x480, bpp:24, hz:60.00, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 720x480, bpp:24, hz:75.00, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 720x480, bpp:24, hz:75.00, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 720x480, bpp:24, hz:60.32, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 720x480, bpp:24, hz:60.32, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 720x576, bpp:24, hz:75.00, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 720x576, bpp:24, hz:75.00, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 720x576, bpp:24, hz:60.32, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 720x576, bpp:24, hz:60.32, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 800x600, bpp:24, hz:75.00, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 800x600, bpp:24, hz:60.32, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 1024x768, bpp:24, hz:75.03, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 1024x768, bpp:24, hz:60.00, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 1152x864, bpp:24, hz:75.03, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 1152x864, bpp:24, hz:75.03, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 1152x864, bpp:24, hz:60.02, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 1152x864, bpp:24, hz:60.02, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 1280x720, bpp:24, hz:60.00, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 1280x768, bpp:24, hz:59.81, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 1280x768, bpp:24, hz:59.81, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 1280x800, bpp:24, hz:59.81, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 1280x960, bpp:24, hz:75.03, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 1280x960, bpp:24, hz:75.03, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 1280x960, bpp:24, hz:60.02, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 1280x960, bpp:24, hz:60.02, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 1280x1024, bpp:24, hz:75.03, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 1280x1024, bpp:24, hz:60.02, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 1360x768, bpp:24, hz:60.00, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 1360x768, bpp:24, hz:60.00, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 1366x768, bpp:24, hz:60.00, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 1366x768, bpp:24, hz:60.00, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 1600x900, bpp:24, hz:60.00, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 1600x1024, bpp:24, hz:59.95, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 1600x1024, bpp:24, hz:59.95, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 1680x1050, bpp:24, hz:59.95, fmt: A8R8G8B8 {23:21:36.967} INFO: [Renderer] | 1920x1080, bpp:24, hz:60.00, fmt: A8R8G8B8 {23:21:36.982} INFO: [INFO] > Texture streaming lowest priority distance set to 100m {23:21:36.982} INFO: [Renderer] > WindowOffset 0 0 {23:21:36.991} DEBG: [CLOG] > [CAudioSettings::LoadSettings] Unable to load Out/Settings/EditorAudio.scr {23:21:36.991} DEBG: [DXGI] > [RChangeDeviceState] 1920x1080, windowed, 0/0 Hz {23:21:36.991} DEBG: [DXGI] > was 0x0, fullscreen, 0/0 Hz {23:21:36.991} INFO: [TexMgr] > Max texture dimensions: 16384x16384x2048 {23:21:36.993} INFO: [MatMgr] > Number of supported techniques: 61 {23:21:38.854} INFO: [MatMgr] > Material pack 'global_dx11.mp' loaded. {23:21:38.933} INFO: [INFO] > Texture streaming buffer set to 400MB {23:21:38.934} INFO: [Video] > //Video settings: {23:21:38.934} INFO: [Video] > Resolution(1920,1080) {23:21:38.934} INFO: [Video] > Monitor(0) {23:21:38.934} INFO: [Video] > TextureQuality("Medium") {23:21:38.934} INFO: [Video] > VisRange(2.00, 2.00) {23:21:38.934} INFO: [Video] > ShadowMapSize(2048) {23:21:38.934} INFO: [Video] > SpotShadowMapSize(2048) {23:21:38.934} INFO: [Video] > GammaFloat(1.00) {23:21:38.934} INFO: [Video] > GrassQuality(0) {23:21:38.934} INFO: [Video] > NvidiaEffects(1, 0) {23:21:38.934} INFO: [Video] > AmbientOcclusion(1) {23:21:38.934} INFO: [Video] > MotionBlur(1) {23:21:38.934} INFO: [Video] > AntiAliasing(1) {23:21:38.934} INFO: [Video] > DisableDWM(1) {23:21:38.934} INFO: [Video] > EnableFilmGrain(1) {23:21:38.934} INFO: [Video] > Version(1) {23:21:38.935} INFO: [INFO] > >>>>> Audio init {23:21:38.990} INFO: [INFO] > FMOD::Driver: Speakers (Realtek High Definition Audio) {23:21:38.990} INFO: [INFO] > DriverCaps: FMOD_CAPS_OUTPUT_FORMAT_PCM8 {23:21:38.990} INFO: [INFO] > DriverCaps: FMOD_CAPS_OUTPUT_FORMAT_PCM16 {23:21:38.990} INFO: [INFO] > DriverCaps: FMOD_CAPS_OUTPUT_FORMAT_PCM24 {23:21:38.990} INFO: [INFO] > DriverCaps: FMOD_CAPS_OUTPUT_FORMAT_PCM32 {23:21:38.990} INFO: [INFO] > DriverCaps: FMOD_CAPS_OUTPUT_FORMAT_PCMFLOAT {23:21:39.004} DEBG: [CLOG] > NOTE : FMOD_SYSTEM_CALLBACKTYPE_THREADCREATED occured. {23:21:39.004} DEBG: [CLOG] > Thread ID = 1588 {23:21:39.004} DEBG: [CLOG] > Thread Name = FMOD (WASAPI) feeder thread {23:21:39.004} DEBG: [CLOG] > NOTE : FMOD_SYSTEM_CALLBACKTYPE_THREADCREATED