Flickering units and deync glitch

Avatar
  • Views 13709
  • uuendatud
  • Completed - Resolved

Operating System

Windows 7 Ultimate 64-bit SP1
CPU
Intel Core i7 4800MQ @ 2.70GHz 64 °C
Haswell 22nm Technology
RAM
32.0GB Dual-Channel DDR3 @ 798MHz (11-11-11-28)
Motherboard
Alienware 041W46 (U3E1)
Graphics
Generic PnP Monitor (1920x1080@60Hz)
Intel (Dell)
3071MB NVIDIA GeForce GTX 770M (Dell) 49 °C
ForceWare version: 372.70
SLI Disabled
Storage
698GB WDC WD7500BPKX- SCSI Disk Device (RAID)
10GB INTEL SSDMCEAW0 SCSI Disk Device (RAID)
Optical Drives
HL-DT-ST DVDRWBD CA40N SCSI CdRom Device
Audio
Realtek High Definition Audio


I am not entirely sure how or why it happened, but several enemy units flickered and were immune to lightning. On one of the logs (I believe the second), I also had a desync issue in which I could pick up and move dead skargs, and in which I could move chunders which did not respond at all.


I have a couple of recordings of the flickering glitch:

2016-11-14 21-46-27.mp4

2016-11-14 21-50-02.mp4



output_log.7z

output_log.7z

Game Version:
Steam Public
Platform:
Windows

Kuidas te hindaksite meie klienditeenindust?

Satisfaction mark by Webbernever1 8 aastat tagasi

Add a comment about quality of support you received (optional):

Avatar
anonymous
  • Completed - Resolved
Avatar
anonymous
  • Completed - Next Patch
Avatar
anonymous
  • Alustatud
Avatar
Webbernever1

Latest instance:


Invisible gold.


I am still in the game even after it has finished:


output_log.7z

Avatar
Webbernever1

Had it again. It was on the Golden River map. I have had it on that map whenever I play it. Perhaps map size contributes to it.



Screenshot below: an imp attempts to claim the liquid gold. In reality, there is bridge there, but I cannot see it.


Same thing again, imps trying to claim invisible bridges.


Not even sure what went wrong here, but it is not easy to judge where the enemy imps are as they are blurred by a trail of light.



output_log.7z

Avatar
Lee "Noontide" Moon Designer & Community Manager
  • Accepted
Avatar
Webbernever1

I can confirm that the desync bug is still at large. It occurred when the host did not reboot after playing a multiplayer game but I did (I think it is host-dependent). I also experienced a menu desync, the map was displayed incorrectly (it showed abyss when it should have shown ashfell). In short, it is the usual one wherein minions seem to just stand still, and are in 'ghost' form. In other words, if you use any spells/lightning, nothing happens.


Here are a few screenshots of the desync in action (the first two involve ghost imps (the imps you see are not actually there, instead I see tiles randomly being dug out).


1 - Ghost imps


2 - Imps are desynced, thus do not change place. So it appears as though they are stuck in the arena, but they are actually somewhere else.


3 - The desync somehow allowed me to have 5/4 skargs in the arena (I just dropped them in as usual).


4 - Enemy imps are also desynced (I have no idea where enemy workers/units are).


output_log.7z

Avatar
Webbernever1

Well, my computer has been down for a short while, so I have not played since the last time I reported the glitch. Because it only occurs in multiplayer games, and because I cannot host, it is difficult to test whether it still exists. Over the past few days, I have been checking to see if any multiplayer games were open, but I have not seen any yet.


I shall likely be playing a tournament game over this weekend, which may give me a chance to test it. It tends to occur if at least one of the players is playing a second game in a row, and the problem only tends to occur to me. I shall hopefully have the chance to test it soon, and let you know.

Avatar
anonymous
  • Pending Customer

Our current and upcoming builds have multiple Unity version patches, These have likely had a positive effect. Can you recall the last time you ran into this issue?

Avatar
Webbernever1

Just played a game and was desynced again. This time, multiple 'ghost' units, namely units which are not showing correctly on my screen. Also, my dungeon core's health was not shown properly.


output_log.7z