@StormBug What you mean with "no credit"?
If he recruited you, he should have you in his list and will earn some foundation points, if you level up your foundation.
Other credits are not available, especially not for buying a pack.
If you level till 50, he will get all foundation points he can get from you.

Posts made by Kralith
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RE: No credit for my friend?
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RE: Anyone else concerned how the last design journal was literally two years ago?
I am not concerned, because the Spotlights describe almost the whole design.
Surely it would be nice to get some updated ones, like at the Towns Spotlight to mention, we don't get seperated Guild/Free Town anymore, because it is not neccessary and would not break the design to make just one base form of a Town.
But in general, the Spotlights already describe the idea of the game we will get. These are the templates on which the game is getting builded.@Tuoni yeah it would be nice, if Prometheus would write the summary... but think about, he is quite busy.
In my opinion, we - the Community - should write that summaries of the Q&As. Someone with a very good english knowledge, who can separate important and not so important stuff that Prometheus said.
As for new Spotlights or Design-Roadmaps, Prometheus already said, there will be a next one. But i think we will have to wait for a bit. -
RE: How do I delete my account?
Hey @TyrH,
Silynx already said all, that i would say too.
There will be much improvement for the game client during the test phases.
Your problem could be same as my friend has and others too. Since Prometheus already asked for the crash logs, i am sure he will find the reason for this loading problem.
This game was supposed to run on normal PCs too, not just on the high end gaming PCs.
And i don't really see a reason, why your 6 years old PC should not be able to run it. Maybe not on highest settings, but it should be able to start it on low settings.
Also, imagine, the game will be in Release not before End of 2021, in my Opinion maybe even 2022, so who knows if you don't have a new PC when the game is starting into a permanent online world (aka Release).
Just hang around, if you like the game idea and watch some Streams meanwhile. -
RE: Open Playtest Server Restart (May 29, 1pm CEST)
I really like how open you are with mistakes you are doing @Prometheus
You should try out more "stupid" things while Alpha, to know, how far you can go with open heart surgeries.
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RE: My friends game launcher is crashing all the time
Hey @Prometheus, he said 8 GB RAM for the PC, 6 GB RAM for the graphic card.
Ahh and he answerd in this other thread
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RE: Wrong Resolution, please help me.
@Specter can you help here?
I do not see any value in the settings.cfg that is for windowed mode or resolution, just the
AdvancedMonitorSettings = TrueAhh and it should get moved to the Alpha2 Forum
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RE: mage spells limited to cloth armour?
@Zeroski not sure if it is still like this, but you was in last patches just limited for Hide Armor, but not for the better Leather Armor.
I am also sure, that there will be way more clothes later on, would not make sense to be limited on the actual available Armor. -
RE: Arrow crafting is convoluted
@graboidmobster good point.
In my opinion should be every handcrafting receipe visible on a workbench too, since it does not make sense not to be able to craft things on it, that you can otherwise craft elsewhere. -
RE: Coordinates on main map.
Beside Coordinates, i would also like to see in the Map:
- Fog of War
- POI Marker, after you explored them
- personal Map Marker
- Houseplot-Marker for each house where you are added as friend or co-owner.
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RE: Spaces In and After Names.
@Nekrage good point.
I am agreeing, there should be limitations for Names.
But i think it should be possible to chose first and surname. The Limitation can be, to be able to have just one space in Name, but not at start or end. -
RE: See party members on the map.
I hope for a kind of Map locator for group member.
It happened to me several times, that i lost my group, just because they stepped out of my view and was running in another direction than expected. -
RE: Permanent Stealth.
@Nekrage i am not sure if i can follow you.
You think a stealth should not be possible in PVP, because the Player is not visible if some other player is behind?
Well, i do not think it is neccessary to remove that, its the nature of a stealth, to be somehow hidden.
My question is, is the player not targetable, when in Stealth?
If yes, then there is no need to remove it, because you will be able to hit him, as soon you want to hit the person behind, since it is in front.