occured. {23:21:39.004} DEBG: [CLOG] > Thread ID = 1444 {23:21:39.004} DEBG: [CLOG] > Thread Name = FMOD mixer thread {23:21:39.004} DEBG: [CLOG] > NOTE : FMOD_SYSTEM_CALLBACKTYPE_THREADCREATED occured. {23:21:39.004} DEBG: [CLOG] > Thread ID = 1596 {23:21:39.004} DEBG: [CLOG] > Thread Name = FMOD stream thread {23:21:39.004} INFO: [INFO] > FMOD is using (8) output type. {23:21:39.004} INFO: [INFO] > FMOD Software Format Info: {23:21:39.004} INFO: [INFO] | Out Sample Rate: <48000> {23:21:39.004} INFO: [INFO] | Format: <5> {23:21:39.004} INFO: [INFO] | Out Channels: <2> {23:21:39.004} INFO: [INFO] | Max Input Channels: <8> {23:21:39.004} INFO: [INFO] | Bits: <32> {23:21:39.004} INFO: [INFO] > FMOD Mixer blocksize = 21.33 ms {23:21:39.004} INFO: [INFO] > FMOD Mixer blocks count = 4 {23:21:39.004} INFO: [INFO] > FMOD Mixer Total buffer size = 85.33 ms {23:21:39.004} INFO: [INFO] > FMOD Mixer Average Latency = 53.33 ms {23:21:39.004} DEBG: [CLOG] > [CAudioFMOD::InitNet] Can't use FMOD NetEventSystem - Audio engine is using FMODEx. {23:21:39.004} INFO: [INFO] > [CAudioFMOD] FMOD debug level: 0 {23:21:39.005} INFO: [Audio] > //Audio settings: {23:21:39.005} INFO: [Audio] > API("FMOD") {23:21:39.005} INFO: [Audio] > MixFrequency(48000) {23:21:39.005} INFO: [Audio] > Channels(40) {23:21:39.005} INFO: [Audio] > Quality3D("high") {23:21:39.005} INFO: [Audio] > MaxVolume(40) {23:21:39.005} INFO: [Audio] > FXVolume(40) {23:21:39.005} INFO: [Audio] > WaveVolume(40) {23:21:39.005} INFO: [Audio] > SpeechVolume(40) {23:21:39.005} INFO: [Audio] > MovieVolume(40) {23:21:39.005} INFO: [Audio] > MovieVolumeSource(0) {23:21:39.005} INFO: [Audio] > GlobalSettings("") {23:21:39.005} INFO: [Audio] > ReverbChannels(1) {23:21:39.005} INFO: [Audio] > MixerBlocksCount(0) {23:21:39.005} INFO: [Audio] > {23:21:45.863} INFO: [INFO] > [Input] Keyboard 0 enumerated: intance_name = Keyboard, product_name = Keyboard, GUID = {6f1d2b61-d5a0-11cf-bfc7-444553540000} {23:21:45.889} INFO: [INFO] > [CInput::SelectKeyboard] Keyboard 0 selected: Keyboard, Keyboard {23:21:45.941} INFO: [INFO] > [SDL::InitSDL] InitSDL successed! {23:21:45.945} INFO: [Game] > Game version: 0.0.99 {23:21:48.068} ERRR: [Parser] > Param 0 in function EnableExplosionDamage() is not a bool {23:21:48.069} ERRR: [Parser] > Param 0 in function EnableExplosionDamage() is not a bool {23:21:48.070} ERRR: [Parser] > Param 0 in function EnableExplosionDamage() is not a bool {23:21:48.124} DEBG: [CLOG] > Failed to calc CRC for file achievements.xml (0 to -1) {23:21:48.124} DEBG: [CLOG] > Failed to calc CRC for file challenges.xml (0 to -1) {23:21:49.186} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <menu_p0.csb> doesn't exist in filesystem. {23:21:49.186} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.186} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <menu_stream_p0.csb> doesn't exist in filesystem. {23:21:49.186} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.187} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <menu_stream_p1.csb> doesn't exist in filesystem. {23:21:49.187} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.187} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <music_1_p0.csb> doesn't exist in filesystem. {23:21:49.187} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.187} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <music_1_stream_p0.csb> doesn't exist in filesystem. {23:21:49.187} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.187} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <music_1_p1.csb> doesn't exist in filesystem. {23:21:49.187} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.187} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <music_1_stream_p1.csb> doesn't exist in filesystem. {23:21:49.187} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.189} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <music_2_p0.csb> doesn't exist in filesystem. {23:21:49.189} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.189} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <music_2_stream_p0.csb> doesn't exist in filesystem. {23:21:49.189} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.189} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <music_2_p1.csb> doesn't exist in filesystem. {23:21:49.189} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.189} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <music_2_stream_p1.csb> doesn't exist in filesystem. {23:21:49.189} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.190} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <music_3_p0.csb> doesn't exist in filesystem. {23:21:49.190} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.190} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <music_3_stream_p0.csb> doesn't exist in filesystem. {23:21:49.190} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.190} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <music_3_p1.csb> doesn't exist in filesystem. {23:21:49.190} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.215} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <all_in_maps_1_p0.csb> doesn't