Open Chobbyla opened 4 months ago
GameID | GameState File |
---|---|
740a2066e47560963d2d3ca5cb2d206f | ClientGameState-63559917-[11208-11208].txt |
infolog_full.txt (truncated):
Zero-K.exe Error: 0 : Error processing file deployment LuaMenu/configs/gameConfig/zk/defaultSettings/sqlite3.dll : System.IO.IOException: The process cannot access the file 'C:\Program Files (x86)\Steam\steamapps\common\Zero-K\sqlite3.dll' because it is being used by another process.
at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
at System.IO.File.InternalWriteAllBytes(String path, Byte[] bytes, Boolean checkHost)
at PlasmaDownloader.ConfigVersions.DeployAndResetConfigs(SpringPaths paths, Version ver)
Zero-K.exe Information: 0 : Connecting to steam API
Zero-K.exe Information: 0 : Steam online
Zero-K.exe Information: 0 : Starting
[t=00:00:00.000000] DetectCores: cpu mask ffff
[t=00:00:00.001543] [CpuId] found 8 cores and 16 logical cpus (mask: 0xffff) of type general
[t=00:00:00.001556] [CpuId] setting logical cpu affinity mask to 0xffff
[t=00:00:00.003735] [DataDirLocater::FindWriteableDataDir] using writeable data-directory "C:\Program Files (x86)\Steam\steamapps\common\Zero-K\"
[t=00:00:00.004186] Using writeable configuration source: "C:\Program Files (x86)\Steam\steamapps\common\Zero-K\springsettings.cfg"
[t=00:00:00.004198] Using additional read-only configuration source: "C:\Program Files (x86)\Steam\steamapps\common\Zero-K\engine\win64\105.1.1-2457-g8095d30\springsettings.cfg"
[t=00:00:00.011378] LogOutput initialized. Logging to C:\Program Files (x86)\Steam\steamapps\common\Zero-K\infolog.txt
[t=00:00:00.011417] ============== <Log Sections ([A]vailable, [E]nabled)> ==============
[t=00:00:00.012344]
[A] ArchiveScanner
[A] AutohostInterface
[A] BumpWater
[A] CSMFGroundTextures
[A] CregSerializer
[A] DynWater
[A] Font
[A] GameServer
[A] GroundMoveType
[A] KeyBindings
[A] LuaSocket
[A] Model
[A] Net
[A] Path
[A] Piece
[A] RoamMeshDrawer
[A] Shader
[A] SkyBox
[A] Sound
[A] Texture
[A] VFS
[E] Sound (Notice)
[E] VFS (Info)
[t=00:00:00.012363]
[t=00:00:00.012369] Enable or disable log sections using the LogSections configuration key
[t=00:00:00.012374] or the SPRING_LOG_SECTIONS environment variable (both comma separated).
[t=00:00:00.012387] Use "none" to disable the default log sections.
[t=00:00:00.012392] ============== </Log Sections> ==============
[t=00:00:00.012398] ============== <User Config> ==============
[t=00:00:00.012462] AllowDeferredMapRendering = 1
[t=00:00:00.012471] AllowDeferredModelRendering = 1
[t=00:00:00.012476] BumpWaterAnisotropy = 2
[t=00:00:00.012481] BumpWaterBlurReflection = 1
[t=00:00:00.012485] BumpWaterDepthBits = 32
[t=00:00:00.012490] BumpWaterReflection = 2
[t=00:00:00.012502] BumpWaterTexSizeReflection = 128
[t=00:00:00.012509] CamMode = 1
[t=00:00:00.012514] CamTimeExponent = 4.0
[t=00:00:00.012518] CamTimeFactor = 1.0
[t=00:00:00.012522] DualScreenMiniMapOnLeft = 1
[t=00:00:00.012527] EdgeMoveDynamic = 0
[t=00:00:00.012531] EdgeMoveWidth = 0.003
[t=00:00:00.012535] FPSFOV = 90
[t=00:00:00.012540] FeatureDrawDistance = 600000
[t=00:00:00.012545] FeatureFadeDistance = 600000
[t=00:00:00.012549] FontSize = 18
[t=00:00:00.012553] Fullscreen = 0
[t=00:00:00.012562] GrassDetail = 4
[t=00:00:00.012568] GroundDecals = 2
[t=00:00:00.012572] GroundDetail = 90
[t=00:00:00.012576] HangTimeout = 30
[t=00:00:00.012580] HardwareCursor = 1
[t=00:00:00.012585] InitialNetworkTimeout = 0
[t=00:00:00.012589] LODScale = 1.000
