There is no darktide_launcher.log, is that correct?
If you’ve ran through the provided solutions, unfortunately, it’s very much a shot in the dark.
I’m happy to assist with a refund?
There is no darktide_launcher.log, is that correct?
If you’ve ran through the provided solutions, unfortunately, it’s very much a shot in the dark.
I’m happy to assist with a refund?
Hi!
I can confirm that I’m getting the same issue. Suspecting a bug in the sound engine. Luckily we’re about to update to a newer version that most probably will fix this issue. Keep an eye out for updated sound engine or similar.
Cheers,
//David [Sound/voice design]
Thanks for nominating us within the Better With Friends category
Sorry to hear this happened - I don’t think I’ve seen this before, but I’ll certainly be on the look out for any similar issues!
I suspect this is the result of a bad installation. Please use the ‘Verify Integrity of Game Files’ option, which is accessible via the Steam client using the instructions below:
It looks like this is an issue with the Visual C++ Redistributables, namely the vcruntime140 DLL.
In addition, please include your darktide_launcher.log:
Read moreIt is expected to encounter the Backend Error
if launching directly via the .exe.
What are your PC’s specifications please?
Hm, I understand you have an AMD GPU, but have you ever had a NVIDIA GPU in that same PC?
I have responded to your submission via the Support Portal.
This will be addressed in our upcoming patch.
It’s my understanding the crash occurs specifically on the “If you think you’re up to it, you’re welcome to try” voice line.
I recommend running the Windows System File Checker in this situation.
Tricky one - it is referencing the mod loader, but not one particular mod.
I’ve raised it to our database anyway, but I suspect it will be dismissed as mod-related.
I’ve queried this with our Launcher Developer, but it’s my understanding we’re still looking in to this particular error.
In the mean time, they may want to look through here:
Read moreHi!
The first case and the last case sounds like a volume issue. A game changing special enemy that close should be heard. Still, how loud is depending on the context. Wthishat happened before that sequence is also important in terms of what priority the Poxburster sound got. Still, it should be heard in some way.
The middle one is a bit tricky. There’s a lot of competing sounds with the same high priority (all those specials coming in at almost the same time). We are working on the systems that calculates what should be heard in these situations. It’s hard from such a short clip to give you an explanation why the Poxburster wasnt heard. But it should definitely be heard and we hope our work in these systems will deliver better in these situations going forward. When these sound system fixes are in they will be mentioned in patch notes so keep an eye out!
Cheers,
//David [Sound/Voice design]
Great, I believe I’ve been able to restore the weapon for you.
Could you see if anything here can help, please?:
Read moreHi!
Sorry to hear that you have issues with hearing where enemies come from.
Is there anyway to set up directional Audio?
Generally all enemy sounds are directional/positional. You don’t need to do anything specific for this to work. It will work independent on platform and hardware.
I’m not sure if it’s a game limitation or a set up issue. I really struggle to tell what way the enemies are coming from. Specifically the mutants and Pox bursters . I know they are coming (due to the audio cue) but there is no directional sound at all. They also sound really loud even when in the distance.
There are exceptions but when the enemy has spawned and is moving towards you they always have positional sounds. Specials and Monsters have spawning sounds which are closer to stereo than fully positional. Positional sounds can also have a longer or shorter attenuation for game play reasons. One parameter that ca...
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