In my opinion a nice skill that gives some interesting opportunities.
Also you will not know, if there will be later on maybe a skill for detection of such player.
A simple "It HAS to go" is in my opinion a bit harsh conclusion, since many other PVP games also have Stealth Skills and even with not visible characters, till you unhide them.The only thing, where i would go with you, if you would say: Stealth need to break, if you detect a player nearby with hitting him or through a skill. (Not sure, if this is already implemented or supposed to be so)
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RE: Play Free, Win A Key - The Contest
The first contest and i do not have time really to be able to participate.
But it is the first time after months that i can visit my mother and she is turning 66 at weekend.
But i will follow all the entries to the contest and hope it will be much!!!Wish best luck all of the people who will participate!
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[FRAC-1962] Invisible Structures random in world
I noticed it already yesterday, that the world has invisible structures, where you stuck.
Today i found one in middle of a road.
This area at 1914 W -626 N is blocked by something, can't cross it, can't see it: -
RE: interesting shadows
Thats surely the surprise that Oxfurd was talking about yesterday, when Prometheus gave him some pieces of information
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My friends game launcher is crashing all the time
Hmm... he don't want to post it by himself - you are better in posting, he said, you are more communicative, he said.
Well:He was installing the game yesterday, then the game launcher is crashing all the time at several states.
- Sometimes it just loads the Dynamight and Fractured logo and then the launcher stays black
- Sometimes he can get till the character screen, but then when he want to enter the world the client stays black
- The launcher crashes sometimes his PC totally
- Before this happens, his second monitor starts to flicker and then both monitors goes black
It seems he has a problem with his graphic card.
This is one of his player.log - i can send more logs if needed.Mono path[0] = 'F:/Games/Fractured/app/UnityClient@Windows_Data/Managed' Mono config path = 'F:/Games/Fractured/app/MonoBleedingEdge/etc' Initialize engine version: 2019.2.14f1 (49dd4e9fa428) [XR] Discovering subsystems at path F:/Games/Fractured/app/UnityClient@Windows_Data/UnitySubsystems GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA GeForce GTX 980 Ti (ID=0x17c8) Vendor: VRAM: 6097 MB Driver: 26.21.14.4587 Begin MonoManager ReloadAssembly - Completed reload, in 2.917 seconds <RI> Initializing input. <RI> Input initialized. <RI> Initialized touch support. WARNING: Shader Unsupported: 'Hidden/PostProcessing/FinalPass' - Pass '' has no vertex shader WARNING: Shader Unsupported: 'Hidden/PostProcessing/FinalPass' - Pass '' has no vertex shader WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - All passes removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - Setting to default shader. WARNING: Shader Unsupported: 'Hidden/PostProcessing/Uber' - Pass '' has no vertex shader WARNING: Shader Unsupported: 'Hidden/PostProcessing/Uber' - Pass '' has no vertex shader UnloadTime: 6.748800 ms Invalid [DisableAutoCreation] on Improbable.Gdk.Core.CustomSpatialOSSendSystem`1 (only concrete types can be instantiated) (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) DontDestroyOnLoad only works for root GameObjects or components on root GameObjects. (Filename: C:\buildslave\unity\build\Runtime/SceneManager/SceneManager.cpp Line: 566) Validating credentials... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Shader 'Particles/FXVille Blood 2017': fallback shader 'Paricles/Alpha Blended' not found Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Not enough Attribute point (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) The referenced script on this Behaviour (Game Object 'entity_CharcoalPile') is missing! (Filename: C:\buildslave\unity\build\Runtime/Mono/ManagedMonoBehaviourRef.cpp Line: 334) Failed to create agent because there is no valid NavMesh (Filename: C:\buildslave\unity\build\Modules/AI/Components/NavMeshAgent.cpp Line: 634) PlayerControllerClient.Start => 1, time = 368,3536 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) PlayerControllerClient.Start => 2, time = 368,3536, passed = 0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) GameEntryManagerClient.PlayerSpawnedCoroutine => 1, time = 368,3536 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) PlayerControllerClient.Start => 3, time = 368,3536, passed = 0 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Unloading 10 Unused Serialized files (Serialized files now loaded: 0) GameEntryManagerClient.PlayerSpawnedCoroutine => 2, time = 368,5905, passed = 0,236908 (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Unloading 331 unused Assets to reduce memory usage. Loaded Objects now: 93533. Total: 71.189100 ms (FindLiveObjects: 4.735300 ms CreateObjectMapping: 12.423300 ms MarkObjects: 52.706900 ms DeleteObjects: 1.323200 ms) DynamicHeapAllocator allocation probe 1 failed - Could not get memory for large allocation 2217975. D3D11: Failed to create RenderTexture (2048 x 4096 fmt 27 aa 1), error 0x8007000e (Filename: C:\buildslave\unity\build\Runtime/GfxDevice/d3d11/RenderTextureD3D11.cpp Line: 207) DynamicHeapAllocator allocation probe 2 failed - Could not get memory for large allocation 2217975. DynamicHeapAllocator allocation probe 3 failed - Could not get memory for large allocation 2217975. DynamicHeapAllocator allocation probe 4 failed - Could not get memory for large allocation 2217975. DynamicHeapAllocator out of memory - Could not get memory for large allocation 2217975! Could not allocate memory: System out of memory! Trying to allocate: 2217975B with 16 alignment. MemoryLabel: NewDelete Allocation happened at: Line:0 in Overloaded New Memory overview [ ALLOC_DEFAULT ] used: 840122622B | peak: 0B | reserved: 885046390B [ ALLOC_TEMP_JOB_1_FRAME ] used: 0B | peak: 0B | reserved: 1048576B [ ALLOC_TEMP_JOB_2_FRAMES ] used: 0B | peak: 0B | reserved: 1048576B [ ALLOC_TEMP_JOB_4_FRAMES ] used: 7822841B | peak: 0B | reserved: 19922944B [ ALLOC_TEMP_JOB_ASYNC ] used: 0B | peak: 0B | reserved: 1048576B [ ALLOC_GFX ] used: 1094825906B | peak: 0B | reserved: 1099629794B [ ALLOC_CACHEOBJECTS ] used: 352746128B | peak: 0B | reserved: 361777632B [ ALLOC_TYPETREE ] used: 4224B | peak: 0B | reserved: 4194304B [ ALLOC_TEMP_THREAD ] used: 33162B | peak: 0B | reserved: 3047424B Could not allocate memory: System out of memory! Trying to allocate: 2217975B with 16 alignment. MemoryLabel: NewDelete Allocation happened at: Line:0 in Overloaded New Memory overview [ ALLOC_DEFAULT ] used: 840122622B | peak: 0B | reserved: 885046390B [ ALLOC_TEMP_JOB_1_FRAME ] used: 0B | peak: 0B | reserved: 1048576B [ ALLOC_TEMP_JOB_2_FRAMES ] used: 0B | peak: 0B | reserved: 1048576B [ ALLOC_TEMP_JOB_4_FRAMES ] used: 7822841B | peak: 0B | reserved: 19922944B [ ALLOC_TEMP_JOB_ASYNC ] used: 0B | peak: 0B | reserved: 1048576B [ ALLOC_GFX ] used: 1094825906B | peak: 0B | reserved: 1099629794B [ ALLOC_CACHEOBJECTS ] used: 352746128B | peak: 0B | reserved: 361777632B [ ALLOC_TYPETREE ] used: 4224B | peak: 0B | reserved: 4194304B [ ALLOC_TEMP_THREAD ] used: 33162B | peak: 0B | reserved: 3047424B (Filename: C:\buildslave\unity\build\Runtime/Allocator/MemoryManager.cpp Line: 1175) Crash!!! 