[t=00:00:00.012594] LODScaleReflection = 1.000
[t=00:00:00.012598] LODScaleRefraction = 1.000
[t=00:00:00.012603] LODScaleShadow = 1.000
[t=00:00:00.012607] LinkIncomingMaxPacketRate = 512
[t=00:00:00.012617] LinkIncomingPeakBandwidth = 65536
[t=00:00:00.012621] LinkIncomingSustainedBandwidth = 65536
[t=00:00:00.012626] LinkOutgoingBandwidth = 131072
[t=00:00:00.012632] LuaGarbageCollectionMemLoadMult = 2.5
[t=00:00:00.012637] LuaGarbageCollectionRunTimeMult = 1.5
[t=00:00:00.012642] MSAALevel = 4
[t=00:00:00.012647] MaxParticles = 15000
[t=00:00:00.012651] MaxSounds = 32
[t=00:00:00.012656] MaximumTransmissionUnit = 0
[t=00:00:00.012660] MiddleClickScrollSpeed = -0.001
[t=00:00:00.012665] MiniMapMarker = 0
[t=00:00:00.012673] MouseDragScrollThreshold = 0
[t=00:00:00.012680] NetworkLossFactor = 1
[t=00:00:00.012684] OverheadMaxHeightFactor = 1.4
[t=00:00:00.012689] OverheadScrollSpeed = 50
[t=00:00:00.012693] ReconnectTimeout = 0
[t=00:00:00.012699] RotateLogFiles = 1
[t=00:00:00.012703] Shadows = 1
[t=00:00:00.012708] ShowClock = 0
[t=00:00:00.012712] SoftParticles = 2
[t=00:00:00.012718] SplashScreenDir = ./MenuLoadscreens
[t=00:00:00.012722] UnitIconDist = 151
[t=00:00:00.012753] UseDistToGroundForIcons = 1.1
[t=00:00:00.012761] UseLuaMemPools = 0
[t=00:00:00.012766] UseNetMessageSmoothingBuffer = 0
[t=00:00:00.012771] VFSCacheArchiveFiles = 0
[t=00:00:00.012775] Water = 4
[t=00:00:00.012779] WindowBorderless = 1
[t=00:00:00.012791] ============== </User Config> ==============
[t=00:00:00.012798] ============== <User System> ==============
[t=00:00:00.012803] Spring Engine Version: 105.1.1-2457-g8095d30 BAR105
[t=00:00:00.012815] Build Environment: gcc libstdc++ version 20230727
[t=00:00:00.012824] Compiler Version: gcc-13.2.0
[t=00:00:00.012862] Operating System: Windows 10 TBA Insider Update (build 22631)
[t=00:00:00.012905] Hardware Config: AMD Ryzen 7 5800H with Radeon Graphics ; 16236MB RAM, 29036MB pagefile
[t=00:00:00.012914] Binary Word Size: 64-bit (native)
[t=00:00:00.012919] Process Clock: std::chrono::high_resolution_clock
[t=00:00:00.012924] Physical CPU Cores: 8
[t=00:00:00.012928] Logical CPU Cores: 16
[t=00:00:00.012939] ============== </User System> ==============
[t=00:00:00.013040] [good_fpu_init][STREFLOP_SSE]
[t=00:00:00.013047] SSE 1.0 : 1, SSE 2.0 : 1
[t=00:00:00.013052] SSE 3.0 : 1, SSSE 3.0 : 1
[t=00:00:00.013056] SSE 4.1 : 1, SSE 4.2 : 1
[t=00:00:00.013060] SSE 4.0A: 1, SSE 5.0A: 0
[t=00:00:00.013914] [WatchDog::Install] installed (hang-timeout: 30s)
[t=00:00:00.013927] [WatchDog::RegisterThread] registering controls for thread [main]
[t=00:00:00.028739] [GL::CheckAvailableVideoModes] desktop={2560x1440x24bpp@144Hz} current={2560x1440x24bpp@144Hz}
[t=00:00:00.037805] Display (Generic PnP Monitor)=1 modes=88 bounds={x=0, y=0, w=2560, h=1440}
[t=00:00:00.037819] [ 1] 2560x1440x24bpp@144Hz
[t=00:00:00.037825] [ 5] 1920x1200x24bpp@144Hz
[t=00:00:00.037831] [ 9] 1920x1080x24bpp@144Hz
[t=00:00:00.037836] [15] 1680x1050x24bpp@144Hz
[t=00:00:00.037841] [20] 1600x1200x24bpp@144Hz
[t=00:00:00.037845] [24] 1600x900x24bpp@144Hz
[t=00:00:00.037849] [28] 1440x1080x24bpp@144Hz
[t=00:00:00.037864] [34] 1440x900x24bpp@144Hz
[t=00:00:00.037869] [38] 1366x768x24bpp@144Hz
[t=00:00:00.037873] [42] 1360x768x24bpp@144Hz
[t=00:00:00.037878] [46] 1280x1024x24bpp@144Hz
[t=00:00:00.037882] [51] 1280x800x24bpp@144Hz
[t=00:00:00.037886] [55] 1280x768x24bpp@144Hz
[t=00:00:00.037891] [59] 1280x720x24bpp@144Hz
[t=00:00:00.037895] [64] 1176x664x24bpp@60Hz
