Understood
Thank you for your time.
Thank you for your time.
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Show posts MenuQuote from: DubwiseFromSteamQuote from: EnemyAreaFromSteamHey ppl,its some kind of problem with having too many mods or things on the map trying to play sounds and its running out of memory to play them or something like that, only people that have an excessive amount of mods seem to get it, and i dont really want to disable sound effects just because of that, it also isn't specifically my mod, its just any sounds will trigger the issue, maybe he doesn't have a proper limit on the number of sounds that are allowed to play or its not handled properly with certain types of sounds
is this a known bug that the mod spams "Error executing m_FMODChannel->stop() (The specified channel has been reused to play another sound. )" into the logfile, if the game is quit? sometimes it also happens, when I build showers. The game gets laggy and spams into the log-file.
Quote from: Canute on July 10, 2021, 03:51:41 AMOkey, I will try to be patient here.
Hi,
- player-prev.log is the previous logfile. When you exit Rimworld the actual logfile is still player.log
When you start Rimworld the existing player.log get renamed into player-prev.log, and a new one get created.
Mosttimes big logfiles is the fault of some mods, because the mod author add debug messages and didn't removed them at their final release or you use a mod under development.
You can open the logfile with a good texteditor and check what messages fill up the log, maybe you get a hint about the mod.
But that is nothing for the bug section.
Quote from: Canute on November 30, 2020, 08:13:37 AM
Hi again,
with your speed to answer, the problem is maybe solved at xmas.
Maybe take a look at
https://ludeon.com/forums/index.php?topic=49923.msg469095#msg469095
QuoteC:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(152) : Error executing m_FMODChannel->isPlaying(playing) (The specified channel has been reused to play another sound. )
(Filename: C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.h Line: 15)
Quote from: Boboid on March 11, 2020, 08:34:02 AM
I fundamentally disagree with your assessment and think you're stuck on comparisons to previous versions instead of considering what can be done with the current rivers and what new tactics can be employed to take full advantage of them.
I think however we're going to have to chalk this one up to personal preference.
Quote from: Tynan on March 10, 2020, 06:56:26 AMGoing with your reasoning, you could just randomize success chance to get 1, maybe 2 successful berserk pulse for 10, 20, not really sure how many attempts. Imho would be closer to Rimworld feel of chaos than static once a day DnD hording problem solution.
Excellent ongoing feedback, thanks so much!
I'm looking at the psycasts; berserk pulse may be fundamentally OP or it may be saveable, hard to tell so far. I think a lot of gain could be had with a simple per-psycast cooldown for some psycases (e.g. 1 berserk pulse per day regardless of entropy) but that's adding some ugly complexity so I'd kind of rather avoid it.