Warhammer: Darktide

Warhammer: Darktide Dev Tracker




21 Dec

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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?

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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]

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Thanks for nominating us within the Better With Friends category

Devoted Rejects!

Thank you for your nomination in t...

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20 Dec

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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!

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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:

  1. Right-click Darktide in your Steam library sidebar
  2. Select ‘Properties’
  3. Select the ‘Local Files’ tab
  4. Select the ‘Verify Integrity of Game Files’ button
  5. When complete, close and reopen Steam
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It looks like this is an issue with the Visual C++ Redistributables, namely the vcruntime140 DLL.

  1. Uninstall the Visual C++ 2019 Redistributables
  2. Reinstall the Visual C++ 2015, 2017, 2019, and 2022 Redistributables: Latest supported Visual C++ Redistributable downloads | Microsoft Learn
  • You may be prompted with an option to repair, as opposed to install. In which case, you may proceed with the option to repair
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It is expected to encounter the Backend Error if launching directly via the .exe.

What are your PC’s specifications please?

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Hm, I understand you have an AMD GPU, but have you ever had a NVIDIA GPU in that same PC?



Devoted Rejects, 
Here are the patch notes for 1.2.22, which just went live on Steam and will shortly be live on our other platforms. 

Fixes
  • Fixed an issue where players could remain soft-locked at the end elevator of the Orthus Offensive mission when dealing too much damage to the Karnak Twins in the double ambush encounter.
  • Fixed an issue where ongoing chain weapons special sawing attacks were not interrupted if a stealth ability was activated (e.g. Veteran "Infiltrate" or Zealot "Shroudfield").
  • Fixed an issue where the animation for ongoing chain weapons special sawing attacks would incorrectly appear as being interrupted if activating some abilities (e.g. Veteran "Voice of Command" or Psyker "Venting Shriek").
  • Fixed an issue where no HUD icon would be displayed for the Zealot talent "Duellist".
  • ...
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    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.
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I have responded to your submission via the Support Portal. :slight_smile:

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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.

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I recommend running the Windows System File Checker in this situation.

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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.

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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:

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Hi!

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]


19 Dec

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Great, I believe I’ve been able to restore the weapon for you.

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Could you see if anything here can help, please?:

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Hi!
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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