[t=00:00:00.037900] [66] 1152x864x24bpp@144Hz
[t=00:00:00.037905] [70] 1024x768x24bpp@144Hz
[t=00:00:00.037910] [76] 800x600x24bpp@144Hz
[t=00:00:00.037919] [83] 640x480x24bpp@144Hz
[t=00:00:00.398685] [GR::CreateSDLWindow] using 4x anti-aliasing and 24-bit depth-buffer (PF="SDL_PIXELFORMAT_RGB888") for main window
[t=00:00:00.399325] [GR::SetWindowAttributes][1] cfgFullScreen=0 numDisplays=1 winPos=<0,32> newRes=<2560,1440>
[t=00:00:00.399352] [GR::SetWindowAttributes][2] cfgFullScreen=0 numDisplays=1 winPos=<0,32> newRes=<2560,1408>
[t=00:00:00.435145] [GR::LogVersionInfo]
[t=00:00:00.435183] SDL version : 2.0.18 (linked) / 2.0.18 (compiled)
[t=00:00:00.435191] GL version : 4.6.0 NVIDIA 551.23
[t=00:00:00.435200] GL vendor : NVIDIA Corporation
[t=00:00:00.435210] GL renderer : NVIDIA GeForce RTX 3070 Laptop GPU/PCIe/SSE2
[t=00:00:00.435219] GLSL version: 4.60 NVIDIA
[t=00:00:00.435225] GLEW version: 2.1.0
[t=00:00:00.435230] GPU memory : 8192MB (total) / 7593MB (available)
[t=00:00:00.435255] SDL swap-int: 1
[t=00:00:00.435260] SDL driver : windows
[t=00:00:00.435264]
[t=00:00:00.435276] Initialized OpenGL Context: 4.6 (Compat)
[t=00:00:00.435281] GLSL shader support : 1
[t=00:00:00.435285] GL4 support : 1
[t=00:00:00.435290] FBO extension support : 1
[t=00:00:00.435304] NVX GPU mem-info support : 1
[t=00:00:00.435313] ATI GPU mem-info support : 0
[t=00:00:00.435323] Texture clamping to edge : 1
[t=00:00:00.435332] NPOT-texture support : 1 (1)
[t=00:00:00.435343] S3TC/DXT1 texture support : 1/1
[t=00:00:00.435356] texture query-LOD support : 1 (1)
[t=00:00:00.435404] MSAA frame-buffer support : 1 (1)
[t=00:00:00.435412] Z-buffer depth : 32 (-)
[t=00:00:00.435422] primitive-restart support : 1 (1)
[t=00:00:00.435427] clip-space control support: 1 (1)
[t=00:00:00.435432] seamless cube-map support : 1 (1)
[t=00:00:00.435437] frag-depth layout support : 1 (1)
[t=00:00:00.435442] persistent maps support : 1 (1)
[t=00:00:00.435448] explicit attribs location : 1 (1)
[t=00:00:00.435453] multi draw indirect : 1 (-)
[t=00:00:00.435465] array textures : 1 (-)
[t=00:00:00.435472] buffer copy support : 1 (-)
[t=00:00:00.435477] indirect draw : 1 (-)
[t=00:00:00.435482] base instance : 1 (-)
[t=00:00:00.435486]
[t=00:00:00.435490] max. FBO samples : 32
[t=00:00:00.435494] max. FS/program texture slots : 32/192
[t=00:00:00.435500] max. texture size : 32768
[t=00:00:00.435508] max. texture anisotropy level : 16.000000
[t=00:00:00.435516] max. vec4 varyings/attributes : 31/16
[t=00:00:00.435534] max. draw-buffers : 8
[t=00:00:00.435547] max. rec. indices/vertices : 1048576/1048576
[t=00:00:00.435555] max. uniform buffer-bindings : 84
[t=00:00:00.435562] max. uniform block-size : 64KB
[t=00:00:00.435572] max. storage buffer-bindings : 96
[t=00:00:00.435580] max. storage block-size : 2047MB
[t=00:00:00.435592]
[t=00:00:00.435598] enable AMD-hacks : 0
[t=00:00:00.435606] compress MIP-maps: 0
[t=00:00:00.435676] Number of compressed texture formats: 23
[t=00:00:00.435726] Compressed texture formats: GL_COMPRESSED_RGB_S3TC_DXT1_EXT, GL_COMPRESSED_RGBA_S3TC_DXT3_EXT, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, 0x8b90, 0x8b91, 0x8b92, 0x8b93, 0x8b94, 0x8b95, 0x8b96, 0x8b97, 0x8b98, 0x8b99, GL_COMPRESSED_RGB8_ETC2, GL_COMPRESSED_SRGB8_ETC2, GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2, GL_COMPRESSED_RGBA8_ETC2_EAC, GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC, GL_COMPRESSED_R11_EAC, GL_COMPRESSED_SIGNED_R11_EAC, GL_COMPRESSED_RG11_EAC, GL_COMPRESSED_SIGNED_RG11_EAC.
