When playing long games, the game seemingly goes into a state where I can move the camera and stuff, but units stop moving, and its like the game is paused or something. I can't seem to fix this and I end up leaving the game out of frustration
http://steamcommunity.com/app/233250/di ... 675165201/ Does you have same problem as explained here? I totally sure it's sort of software problem, but can you upload your DxDiag anyway? Also can you run game with AI and check does it continue after some waiting or still frozen? I thinking about this bug (e.g one explained on Steam), and I think that it's some problem with chronocam activation when you activate it accidentally (no idea how) and then can't disable it because even opening and closing of chronocam menu not helps.
In the future, please attach your dxdiag.txt, don't copy and paste. It makes threads unreadable. Your drivers are slightly out of date, though not very, so I'd be surprised if that was the problem. (There's been a number of releases since the ones you currently have installed)
Re-reading your initial post, this sounds like one of a few things happening: - Either the sim is getting stalled (which means there's nothing on your end wrong, it's simply the early state of the game breaking). - Your bandwidth is getting too saturated and is unable to keep up. Of these two, the top one is the more likely. If that's the case, there may be something specific about how you play that is stressing a part of our server that doesn't handle it well yet. In which case, we'll find it when we review server logs. And there's a chance it's already fixed. In those cases, it's very hard to say where exactly the problem is happening.
endlessBacon on Steam have latest drivers (or just very recent). Actually I found some way to enable chronocam (by using F* buttons) on Windows 7 when I wasn't able disable it, but It's not explain why game continue for endlessBacon after few minutes.
I haven't updated my drivers since I've bought my card half a year ago (whoops), il try that Also my connection may be the culprit, hopefully I can locate the issue
There is other issue: http://pa.lennardf1989.com/Tracker/inde ... sk_id=1850 I really start thining that problem related to chronocam, e.g it's activated by time menu now shown. Seems like we need some other way to determine if chronocam activated.
So, to be clear: Chronocam is always on. Period. It's never off. The only difference is if you're actively using it or not at the moment. If the game is running, the curve generation goes on that makes up the bulk of what the chronocam is, always runs. That said, that doesn't mean chronocam isn't still a culprit in a number of issues. It's a very complex system, and of course, the more complex, the more chance of weird edge cases that break things. We continue to investigate stuff like this, but if any of you find a case where playing with a system, chronocam or otherwise, consistently breaks things, let us know immediately. Knowing the circumstances of a bad situation go a long way toward fixing whatever the root cause is.
I probably need explain it a bit better: I met (on Windows 7 notebook, I test fullscreen script here) some problem when I game was working in real time, but controls was locked like I using at moment chronocam. I tried to open and close chronocam menu and it's won't change anything.
Of it helps, during the bug I at first thought it was chrono cam so I opened the menu. It was on "play" and was at the current time, but it wasn't adding new time Also the chrono cam buttons did nothing
Just checking This does seem like an odd problem related to your current set-up. Hopefully Garat will be able to help you out of this one. Best of luck!
In that situation, like I said, I don't think it's a client issue. That sounds like the simulation on the server has stalled, which means we'll need to investigate further. Those can be some of the hardest ones to track down, but on the other hand, we continue to fix a lot of issues like that between each build as we find them. For now, check your connection and make sure you're not getting throttled, but otherwise, just keep playing. Hopefully ongoing build iteration will see this problem fixed in the background, or simply start to go away as we optimize and fix any potential stall situations.