exist in filesystem. {23:21:49.215} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.215} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <all_in_maps_1_stream_p0.csb> doesn't exist in filesystem. {23:21:49.215} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.215} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <all_in_maps_1_p1.csb> doesn't exist in filesystem. {23:21:49.215} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.215} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <all_in_maps_1_stream_p1.csb> doesn't exist in filesystem. {23:21:49.215} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.229} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <all_in_maps_2_p0.csb> doesn't exist in filesystem. {23:21:49.229} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.229} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <all_in_maps_2_stream_p0.csb> doesn't exist in filesystem. {23:21:49.229} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.229} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <all_in_maps_2_p1.csb> doesn't exist in filesystem. {23:21:49.229} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.229} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <all_in_maps_2_stream_p1.csb> doesn't exist in filesystem. {23:21:49.229} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.230} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <all_in_maps_3_p0.csb> doesn't exist in filesystem. {23:21:49.230} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.230} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <all_in_maps_3_stream_p0.csb> doesn't exist in filesystem. {23:21:49.230} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.231} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <all_in_maps_3_stream_p1.csb> doesn't exist in filesystem. {23:21:49.231} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.247} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <all_in_maps_persistant_p0.csb> doesn't exist in filesystem. {23:21:49.248} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.248} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <all_in_maps_persistant_stream_p0.csb> doesn't exist in filesystem. {23:21:49.248} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.248} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <all_in_maps_persistant_stream_p1.csb> doesn't exist in filesystem. {23:21:49.248} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.248} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <workshop_audio.csb> doesn't exist in filesystem. {23:21:49.248} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.248} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <workshop_audio_p0.csb> doesn't exist in filesystem. {23:21:49.248} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.248} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <workshop_audio_stream_p0.csb> doesn't exist in filesystem. {23:21:49.249} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.249} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <workshop_audio_p1.csb> doesn't exist in filesystem. {23:21:49.249} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.249} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <workshop_audio_stream_p1.csb> doesn't exist in filesystem. {23:21:49.249} DEBG: [CLOG] > [AudioScript::Execute] <LoadAudioBanks> failed! {23:21:49.292} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <all_quests_local_p0.csb> doesn't exist in filesystem. {23:21:49.292} DEBG: [CLOG] > [AudioScript::Execute] <LoadLocalisedAudioBank> failed! {23:21:49.292} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <all_quests_local_stream_p0.csb> doesn't exist in filesystem. {23:21:49.293} DEBG: [CLOG] > [AudioScript::Execute] <LoadLocalisedAudioBank> failed! {23:21:49.293} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <all_quests_local_p1.csb> doesn't exist in filesystem. {23:21:49.293} DEBG: [CLOG] > [AudioScript::Execute] <LoadLocalisedAudioBank> failed! {23:21:49.293} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <all_quests_local_stream_p1.csb> doesn't exist in filesystem. {23:21:49.293} DEBG: [CLOG] > [AudioScript::Execute] <LoadLocalisedAudioBank> failed! {23:21:49.344} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <common_local_1_p0.csb> doesn't exist in filesystem. {23:21:49.344} DEBG: [CLOG] > [AudioScript::Execute] <LoadLocalisedAudioBank> failed! {23:21:49.344} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <common_local_1_stream_p0.csb> doesn't exist in filesystem. {23:21:49.344} DEBG: [CLOG] > [AudioScript::Execute] <LoadLocalisedAudioBank> failed! {23:21:49.344} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <common_local_1_p1.csb> doesn't exist in filesystem. {23:21:49.345} DEBG: [CLOG] > [AudioScript::Execute] <LoadLocalisedAudioBank> failed! {23:21:49.345} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <common_local_1_stream_p1.csb> doesn't exist in filesystem. {23:21:49.345} DEBG: [CLOG] > [AudioScript::Execute] <LoadLocalisedAudioBank> failed! {23:21:49.397} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <common_local_2_p0.csb> doesn't exist in filesystem. {23:21:49.397} DEBG: [CLOG] > [AudioScript::Execute] <LoadLocalisedAudioBank> failed! {23:21:49.397} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <common_local_2_stream_p0.csb> doesn't exist in filesystem. {23:21:49.398} DEBG: [CLOG] > [AudioScript::Execute] <LoadLocalisedAudioBank> failed! {23:21:49.398} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <common_local_2_p1.csb> doesn't exist in filesystem. {23:21:49.398} DEBG: [CLOG] > [AudioScript::Execute] <LoadLocalisedAudioBank> failed! {23:21:49.398} DEBG: [CLOG] > [FMODSoundBankManager::LoadBank] Sound bank <common_local_2_stream_p1.csb> doesn't exist in filesystem. {23:21:49.399} DEBG: [CLOG] > [AudioScript::Execute] <LoadLocalisedAudioBank> failed! {23:21:49.936} WARN: [WARN] > Failed to register action varlist <post_process_simple, chromedvarlistoverridessimple.scr>: the script does not exist {23:21:49.936} WARN: [WARN] > Failed to register action varlist <post_process_normal, chromedvarlistoverrides.scr>: the script does not exist {23:21:50.401} INFO: [Editor] > [LocalizationManager] 8 asset(s) in 1 source(s), 1 language(s) {23:21:50.632} ERRR: [FileSystem] > Source from path 'J:\SteamLibrary\steamapps\common\Dying Light Developer Tools\DW/Assets_PC/' already added. {23:21:56.447} INFO: [INFO] > Done! {23:21:57.404} DEBG: [CLOG] > ERROR [FX] Cannot read definition of btzh_light_end_light.fx {23:21:57.404} DEBG: [CLOG] > ERROR [FX] Cannot read definition of btzh_light_start_light.fx {23:21:57.422} WARN: [WARN] > [CFXDefinitionManager::CreateDefFromMemory] RPACK: fx definition 'car_hit_ground_dust_emiter.fx' (type=0, def=000000006D2A0360) NOT registered! {23:21:57.422} WARN: [WARN] > [CFXDefinitionManager::CreateDefFromMemory] RPACK: fx definition 'car_hit_ground_dust_particle.fx' (type=2, def=000000006D46E730) NOT registered! {23:21:57.430} WARN: [WARN] > [CFXDefinitionManager::CreateDefFromMemory] RPACK: fx definition 'coll_ground_emiter.fx' (type=0, def=000000006D2A2400) NOT registered! {23:21:57.430} WARN: [WARN] > [CFXDefinitionManager::CreateDefFromMemory] RPACK: fx definition 'coll_ground_particle.fx' (type=2, def=000000006D4727B0) NOT registered! {23:21:57.443} DEBG: [CLOG] > ERROR [FX] Cannot read definition of hex_blood_anim_decal_standard.fx {23:21:57.443} DEBG: [CLOG] > ERROR [FX] Cannot read definition of hex_blood_decal_standard.fx {23:21:57.476} DEBG: [CLOG] > ERROR [FX] Cannot read definition of eimp_sound_sound.fx {23:21:57.477} WARN: [WARN] > [CFXDefinitionManager::CreateDefFromMemory] RPACK: fx definition 'eimp_sound_sound.fx' (type=8, def=0000000000000000) NOT registered! {23:21:57.478} DEBG: [CLOG] > ERROR [FX] Cannot read definition of eimp_sound_sound.fx {23:21:57.494} DEBG: [CLOG] > ERROR [FX] Cannot read definition of eimp_sound_sound.fx {23:21:57.652} DEBG: [CLOG] > IL_LoadImage file not opened: edicon_fx.dds {23:21:57.652} ERRR: [Icons] > Image could not be loaded: edicon_fx.dds {23:21:57.652} DEBG: [CLOG] > IL_LoadImage file not opened: flag_white.dds {23:21:57.652} ERRR: [Icons] > Image could not be loaded: flag_white.dds {23:21:57.758} DEBG: [CLOG] > IL_LoadImage file not opened: edicon_safeedicon_safehouse.dds {23:21:57.758} ERRR: [Icons] > Image could not be loaded: edicon_safeedicon_safehouse.dds {23:21:57.998} DEBG: [CLOG] > IL_LoadImage file not opened: edicon_sound_music.dds {23:21:57.998} ERRR: [Icons] > Image could not be loaded: edicon_sound_music.dds {23:21:58.526} DEBG: [CLOG] > IL_LoadImage file not opened: terrain_mats_color.dds {23:22:02.404} ERRR: [AssetManager] > --> REBUILDING: [dn=ANARENA platform=PC /Silent /SaveDependencies /Spawned /NoLogs /FC- /FS- /WorkshopDir="c:/program files (x86)/steam/steamapps/common/dying light/devtools/workshop/" "data/world/grounds/ground_forest_b_nrm.dds" "output=Assets_PC/world/grounds/ground_forest_b_nrm.dds_obj" ] failed with error 8/8h {23:22:02.405} ERRR: [AssetManager] > Building asset 'data/world/grounds/ground_forest_b_nrm.dds' failed with following errors: {23:22:02.405} ERRR: [AssetManager] > ========================================================================== {23:22:02.405} ERRR: [AssetManager] > name : 'ground_forest_b_nrm' {23:22:02.405} ERRR: [AssetManager] > root path : 'data/world/grounds/ground_forest_b_nrm.dds' {23:22:02.405} ERRR: [AssetManager] > ========================================================================== {23:22:02.405} ERRR: [AssetManager] > Cannot load image file (data/world/grounds/ground_forest_b_nrm.dds)! {23:22:02.405} ERRR: [AssetManager] > ERROR: front end failed to process resource data/world/grounds/ground_forest_b_nrm.dds. Error: FileNotFound {23:22:02.677} ERRR: [AssetManager] > --> REBUILDING: [dn=ANARENA platform=PC /Silent /SaveDependencies /Spawned /NoLogs /FC- /FS- /WorkshopDir="c:/program files (x86)/steam/steamapps/common/dying light/devtools/workshop/" "data/world/grounds/ground_grass_a_nrm.dds" "output=Assets_PC/world/grounds/ground_grass_a_nrm.dds_obj" ] failed