[t=00:00:00.435759] [GR::ToggleGLDebugOutput] OpenGL debug-message callback disabled
[t=00:00:00.436057] [GR::UpdateGLConfigs]
[t=00:00:00.436103] [VSync::SetInterval] interval=-1 (adaptive)
[t=00:00:00.436110] [GR::UpdateGLGeometry][1] winSize=<1,1>
[t=00:00:00.436122] [GR::UpdateScreenMatrices] vpx=0.000000, vpy=0.000000, vsx=2560.000000, vsy=1408.000000, ssx=2560.000000, ssy=1440.000000, screenPosX=0, screenPosY=0
[t=00:00:00.436131] [GR::UpdateGLGeometry][2] winSize=<2560,1408>
[t=00:00:00.436144] [GR::InitGLState]
[t=00:00:00.436204] [GR::LogDisplayMode] display-mode set to 2560x1408x24bpp@144Hz (windowed::borderless)
[t=00:00:00.543644] [TexMemPool::Resize] poolSize=536870912u allocSize=0u texCount=0u
[t=00:00:00.553875] [~ScopedOnceTimer][FtLibraryHandler::FontConfigInit (version 2.13.1)] 10ms
[t=00:00:00.554418] [CglFont::CglShaderFontRenderer] Creating Font shaders: GLEW_ARB_explicit_attrib_location = true
[t=00:00:00.561064] [Font] [CheckGenFontConfigFull] Using Fontconfig cache dir "C:/Program Files (x86)/Steam/steamapps/common/Zero-K/fontcache"
[t=00:00:00.561094] [Font] [CheckGenFontConfigFull] fontconfig for directory "C:\WINDOWS\fonts" up to date
[t=00:00:00.561619] [WatchDog::RegisterThread] registering controls for thread [vfsi]
[t=00:00:00.562360] [DataDirLocater::FindWriteableDataDir] using writeable data-directory "C:\Program Files (x86)\Steam\steamapps\common\Zero-K\"
[t=00:00:00.562375] [DataDirLocater::Check] Isolation Mode!
[t=00:00:00.562471] [DataDirLocater::FilterUsableDataDirs] using read-write data directory: C:\Program Files (x86)\Steam\steamapps\common\Zero-K\
[t=00:00:00.562550] [DataDirLocater::FilterUsableDataDirs] using read-only data directory: C:\Program Files (x86)\Steam\steamapps\common\Zero-K\engine\win64\105.1.1-2457-g8095d30\
[t=00:00:00.568712] Scanning: C:\Program Files (x86)\Steam\steamapps\common\Zero-K\engine\win64\105.1.1-2457-g8095d30\base
[t=00:00:00.569235] Scanning: C:\Program Files (x86)\Steam\steamapps\common\Zero-K\maps
[t=00:00:00.569663] Scanning: C:\Program Files (x86)\Steam\steamapps\common\Zero-K\games
[t=00:00:00.569851] Scanning: C:\Program Files (x86)\Steam\steamapps\common\Zero-K\packages
[t=00:00:00.579660] [~ScopedOnceTimer][CArchiveScanner::ScanAllDirs] 11ms
[t=00:00:00.579688] [VFS] [SpringVFS::ReserveArchives<this=00000262cc9652e0>]
[t=00:00:00.579792] [VFS] [SpringVFS::AddArchive<this=00000262cc9652e0>(arName="Spring content v1", overwrite=false)] section=2 cached=0
[t=00:00:00.582724] [VFS] [VFSHandler::SetGlobalInstanceRaw] handler=00000262cc9652e0 (SpringVFS) global=0000000000000000 (null)
[t=00:00:00.582744] [WatchDog::DeregisterThread] deregistering controls for thread [vfsi]
[t=00:00:00.586349] [ThreadPool::SetThreadCount][1] wanted=8 current=1 maximum=16 (init=1)
[t=00:00:00.587295] [ThreadPool::SetThreadCount][2] workers=7
[t=00:00:00.587428] [Threading] Worker 6 thread CPU affinity mask set: 0x20
[t=00:00:00.587503] [Threading] Worker 7 thread CPU affinity mask set: 0x40
[t=00:00:00.587575] [Threading] Worker 3 thread CPU affinity mask set: 0x4
[t=00:00:00.587578] [Threading] Worker 1 thread CPU affinity mask set: 0x1
[t=00:00:00.588044] [Threading] Worker 5 thread CPU affinity mask set: 0x10
[t=00:00:00.588861] [Threading] Worker 2 thread CPU affinity mask set: 0x2
[t=00:00:00.589637] [Threading] Worker 4 thread CPU affinity mask set: 0x8
[t=00:00:00.589696] [Threading] Main thread CPU affinity mask set: 0xff80
[t=00:00:00.590135][f=-000001] [~ScopedOnceTimer][ISound::Init::New] 0ms
[t=00:00:00.590280][f=-000001] [Sound] [ISound::Initialize] spawning sound-thread (0.1ms)
[t=00:00:00.590465][f=-000001] [Sound] [Sound::UpdateThread][1] cfgMaxSounds=32
[t=00:00:00.590490][f=-000001] [WatchDog::RegisterThread] registering controls for thread [audio]
[t=00:00:00.590497][f=-000001] [Sound] [Sound::InitThread][1]
[t=00:00:00.590558][f=-000001] [Sound] [Sound::OpenLoopbackDevice] UseSDLAudio is set, rendering openal-soft audio to SDL buffer and let SDL audio handle the hardware
[t=00:00:00.696093][f=-000001] [Sound] [ISound::Initialize] spawning sound-thread (105.9ms)
[t=00:00:00.716083][f=-000001] [Sound] [Sound::OpenLoopbackDevice] SDL audio device(s):
[t=00:00:00.716105][f=-000001] [Sound] [Sound::OpenLoopbackDevice] * "0" "LC27G7xT (NVIDIA High Definition Audio)"