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(System.Collections.IEnumerator,intptr) 0x000002356B75B1D7 (Mono JIT Code) (wrapper runtime-invoke) <Module>:runtime_invoke_void_object_intptr (object,intptr,intptr,intptr) 0x00007FFE8DC7BFB0 (mono-2.0-bdwgc) mono_get_runtime_build_info 0x00007FFE8DC02142 (mono-2.0-bdwgc) mono_perfcounters_init 0x00007FFE8DC0B13F (mono-2.0-bdwgc) mono_runtime_invoke 0x00007FFE8EB4E41D (UnityPlayer) PAL_Thread_YieldExecution 0x00007FFE8EB4B99A (UnityPlayer) PAL_Thread_YieldExecution 0x00007FFE8EB3758A (UnityPlayer) PAL_Thread_YieldExecution 0x00007FFE8E8EE3FC (UnityPlayer) UnityMain 0x00007FFE8EA284F7 (UnityPlayer) UnityMain 0x00007FFE8EA28599 (UnityPlayer) UnityMain 0x00007FFE8EA2A592 (UnityPlayer) UnityMain 0x00007FFE8E7F2D55 (UnityPlayer) PAL_Thread_SupportsThreads 0x00007FFE8E7F17CA (UnityPlayer) PAL_Thread_SupportsThreads 0x00007FFE8E7F5801 (UnityPlayer) PAL_Thread_SupportsThreads 0x00007FFE8E7F914B (UnityPlayer) UnityMain ERROR: SymGetSymFromAddr64, GetLastError: 'Es wurde versucht, auf eine unzulΓ€ssige Adresse zuzugreifen.' (Address: 00007FF61C7211F2) 0x00007FF61C7211F2 (UnityClient@Windows) (function-name not available) ERROR: SymGetSymFromAddr64, GetLastError: 'Das angegebene Modul wurde nicht gefunden.' (Address: 00007FFEC59E7BD4) 0x00007FFEC59E7BD4 (KERNEL32) (function-name not available) ERROR: SymGetSymFromAddr64, GetLastError: 'Das angegebene Modul wurde nicht gefunden.' (Address: 00007FFEC706CE51) 0x00007FFEC706CE51 (ntdll) (function-name not available) ========== END OF STACKTRACE ===========
-
RE: Week 122 - Weekly Drawing Winners
Thank you
And Congratulation to the other winners. -
RE: Silly question regarding house plots, roads, and towns. (visual)
I would like if you can place bushes and grass patches as you want.
Sometimes i am sad, that they vanish, if you set a structure, like a fence per example.
It would look very nice if they would stay for a nice atmosphere.
For sure at some places they are more misplaces, per example in front of a door.
Therefor it would be very nice to have the option to plant them as you want. -
RE: Ref Code
The referal is a nice thing, but you can't link it later on, if the people did not used the referal at first access.
I also have some friends who are not linked to me, since they clicked one of the Facebook/Twitter Links or News Links i posted in Discord instead of my referal link. I figured, i could not add the referal link to a news artikel, since it do not show the news but the Foundation instead.
But to be honest, i do not care if they are not linked, because later on it does not make a difference. We are not in Ashes of Creation
I am just happy they registered themself and show interest in the game - way more worth than to have them at my Referal-List. -
RE: Einfach mal einreihen
Hallo @Reeney, ich wΓΌnsche dir auch einen schΓΆnen Abend.
Du hast ja noch ein wenig Zeit, zu entscheiden, der Weg bis zum Release ist noch lang.
Aber immerhin, schau doch mal ab dem 28. rein, da hast du 3 Tage, um schon einmal in das aktuelle Spiel hineinzuschnuppern.
Es ist zwar noch nicht so viel zu tun, aber fΓΌr einen ersten Blick in den aktuellen Entwicklungsstand mit Sicherheit schon ausreichend.Wir alle hoffen, dass es Zukunft hat und auch erfolgreich wird.
Ich drΓΌcke daher dem Studio alle verfΓΌgbaren Daumen die ich habe, dass sie das finanziell durchhalten und auch, dass sie einen wirklich guten Publisher finden werden.Man sieht sich!