with error 8/8h {23:22:02.678} ERRR: [AssetManager] > Building asset 'data/world/grounds/ground_grass_a_nrm.dds' failed with following errors: {23:22:02.678} ERRR: [AssetManager] > ========================================================================== {23:22:02.678} ERRR: [AssetManager] > name : 'ground_grass_a_nrm' {23:22:02.678} ERRR: [AssetManager] > root path : 'data/world/grounds/ground_grass_a_nrm.dds' {23:22:02.678} ERRR: [AssetManager] > ========================================================================== {23:22:02.678} ERRR: [AssetManager] > Cannot load image file (data/world/grounds/ground_grass_a_nrm.dds)! {23:22:02.678} ERRR: [AssetManager] > ERROR: front end failed to process resource data/world/grounds/ground_grass_a_nrm.dds. Error: FileNotFound {23:22:02.880} ERRR: [AssetManager] > --> REBUILDING: [dn=ANARENA platform=PC /Silent /SaveDependencies /Spawned /NoLogs /FC- /FS- /WorkshopDir="c:/program files (x86)/steam/steamapps/common/dying light/devtools/workshop/" "data/world/grounds/ground_grass_a_shn.dds" "output=Assets_PC/world/grounds/ground_grass_a_shn.dds_obj" ] failed with error 8/8h {23:22:02.881} ERRR: [AssetManager] > Building asset 'data/world/grounds/ground_grass_a_shn.dds' failed with following errors: {23:22:02.881} ERRR: [AssetManager] > ========================================================================== {23:22:02.881} ERRR: [AssetManager] > name : 'ground_grass_a_shn' {23:22:02.881} ERRR: [AssetManager] > root path : 'data/world/grounds/ground_grass_a_shn.dds' {23:22:02.881} ERRR: [AssetManager] > ========================================================================== {23:22:02.881} ERRR: [AssetManager] > Cannot load image file (data/world/grounds/ground_grass_a_shn.dds)! {23:22:02.881} ERRR: [AssetManager] > ERROR: front end failed to process resource data/world/grounds/ground_grass_a_shn.dds. Error: FileNotFound {23:22:03.083} ERRR: [AssetManager] > --> REBUILDING: [dn=ANARENA platform=PC /Silent /SaveDependencies /Spawned /NoLogs /FC- /FS- /WorkshopDir="c:/program files (x86)/steam/steamapps/common/dying light/devtools/workshop/" "data/world/grounds/ground_leaves_a_nrm.dds" "output=Assets_PC/world/grounds/ground_leaves_a_nrm.dds_obj" ] failed with error 8/8h {23:22:03.085} ERRR: [AssetManager] > Building asset 'data/world/grounds/ground_leaves_a_nrm.dds' failed with following errors: {23:22:03.085} ERRR: [AssetManager] > ========================================================================== {23:22:03.085} ERRR: [AssetManager] > name : 'ground_leaves_a_nrm' {23:22:03.085} ERRR: [AssetManager] > root path : 'data/world/grounds/ground_leaves_a_nrm.dds' {23:22:03.085} ERRR: [AssetManager] > ========================================================================== {23:22:03.085} ERRR: [AssetManager] > Cannot load image file (data/world/grounds/ground_leaves_a_nrm.dds)! {23:22:03.085} ERRR: [AssetManager] > ERROR: front end failed to process resource data/world/grounds/ground_leaves_a_nrm.dds. Error: FileNotFound {23:22:03.291} ERRR: [AssetManager] > --> REBUILDING: [dn=ANARENA platform=PC /Silent /SaveDependencies /Spawned /NoLogs /FC- /FS- /WorkshopDir="c:/program files (x86)/steam/steamapps/common/dying light/devtools/workshop/" "data/world/grounds/ground_leaves_a_shn.dds" "output=Assets_PC/world/grounds/ground_leaves_a_shn.dds_obj" ] failed with error 8/8h {23:22:03.292} ERRR: [AssetManager] > Building asset 'data/world/grounds/ground_leaves_a_shn.dds' failed with following errors: {23:22:03.292} ERRR: [AssetManager] > ========================================================================== {23:22:03.292} ERRR: [AssetManager] > name : 'ground_leaves_a_shn' {23:22:03.292} ERRR: [AssetManager] > root path : 'data/world/grounds/ground_leaves_a_shn.dds' {23:22:03.292} ERRR: [AssetManager] > ========================================================================== {23:22:03.292} ERRR: [AssetManager] > Cannot load image file (data/world/grounds/ground_leaves_a_shn.dds)! {23:22:03.292} ERRR: [AssetManager] > ERROR: front end failed to process resource data/world/grounds/ground_leaves_a_shn.dds. Error: FileNotFound {23:22:03.493} ERRR: [AssetManager] > --> REBUILDING: [dn=ANARENA platform=PC /Silent /SaveDependencies /Spawned /NoLogs /FC- /FS- /WorkshopDir="c:/program files (x86)/steam/steamapps/common/dying light/devtools/workshop/" "data/world/grounds/trash_nrm.dds" "output=Assets_PC/world/grounds/trash_nrm.dds_obj" ] failed with error 8/8h {23:22:03.494} ERRR: [AssetManager] > Building asset 'data/world/grounds/trash_nrm.dds' failed with following errors: {23:22:03.494} ERRR: [AssetManager] > ========================================================================== {23:22:03.494} ERRR: [AssetManager] > name : 'trash_nrm' {23:22:03.494} ERRR: [AssetManager] > root path : 'data/world/grounds/trash_nrm.dds' {23:22:03.494} ERRR: [AssetManager] > ========================================================================== {23:22:03.494} ERRR: [AssetManager] > Cannot load image file (data/world/grounds/trash_nrm.dds)! {23:22:03.494} ERRR: [AssetManager] > ERROR: front end failed to process resource data/world/grounds/trash_nrm.dds. Error: FileNotFound {23:22:03.799} ERRR: [AssetManager] > --> REBUILDING: [dn=ANARENA platform=PC /Silent /SaveDependencies /Spawned /NoLogs /FC- /FS- /WorkshopDir="c:/program files (x86)/steam/steamapps/common/dying light/devtools/workshop/" "data/world/grounds/trash_shn.dds" "output=Assets_PC/world/grounds/trash_shn.dds_obj" ] failed with error 8/8h {23:22:03.800} ERRR: [AssetManager] > Building asset 'data/world/grounds/trash_shn.dds' failed with following errors: {23:22:03.800} ERRR: [AssetManager] > ========================================================================== {23:22:03.800} ERRR: [AssetManager] > name : 'trash_shn' {23:22:03.800} ERRR: [AssetManager] > root path : 'data/world/grounds/trash_shn.dds' {23:22:03.800} ERRR: [AssetManager] > ========================================================================== {23:22:03.800} ERRR: [AssetManager] > Cannot load image file (data/world/grounds/trash_shn.dds)! {23:22:03.800} ERRR: [AssetManager] > ERROR: front end failed to process resource data/world/grounds/trash_shn.dds. Error: FileNotFound {23:22:03.869} DEBG: [CLOG] > IL_LoadImage file not opened: example_foliage_grass {23:22:03.869} DEBG: [CLOG] > DensityMap: density map image 'example_foliage_grass' NOT loaded! {23:22:03.869} DEBG: [CLOG] > IL_LoadImage file not opened: example_foliage_grass_high {23:22:03.869} DEBG: [CLOG] > DensityMap: density map image 'example_foliage_grass_high' NOT loaded! {23:22:03.869} DEBG: [CLOG] > IL_LoadImage file not opened: example_foliage_stones {23:22:03.869} DEBG: [CLOG] > DensityMap: density map image 'example_foliage_stones' NOT loaded! {23:22:03.869} DEBG: [CLOG] > IL_LoadImage file not opened: example_foliage_trash {23:22:03.869} DEBG: [CLOG] > DensityMap: density map image 'example_foliage_trash' NOT loaded! {23:22:03.869} DEBG: [CLOG] > IL_LoadImage file not opened: example_foliage_nature {23:22:03.869} DEBG: [CLOG] > DensityMap: density map image 'example_foliage_nature' NOT loaded! {23:22:03.869} DEBG: [CLOG] > IL_LoadImage file not opened: example_foliage_underwater_plants_b_c {23:22:03.869} DEBG: [CLOG] > DensityMap: density map image 'example_foliage_underwater_plants_b_c' NOT loaded! {23:22:03.869} DEBG: [CLOG] > IL_LoadImage file not opened: example_foliage_underwater_plants {23:22:03.869} DEBG: [CLOG] > DensityMap: density map image 'example_foliage_underwater_plants' NOT loaded! {23:22:08.559} DEBG: [CLOG] > ERROR: override script 'example_ovr_sml_PC10.scr' contained error and was not loaded! {23:22:08.559} DEBG: [CLOG] > ERROR: override script 'example_ovr_sml_XBOX.scr' contained error and was not loaded! {23:22:08.559} DEBG: [CLOG] > ERROR: override script 'example_ovr_sml_PS3.scr' contained error and was not loaded! {23:22:08.559} DEBG: [CLOG] > ERROR: override script 'example_ovr_sml_PC11.scr' contained error and was not loaded! {23:22:08.559} DEBG: [CLOG] > ERROR: override script 'example_ovr_sml_DURANGO.scr' contained error and was not loaded! {23:22:08.559} DEBG: [CLOG] > ERROR: override script 'example_ovr_sml_ORBIS.scr' contained error and was not loaded! {23:22:08.664} DEBG: [CLOG] > Load level: 12.851972 [s] {23:22:08.664} INFO: [Editor] > Load module succeeded. {23:23:07.152} INFO: [Editor] > Generate Map Portals succeeded. {23:23:07.153} INFO: [Editor] > Quest Hubs succeeded. {23:23:07.154} ERRR: [FileSystem] > ERROR [fs::copy] failed to open source file data/maps/example/terrain/patches/example_-1x-2.terrain -> data/maps/example/terrain/patches/backup/example_-1x-2.terrain.bak {23:23:07.157} ERRR: [FileSystem] > ERROR [fs::copy] failed to open source file data/maps/example/terrain/patches/example_-1x-1.terrain -> data/maps/example/terrain/patches/backup/example_-1x-1.terrain.bak {23:23:07.158} ERRR: [FileSystem] > ERROR [fs::copy] failed to open source file data/maps/example/terrain/patches/example_-1x0.terrain -> data/maps/example/terrain/patches/backup/example_-1x0.terrain.bak {23:23:07.159} ERRR: [FileSystem] > ERROR [fs::copy] failed to open source file data/maps/example/terrain/patches/example_0x-2.terrain -> data/maps/example/terrain/patches/backup/example_0x-2.terrain.bak {23:23:07.160} ERRR: [FileSystem] > ERROR [fs::copy] failed to open source file data/maps/example/terrain/patches/example_0x-1.terrain -> data/maps/example/terrain/patches/backup/example_0x-1.terrain.bak {23:23:07.161} ERRR: [FileSystem] > ERROR [fs::copy] failed to open source file data/maps/example/terrain/patches/example_0x0.terrain -> data/maps/example/terrain/patches/backup/example_0x0.terrain.bak {23:23:07.161} ERRR: [FileSystem] > ERROR [fs::copy] failed to open source file data/maps/example/terrain/patches/example_1x-2.terrain -> data/maps/example/terrain/patches/backup/example_1x-2.terrain.bak {23:23:07.162} ERRR: [FileSystem] > ERROR [fs::copy] failed to open source file data/maps/example/terrain/patches/example_1x-1.terrain -> data/maps/example/terrain/patches/backup/example_1x-1.terrain.bak {23:23:07.163} ERRR: [FileSystem] > ERROR [fs::copy] failed to open source file data/maps/example/terrain/patches/example_1x0.terrain -> data/maps/example/terrain/patches/backup/example_1x0.terrain.bak {23:23:07.173} DEBG: [CLOG] > [CGameEditor::SaveGameModule] start {23:23:07.173} DEBG: [CLOG] > [CLevel::SaveChunks] grid saved {23:23:07.173} DEBG: [CLOG] > [CLevel::SaveChunks] terrain end {23:23:07.173} DEBG: [CLOG] > [CLevel::SaveChunks] trees {23:23:07.173} DEBG: [CLOG] > [CLevel::SaveChunks] trees end {23:23:07.173} DEBG: [CLOG] > [CLevel::SaveChunks] mesh visibility parameters start {23:23:07.200} DEBG: [CLOG] > [CLevel::SaveChunks] mesh visibility parameters end {23:23:07.200} DEBG: [CLOG] > [CLevel::SaveChunks] grid objects sort {23:23:07.200} DEBG: [CLOG] > [CLevel::SaveChunks] grid objects save {23:23:07.200} DEBG: [CLOG] > [CLevel::SaveChunks] gs objects sort {23:23:07.200} DEBG: [CLOG] > [CLevel::SaveChunks] gs objects save {23:23:07.200} DEBG: [CLOG] > [CLevel::SaveChunks] gs objects saved {23:23:07.200} DEBG: [CLOG] > [CLevel::SaveChunks] movies {23:23:07.200} DEBG: [CLOG] > [CLevel::SaveChunks] movies end {23:23:07.200} DEBG: [CLOG] > [CLevel::SaveChunks] occluders {23:23:07.200} DEBG: [CLOG] > [CLevel::SaveChunks] roads {23:23:07.200} DEBG: [CLOG] > [CLevel::SaveChunks] roads end {23:23:07.200} DEBG: [CLOG] > [CLevel::SaveChunks] decals end {23:23:07.200} DEBG: [CLOG] > [CLevel::SaveChunks] shapes {23:23:07.200} DEBG: [CLOG] > [CLevel::SaveChunks] shapes end {23:23:07.200} DEBG: [CLOG] > [CLevel::SaveChunks] lofter {23:23:07.200} DEBG: [CLOG] > [CLevel::SaveChunks] lofter end {23:23:07.200} DEBG: [CLOG] > [CLevel::SaveChunks] terrain v.2 {23:23:07.200} DEBG: [CLOG] > [CLevel::SaveChunks] Terrain v.2 end {23:23:07.200} DEBG: [CLOG] > [CLevel::SaveChunks] CGSObject data {23:23:07.200} DEBG: [CLOG] > [CLevel::SaveChunks] CGSObject data {23:23:07.200} DEBG: [CLOG] > [CLevel::SaveChunks] Envprobes {23:23:07.200} DEBG: [CLOG] > [CGameEditor::SaveGameModule] end {23:23:07.208} INFO: [Editor] > Save module succeeded. {23:23:13.556} INFO: [Editor] > Generate Map Portals succeeded. {23:23:13.557} INFO: [Editor] > Quest Hubs succeeded. {23:23:13.567} DEBG: [CLOG] > [CGameEditor::SaveGameModule] start {23:23:13.567} DEBG: [CLOG] > [CLevel::SaveChunks] grid saved {23:23:13.567} DEBG: [CLOG] > [CLevel::SaveChunks] terrain end {23:23:13.567} DEBG: [CLOG] > [CLevel::SaveChunks] trees {23:23:13.567} DEBG: [CLOG] > [CLevel::SaveChunks] trees end {23:23:13.567} DEBG: [CLOG] > [CLevel::SaveChunks] mesh visibility parameters start {23:23:13.593} DEBG: [CLOG] > [CLevel::SaveChunks] mesh visibility parameters end {23:23:13.593} DEBG: [CLOG] > [CLevel::SaveChunks] grid objects sort {23:23:13.593} DEBG: [CLOG] > [CLevel::SaveChunks] grid objects save {23:23:13.593} DEBG: [CLOG] > [CLevel::SaveChunks] gs objects sort {23:23:13.593} DEBG: [CLOG] > [CLevel::SaveChunks] gs objects save {23:23:13.593} DEBG: [CLOG] > [CLevel::SaveChunks] gs objects saved {23:23:13.593} DEBG: [CLOG] > [CLevel::SaveChunks] movies {23:23:13.593} DEBG: [CLOG] > [CLevel::SaveChunks] movies end {23:23:13.593} DEBG: [CLOG] > [CLevel::SaveChunks] occluders {23:23:13.593} DEBG: [CLOG] > [CLevel::SaveChunks] roads {23:23:13.593} DEBG: [CLOG] > [CLevel::SaveChunks] roads end {23:23:13.593} DEBG: [CLOG] > [CLevel::SaveChunks] decals end {23:23:13.593} DEBG: [CLOG] > [CLevel::SaveChunks] shapes {23:23:13.593} DEBG: [CLOG] > [CLevel::SaveChunks] shapes end {23:23:13.593} DEBG: [CLOG] > [CLevel::SaveChunks] lofter {23:23:13.593} DEBG: [CLOG] > [CLevel::SaveChunks] lofter end {23:23:13.593} DEBG: [CLOG] > [CLevel::SaveChunks] terrain v.2 {23:23:13.593} DEBG: [CLOG] > [CLevel::SaveChunks] Terrain v.2 end {23:23:13.593} DEBG: [CLOG] > [CLevel::SaveChunks] CGSObject data {23:23:13.593} DEBG: [CLOG] > [CLevel::SaveChunks] CGSObject data {23:23:13.593} DEBG: [CLOG] > [CLevel::SaveChunks] Envprobes {23:23:13.593} DEBG: [CLOG] > [CGameEditor::SaveGameModule] end {23:23:13.600} INFO: [Editor] > Save module succeeded. {23:23:13.645} DEBG: [CLOG] > Level Example (LevelDI) deleted {23:23:14.695} DEBG: [CLOG] > [CSocket::~CSocket]: <shutdown> error: WSAENOTCONN {23:23:15.049} INFO: [INFO] > --------------------------------------------------------- {23:23:15.049} INFO: [INFO] > Time of playing game: 98.226219s {23:23:15.049} INFO: [INFO] > Updated frames: 0 Rendered frames: 6886 {23:23:15.049} INFO: [INFO] > Average FPS: 70.103485 {23:23:15.049} INFO: [INFO] > --------------------------------------------------------- {23:23:15.049} DEBG: [CLOG] > Level (Level) deleted {23:23:15.087} DEBG: [CLOG] > CtrlObjGrid: Maximum grid 00000000027AE250 memory usage: 17 kbytes {23:23:15.088} DEBG: [CLOG] > CtrlObjGrid: Maximum grid 000000006D3EE640 memory usage: 1 kbytes {23:23:15.280} DEBG: [CLOG] > WARNING [~CSurfaceManager] Num nondeleted surfaces 103 {23:23:15.281} WARN: [WARN] > [~CSurfaceManager] Num nondeleted vertex buffers 1 {23:23:15.281} WARN: [WARN] > [~CSurfaceManager] Num nondeleted index buffers 1 {23:23:15.291} INFO: [Renderer] > [r_Shutdown] Dll released
  15. Lord Calamari