[t=00:00:00.716116][f=-000001] [Sound] [Sound::OpenLoopbackDevice] * "1" "Haut-parleurs (Realtek(R) Audio)"
[t=00:00:00.716123][f=-000001] [Sound] [Sound::OpenLoopbackDevice] opening default device
[t=00:00:00.803132][f=-000001] [Sound] [ISound::Initialize] spawning sound-thread (212.9ms)
[t=00:00:00.915812][f=-000001] [Sound] [ISound::Initialize] spawning sound-thread (325.6ms)
[t=00:00:01.023345][f=-000001] [Sound] [ISound::Initialize] spawning sound-thread (433.2ms)
[t=00:00:01.130142][f=-000001] [Sound] [ISound::Initialize] spawning sound-thread (540.0ms)
[t=00:00:01.244670][f=-000001] [Sound] [ISound::Initialize] spawning sound-thread (654.5ms)
[t=00:00:01.326712][f=-000001] [Sound] [Sound::OpenLoopbackDevice] opening loopback device
[t=00:00:01.331320][f=-000001] [Sound] [Sound::OpenLoopbackDevice] device=00000262eaa75970(default) context=00000262eaa83b30 numChannels=2 frameSize=8
[t=00:00:01.331362][f=-000001] [Sound] [Sound::InitThread][4][OpenAL API Info]
[t=00:00:01.331381][f=-000001] [Sound] Vendor: OpenAL Community
[t=00:00:01.331393][f=-000001] [Sound] Version: 1.1 ALSOFT 1.21.0
[t=00:00:01.331405][f=-000001] [Sound] Renderer: OpenAL Soft
------- TRUNCATED -------
[t=00:27:18.532196][f=0009464] [liblobby] Error: Failed to parse JSON: {"NewsItems":[{"Header":"Zero-K v1.12.4.0 - Combat Engineer","Text":"Engineer Commanders can build units in the field, while Disco Rave Party spins faster and hits harder. Sparrow steals Owl's radar jammer and Thunderbird is healthier.\r\n\r\nMost of the patch is on the tech side of things. An engine update brings performance and pretty explosions. A new shader shades shadows, and unit selection circles look better and run faster.","Image":"http://zero-k.info/img/lobbynews/1155.png"},{"Header":"Cold Take #9 - Energy as Supply","Text":"Energy is houses for robots. It sets the pace of the game by building up over time, and in relative safety. It is a supply resource like many found in various forms across RTS.","Url":"https://store.steampowered.com/news/app/334920/view/5969030636156442045","Image":"http://zero-k.info"},{"Header":"Cold Take #8 - Smoothly Flowing Economy","Text":"Zero-K has flow expenditure, like TA and C&C, and much has been done to make it forgiving and easy to use, since Zero-K is about strategy, not about micromanaging your base.","Url":"https://store.steampowered.com/news/app/334920/view/4102287868180887053","Image":"http://zero-k.info"},{"Header":"Cold Take #7 - Jumpjets and Jumplegs","Text":"Jumpbots jump, but there is more to it than that. Many aspects of Zero-K's design are revealed by which units jump, how they jump, and where they can jump.","Url":"https://store.steampowered.com/news/app/334920/view/6001679204174153483","Image":"http://zero-k.info"},{"Header":"Cold Take #6 - Physics vs. Formulas","Text":"Shots in Zero-K are physically simulated, they hit everything that gets in their way, but how are the results so deep that the whole game can be designed without damage bonuses?","Url":"https://store.steampowered.com/news/app/334920/view/3958168875487633267","Image":"http://zero-k.info"},{"Header":"Cold Take #5 - Making Metal","Text":"Zero-K players scale up their economies with mex overdrive, an evolution of metal makers that keeps territory important. Click the title to read the full article.","Url":"https://store.steampowered.com/news/app/334920/view/3990819338898810107","Image":"http://zero-k.info"},{"Header":"Zero-K v1.12.1.1 - Ship Shape","Text":"This update follows the Corsair buff from last month with a wider range of ship tweaks. The largest are that Siren and Envoy are much heavier, and MatchMakerStatus {"MatchMakerEnabled":false,"QueueCounts":{"Sortie":0,"Sortie Wide":0,"Battle":0,"Battle Wide":0,"Coop":0,"1v1":0,"1v1 Narrow":0,"1v1 Wide":0,"2v2+":0,"3v3+":0,"4v4+":0,"5v5+":0,"6v6+":0,"7v7+":0,"8v8+":0,"9v9+":0,"10v10+":0},"InstantStartQueues":[],"IngameCounts":{"Sortie":0,"Sortie Wide":0,"Battle":0,"Battle Wide":0,"Coop":0,"1v1":0,"1v1 Narrow":2,"1v1 Wide":0,"2v2+":0,"3v3+":0,"4v4+":0,"5v5+":0,"6v6+":0,"7v7+":0,"8v8+":0,"9v9+":0,"10v10+":0},"UserCount":129,"UserCountDiscord":4735}
