1. The Riftbreaker
  2. News

The Riftbreaker News

DirectX 12 Bug Hunt

Riftbreakers! We need your help!

The December update for the Riftbreaker: Prologue was one of the major milestones for the project, as we added support for the DirectX 12 renderer. It allowed us to make use of cutting-edge effects and improved the way the game handles its operations on modern PCs.

Just like any other piece of software, this new solution had some bugs, but thanks to your bug reports we managed to hunt down and fix most of them. Most...

A couple of bugs still elude us (they happen about 1 time per 1000 game launches) and we can't seem to find the exact steps to reproduce them. We need your help to find them. That's why we are launching a worldwide bug hunt!



Here's what you need to do in order to take part:

  1. Make sure that your system is capable of running DirectX 12.
  2. Download The Riftbreaker: Prologue.
  3. Go to your Steam Library, find The Riftbreaker: Prologue and click 'play'. This is important - if you launch the game through a desktop shortcut you won't be able to complete the next step!
  4. Choose 'Launch Configuration Tool' from the box that appeared.
  5. Make sure that you've chosen the DirectX 12 renderer and launch the game. IMPORTANT: Do NOT turn on the DirectX 12 diagnostic mode!

If the game launches normally, you can't help us with this issue.

If the game crashes, you might be the person we are looking for. It might crash during loading or during regular gameplay. Try playing the game for some time.

When The Riftbreaker crashes we launch our Crash Reporter tool. It looks like this:



We need you to click the 'Stacktrace' button and make sure you got one of the following results:





If you got one of these two crashes you are on the right track. If they happen regularly, to the point where the game becomes hard to play normally, please contact us! You can send us an email to piotr.bomak[at]exorstudios.com, write a message to bug-reports channel on our Discord (www.discord.gg/exorstudios) or contact us through Facebook or Twitter. One of our programmers will work closely with you to find out what causes the issue and how we can fix it.



We will reward the people who help us find these bugs with Alpha access keys!

Naturally, if you encounter any other bugs, please send us reports and descriptions through the crash reporter.

We count on you!
EXOR Studios

Live on Twitch

www.twitch.tv/exorstudios

Help us decide the best time to stream

Hello everyone!

The Riftbreaker has always meant to be a great game for live streaming. Randomized content and the open-ended nature of gameplay mean that no two sessions are ever really the same and the game has the potential to remain fresh and replayable for a long time. Interactive streaming events make the experience even more interesting, giving the viewers an opportunity to make events happen in the game world through the chat-operated voting system.



Ever since we announced The Riftbreaker we have been streaming the latest development build twice a week, giving you the chance to check in on our progress and meet other members of the community. Streaming is also the most direct contact form with you. By going live we can chat about our plans, gather ideas, brainstorm, and get immediate feedback. However, not all of you have been able to join us live just yet because of the time zone differences. We would like to do something about that.



Starting next week, we are going to move the Thursday stream. The exact starting time will be determined by the results of this poll:

https://www.strawpoll.me/42466881

Please share this information with your friends and ask them to vote as well. The Tuesday streaming time will remain unchanged at 3 PM CET.



We realize that it is impossible to please everyone and set up a convenient stream time slot for all time zones, but perhaps shifting the show a couple of hours forwards or backwards will help you catch it more easily.



This is an experiment, of course. If it turns out to be successful, we can negotiate to shift the Tuesday stream as well. If we realize that things were better earlier we can always come back to the old schedule. It’s up to you, so click the link, cast your vote, and make your voice heard. If you have any additional comments or ideas, feel free to post them in the comments.

See you in the chat!
EXOR Studios

Live on Twitch

www.twitch.tv/exorstudios

Patch notes for January 15th

Hello!

It is time to roll out the first patch for The Riftbreaker Alpha and The Riftbreaker: Prologue in 2021. This update is a rather small one, not bringing any new game content, but it has a couple of important fixes and changes.



[h2]Here’s what’s new in this update:[/h2]

  • The Arachnoid Boss behavior has been rewritten entirely. It should no longer get stuck in certain poses and it should be able to fight the player more effectively.
  • The UI scaling for extreme aspect ratios (such as 32:9) has been fixed.
  • Users will now get notified when they are trying to connect to Twitch, but the service is unavailable.
  • New memory management system for DirectX 12. The game will default to the DX11 renderer on GPUs with less than 2GB VRAM to improve performance and stability. Systems with more or equal to 2GB VRAM will default to DX12.
  • The EXOR Crash Reporter will now feature additional information about modified or corrupted content.
  • A lot of crash and bug fixes.


And for those looking for even more info on the update, here are the unedited, uncensored, and sometimes illegible change commit messages:
  • Fix building radius staying forever on the map
  • fix crash in building system
  • fix crash in EquipmentSlotScreen
  • fix crash in CustomizeControlsMenuScreen
  • moved section 'RemoveBlockedUnits' after the BroadPhase is finished
  • Twitch : fixed crash on getaddrinfo failed
  • added GameStreamingError::GSE_PLATFORM_CONNECTION_ERROR
  • fixed render system resource cleanup
  • deleted microsoft d3dx12residency manager
  • new simple residency manager
  • batched execution of command lists
  • D3D11: implement multi _executeContext
  • AudioLoader: fixed crash on corrupted audio file
  • Added ConsoleService:Write(txt)
  • added popup "gui/menu/streaming/connecting_error" on ExorGameStreamingGSE_PLATFORM_CONNECTION_ERROR error
  • fixed SpawnEarthquake and SpawnAcidFissures methods
  • Extended ZipArchive and AudioFileOgg logs
  • Increased VfsZipArchive DecoderPool count
  • AudioFiles: fixed code format
  • VfsZipArchive: added debug log messages
  • VfsZipArchive: fixed small buffer 'SEEKING_DECODING'
  • RenderSystemCapabilities: log available display outputs
  • Config: do not log commented out lines
  • LogService: fix mismatched quotes
  • DebugSystem: fix crash in `r_show_collisions` when passing invalid physics group
  • MapGenerator: harden PrepareTiles
  • CrashHandler: forward content modified flag to CrashReporter
  • CrashReporter: add content corruption warning
  • CrashReporter: update wording
  • WaveSystem: temp add IsAlive check
  • D3D12: add support for stretched-scaling modes in GetSupportedVideoDisplayList
  • added NSight Aftermath crashdump library support
  • Fixed crash in SynchronizeBindings/AugmentButton (90ab94d3-4a35-4732-af00-87c4b2e6a6ae)
  • VfsZipArchive: testing support of local header extra fields
  • arachnoid boss state machine upodated to the new animation graph
  • TimeOfDaySystem: fix SetTimeOfDay/IncreaseTime/DecreaseTime
  • Gui: added GuiScaleMode::STRETCH_OPTIMAL
  • Gui: fixed horizontal viewport aspect scaling with GuiScaleMode::STRETCH_OPTIMAL
  • GuiUtils: added ScaleToSqueezedAxis helper function
  • Gui: fixed GuiSystem scalling
  • Gui: scalling HudDialogs with GuiScaleMode::STRETCH_OPTIMAL
  • HUD: fixed scale/size on ultra wide displays (action menu, augments menu)


Good luck deciphering what the programmers meant!
EXOR Studios