    Dev Tools Crashes

    It goes through the whole loading bar at the beginning, e.g loading DW/speechEN/Data up to initializing game script (i think) then the white background of the dev tools comes up and instantly it crashes on that white background. The only error messages I am getting is "Dying light developer tools has stopped working" from windows and in the actual dev tools window it just says CromED (not responding) in the top left corner. Yesterday, I didn't do that much, just creating the spawn room for the map. I placed down buttons to select single player or multiplayer, put them into the quest, added in custom models (text saying single player or multiplayer) and thats about it
  16. Lord Calamari

    Screen Freezes After Death

    I think I have the issue sorted out, if it plays up again I'll try out NavMesh, thank you all for the great help!
  17. Lord Calamari

    Screen Freezes After Death

    Hi, I'm having a problem with a pvp map I am making, Whenver I die, the screen freezes and the game is unplayable from then on. It always freezes at the same point as well, the character dies and falls to the ground and then it freezes before you go to the respawn screen, anyone had this issue? -LC
  18. Lord Calamari

    Screen Freezes After Death

    PiZle_ has had a look over the code and my problem may be sorted but I have yet to test that theory by rewriting my code in a certain structure. But I will also put the map up as friends only so you can check it out yourself, keep in mind it is not finished tho, thanks for all the help
  19. Lord Calamari

    Screen Freezes After Death

    Right, after tonnes more testing and frustration, I've figured some stuff out, I went onto a clean world and basically put down 2 spawnpoints. It worked... I respawned randomly at a spawnpoint just like I want, I then did this in my pvp map... it didn't work. I then made a backup of my pvp map and deleted all the quest script... it worked. SO I can conclude it is something to do with my quest script but I have no idea what, do either of you guys know or shall I do the only thing I know might work and start deleting parts of my quest at a time and testing the spawning. P.S Thanks for all the help so far
  20. Lord Calamari

    Screen Freezes After Death

    I'll try going to the respawn points before dying, but I need my spawnpoints set with different names so I can activate/deactivate them
  21. Lord Calamari

    When Will Buggies Be Available In The Developer Tools.

    We will most likely have to wait for the release of the following before we get all the new assets and buggies in dev tools. Vehicles were actually in dev tools at one point but the dev patched it and removed them
  22. Lord Calamari

    Screen Freezes After Death

    Ok, I can narrow it down even further now, However many spawnpoints I have, if the ,pvp phase is in the map, my screen will freeze upon death. If I have more than one spawnpoint and no pvp phase, I will be forced to exit to the menu upon death If I have just one spawnpoint and no pvp phase, it works fine, I just respawn there... but its a pvp map so that won't really work out Ok, thats what I've just spent ages figuring out, I even went on Rabid Squirrels map 'Don't Drown' and looked at his spawnpoints and he has basically done what I have except they are all the same name whereas I gave mine different names.
  23. Lord Calamari

    Screen Freezes After Death

    Ok, I've been doing some testing with spawnpoints, and respawnpoints I currently have one spawnpoint (mapstart) and a respawnpoint/questhub called SP1, they are both active, but now when I die, it basically ends the game and my only option is to esc to the menu, in the LEVEL fields tab I do not have the option selected where it ends the game upon death.. this is very strange.
  24. Lord Calamari

    Screen Freezes After Death

    Hmm, Iv'e tried that but the screen is still freezing, do you think it could be because I'm testing the map in single player as I haven't uploaded yet so the map itself is still in dev tools, should I make it friends only and test it with someone else?
  25. Lord Calamari

    Terrain Moving

    I'm pretty sure there is no way to fix the fog going through walls (that I know of anyway). You also cannot remove the wind effect from those dead bodies, but, what I sometimes do is use an npc life place, place down the life place, place an npc in it, and then set the m_placetype to a dead animation, and your npc will basically be dead. As for moving the terrain block, I'm not quite sure what you mean, whether you want it gone completely like deleted, or parts of it moved away to make way for your tunnel, a bit more information would be useful -LC