[t=00:27:21.755388][f=0009561] [liblobby] Error: Failed to parse JSON: {"NewsItems":[{"Header":"Zero-K v1.12.4.0 - Combat Engineer","Text":"Engineer Commanders can build units in the field, while Disco Rave Party spins faster and hits harder. Sparrow steals Owl's radar jammer and Thunderbird is healthier.\r\n\r\nMost of the patch is on the tech side of things. An engine update brings performance and pretty explosions. A new shader shades shadows, and unit selection circles look better and run faster.","Image":"http://zero-k.info/img/lobbynews/1155.png"},{"Header":"Cold Take #9 - Energy as Supply","Text":"Energy is houses for robots. It sets the pace of the game by building up over time, and in relative safety. It is a supply resource like many found in various forms across RTS.","Url":"https://store.steampowered.com/news/app/334920/view/5969030636156442045","Image":"http://zero-k.info"},{"Header":"Cold Take #8 - Smoothly Flowing Economy","Text":"Zero-K has flow expenditure, like TA and C&C, and much has been done to make it forgiving and easy to use, since Zero-K is about strategy, not about micromanaging your base.","Url":"https://store.steampowered.com/news/app/334920/view/4102287868180887053","Image":"http://zero-k.info"},{"Header":"Cold Take #7 - Jumpjets and Jumplegs","Text":"Jumpbots jump, but there is more to it than that. Many aspects of Zero-K's design are revealed by which units jump, how they jump, and where they can jump.","Url":"https://store.steampowered.com/news/app/334920/view/6001679204174153483","Image":"http://zero-k.info"},{"Header":"Cold Take #6 - Physics vs. Formulas","Text":"Shots in Zero-K are physically simulated, they hit everything that gets in their way, but how are the results so deep that the whole game can be designed without damage bonuses?","Url":"https://store.steampowered.com/news/app/334920/view/3958168875487633267","Image":"http://zero-k.info"},{"Header":"Cold Take #5 - Making Metal","Text":"Zero-K players scale up their economies with mex overdrive, an evolution of metal makers that keeps territory important. Click the title to read the full article.","Url":"https://store.steampowered.com/news/app/334920/view/3990819338898810107","Image":"http://zero-k.info"},{"Header":"Zero-K v1.12.1.1 - Ship Shape","Text":"This update follows the Corsair buff from last month with a wider range of ship tweaks. The largest are that Siren and Envoy are much heavier, and User {"AccountID":477268,"Avatar":"chickend","AwaySince":"2024-04-17T17:52:34.2158743Z","BanMute":false,"BanVotes":false,"BanSpecChat":false,"Country":"DE","DisplayName":"Igelpisse","IsAdmin":false,"IsBot":false,"LobbyVersion":"Chobby","Name":"Igelpisse","SteamID":"76561197961016975","Icon":"0_0","IsAway":true,"IsInBattleRoom":false,"IsInGame":false,"EffectiveMmElo":1100,"EffectiveElo":1100,"Level":0,"Rank":0}
[t=00:27:43.554290][f=0010215] [liblobby] Error: Failed to parse JSON: {"NewsItems":[{"Header":"Zero-K v1.12.4.0 - Combat Engineer","Text":"Engineer Commanders can build units in the field, while Disco Rave Party spins faster and hits harder. Sparrow steals Owl's radar jammer and Thunderbird is healthier.\r\n\r\nMost of the patch is on the tech side of things. An engine update brings performance and pretty explosions. A new shader shades shadows, and unit selection circles look better and run faster.","Image":"http://zero-k.info/img/lobbynews/1155.png"},{"Header":"Cold Take #9 - Energy as Supply","Text":"Energy is houses for robots. It sets the pace of the game by building up over time, and in relative safety. It is a supply resource like many found in various forms across RTS.","Url":"https://store.steampowered.com/news/app/334920/view/5969030636156442045","Image":"http://zero-k.info"},{"Header":"Cold Take #8 - Smoothly Flowing Economy","Text":"Zero-K has flow expenditure, like TA and C&C, and much has been done to make it forgiving and easy to use, since Zero-K is about strategy, not about micromanaging your base.","Url":"https://store.steampowered.com/news/app/334920/view/4102287868180887053","Image":"http://zero-k.info"},{"Header":"Cold Take #7 - Jumpjets and Jumplegs","Text":"Jumpbots jump, but there is more to it than that. Many aspects of Zero-K's design are revealed by which units jump, how they jump, and where they can jump.","Url":"https://store.steampowered.com/news/app/334920/view/6001679204174153483","Image":"http://zero-k.info"},{"Header":"Cold Take #6 - Physics vs. Formulas","Text":"Shots in Zero-K are physically simulated, they hit everything that gets in their way, but how are the results so deep that the whole game can be designed without damage bonuses?","Url":"https://store.steampowered.com/news/app/334920/view/3958168875487633267","Image":"http://zero-k.info"},{"Header":"Cold Take #5 - Making Metal","Text":"Zero-K players scale up their economies with mex overdrive, an evolution of metal makers that keeps territory important. Click the title to read the full article.","Url":"https://store.steampowered.com/news/app/334920/view/3990819338898810107","Image":"http://zero-k.info"},{"Header":"Zero-K v1.12.1.1 - Ship Shape","Text":"This update follows the Corsair buff from last month with a wider range of ship tweaks. The largest are that Siren and Envoy are much heavier, and MatchMakerStatus {"MatchMakerEnabled":false,"QueueCounts":{"Sortie":0,"Sortie Wide":0,"Battle":0,"Battle Wide":0,"Coop":0,"1v1":0,"1v1 Narrow":0,"1v1 Wide":0,"2v2+":0,"3v3+":0,"4v4+":0,"5v5+":0,"6v6+":0,"7v7+":0,"8v8+":0,"9v9+":0,"10v10+":0},"InstantStartQueues":[],"IngameCounts":{"Sortie":0,"Sortie Wide":0,"Battle":0,"Battle Wide":0,"Coop":0,"1v1":0,"1v1 Narrow":2,"1v1 Wide":0,"2v2+":0,"3v3+":0,"4v4+":0,"5v5+":0,"6v6+":0,"7v7+":0,"8v8+":0,"9v9+":0,"10v10+":0},"UserCount":128,"UserCountDiscord":4735}
[t=00:28:08.567490][f=0010965] [liblobby] Error: Failed to parse JSON: {"NewsItems":[{"Header":"Zero-K v1.12.4.0 - Combat Engineer","Text":"Engineer Commanders can build units in the field, while Disco Rave Party spins faster and hits harder. Sparrow steals Owl's radar jammer and Thunderbird is healthier.\r\n\r\nMost of the patch is on the tech side of things. An engine update brings performance and pretty explosions. A new shader shades shadows, and unit selection circles look better and run faster.","Image":"http://zero-k.info/img/lobbynews/1155.png"},{"Header":"Cold Take #9 - Energy as Supply","Text":"Energy is houses for robots. It sets the pace of the game by building up over time, and in relative safety. It is a supply resource like many found in various forms across RTS.","Url":"https://store.steampowered.com/news/app/334920/view/5969030636156442045","Image":"http://zero-k.info"},{"Header":"Cold Take #8 - Smoothly Flowing Economy","Text":"Zero-K has flow expenditure, like TA and C&C, and much has been done to make it forgiving and easy to use, since Zero-K is about strategy, not about micromanaging your base.","Url":"https://store.steampowered.com/news/app/334920/view/4102287868180887053","Image":"http://zero-k.info"},{"Header":"Cold Take #7 - Jumpjets and Jumplegs","Text":"Jumpbots jump, but there is more to it than that. Many aspects of Zero-K's design are revealed by which units jump, how they jump, and where they can jump.","Url":"https://store.steampowered.com/news/app/334920/view/6001679204174153483","Image":"http://zero-k.info"},{"Header":"Cold Take #6 - Physics vs. Formulas","Text":"Shots in Zero-K are physically simulated, they hit everything that gets in their way, but how are the results so deep that the whole game can be designed without damage bonuses?","Url":"https://store.steampowered.com/news/app/334920/view/3958168875487633267","Image":"http://zero-k.info"},{"Header":"Cold Take #5 - Making Metal","Text":"Zero-K players scale up their economies with mex overdrive, an evolution of metal makers that keeps territory important. Click the title to read the full article.","Url":"https://store.steampowered.com/news/app/334920/view/3990819338898810107","Image":"http://zero-k.info"},{"Header":"Zero-K v1.12.1.1 - Ship Shape","Text":"This update follows the Corsair buff from last month with a wider range of ship tweaks. The largest are that Siren and Envoy are much heavier, and MatchMakerStatus {"MatchMakerEnabled":false,"QueueCounts":{"Sortie":0,"Sortie Wide":0,"Battle":0,"Battle Wide":0,"Coop":0,"1v1":0,"1v1 Narrow":0,"1v1 Wide":0,"2v2+":0,"3v3+":0,"4v4+":0,"5v5+":0,"6v6+":0,"7v7+":0,"8v8+":0,"9v9+":0,"10v10+":0},"InstantStartQueues":[],"IngameCounts":{"Sortie":0,"Sortie Wide":0,"Battle":0,"Battle Wide":0,"Coop":0,"1v1":0,"1v1 Narrow":2,"1v1 Wide":0,"2v2+":0,"3v3+":0,"4v4+":0,"5v5+":0,"6v6+":0,"7v7+":0,"8v8+":0,"9v9+":0,"10v10+":0},"UserCount":131,"UserCountDiscord":4735}
[t=00:28:16.672412][f=0011208] Collecting current game state information.
[t=00:28:16.672450][f=0011208] [DumpState] dumping state (from 11208 to 11208 step 1)
[t=00:28:16.672842][f=0011208] [DumpState] using dump-file "ClientGameState-63559917-[11208-11208].txt"
[t=00:28:16.673207][f=0011208] [CAS::GASCB] Archive file="tabula-v6.1.sd7" cs="af455c1160c8f0849e159439b4a06dc8867a031ebe8abeb93a9411348940c23fb1337ca16c803e6365797895bf0e18b7ec4c27a0da305e9959a37358803d544c"
[t=00:28:16.673306][f=0011208] [CAS::GASCB] Archive file="maphelper.sdz" cs="c2f5635fb58633282b715b3776b6e0edd938b1c9fddef720456eab8924194de978d8d605c6ff24e3e136e42214732673060586d9a72c701679589fd333f6aaba"
[t=00:28:16.673552][f=0011208] [CAS::GASCB] Archive file="e90239a65fde909ce74fbe553c97818d.sdp" cs="be0a01878cd09901a255866d24c8d06cb3845a95d050b169cb9ba8926848418ee486d3581e746f6f73c42af47ebd4627673a42b9475a3b6ae57dfef9bba67d11"
[t=00:28:16.673636][f=0011208] [CAS::GASCB] Archive file="springcontent.sdz" cs="9579ba863e4281b096f5375c12fdcd537e22f8e579024e08152359dc90769cb2e5641d731d2b18f2e7d140f041a65824890758117b6b2e93430d3f4e9208773b"
[t=00:28:16.673738][f=0011208] [CAS::GASCB] Archive file="bitmaps.sdz" cs="ed5fc4f7d9e73b042c36ab1bbab84c1699bc25f327ea61bac92e86d89ffb780b8bfaa27e254ca7975ab27990723bcf2ad65db2650689e93c90aeded31f975de5"
[t=00:28:16.796698][f=0011208] Sync error for patrician in frame 11204 (got d7ef20ff, correct is 9a202b62)
[t=00:28:30.071275][f=0011610] Sync error for patrician in frame 11605 (got 943bb691, correct is f2332bf4)
[t=00:28:33.589300][f=0011716] [liblobby] Error: Failed to parse JSON: {"NewsItems":[{"Header":"Zero-K v1.12.4.0 - Combat Engineer","Text":"Engineer Commanders can build units in the field, while Disco Rave Party spins faster and hits harder. Sparrow steals Owl's radar jammer and Thunderbird is healthier.\r\n\r\nMost of the patch is on the tech side of things. An engine update brings performance and pretty explosions. A new shader shades shadows, and unit selection circles look better and run faster.","Image":"http://zero-k.info/img/lobbynews/1155.png"},{"Header":"Cold Take #9 - Energy as Supply","Text":"Energy is houses for robots. It sets the pace of the game by building up over time, and in relative safety. It is a supply resource like many found in various forms across RTS.","Url":"https://store.steampowered.com/news/app/334920/view/5969030636156442045","Image":"http://zero-k.info"},{"Header":"Cold Take #8 - Smoothly Flowing Economy","Text":"Zero-K has flow expenditure, like TA and C&C, and much has been done to make it forgiving and easy to use, since Zero-K is about strategy, not about micromanaging your base.","Url":"https://store.steampowered.com/news/app/334920/view/4102287868180887053","Image":"http://zero-k.info"},{"Header":"Cold Take #7 - Jumpjets and Jumplegs","Text":"Jumpbots jump, but there is more to it than that. Many aspects of Zero-K's design are revealed by which units jump, how they jump, and where they can jump.","Url":"https://store.steampowered.com/news/app/334920/view/6001679204174153483","Image":"http://zero-k.info"},{"Header":"Cold Take #6 - Physics vs. Formulas","Text":"Shots in Zero-K are physically simulated, they hit everything that gets in their way, but how are the results so deep that the whole game can be designed without damage bonuses?","Url":"https://store.steampowered.com/news/app/334920/view/3958168875487633267","Image":"http://zero-k.info"},{"Header":"Cold Take #5 - Making Metal","Text":"Zero-K players scale up their economies with mex overdrive, an evolution of metal makers that keeps territory important. Click the title to read the full article.","Url":"https://store.steampowered.com/news/app/334920/view/3990819338898810107","Image":"http://zero-k.info"},{"Header":"Zero-K v1.12.1.1 - Ship Shape","Text":"This update follows the Corsair buff from last month with a wider range of ship tweaks. The largest are that Siren and Envoy are much heavier, and MatchMakerStatus {"MatchMakerEnabled":false,"QueueCounts":{"Sortie":0,"Sortie Wide":0,"Battle":0,"Battle Wide":0,"Coop":0,"1v1":0,"1v1 Narrow":0,"1v1 Wide":0,"2v2+":0,"3v3+":0,"4v4+":0,"5v5+":0,"6v6+":0,"7v7+":0,"8v8+":0,"9v9+":0,"10v10+":0},"InstantStartQueues":[],"IngameCounts":{"Sortie":0,"Sortie Wide":0,"Battle":0,"Battle Wide":0,"Coop":0,"1v1":0,"1v1 Narrow":2,"1v1 Wide":0,"2v2+":0,"3v3+":0,"4v4+":0,"5v5+":0,"6v6+":0,"7v7+":0,"8v8+":0,"9v9+":0,"10v10+":0},"UserCount":131,"UserCountDiscord":4735}
[t=00:28:34.271519][f=0011736] <JellyBeans> Allies: now for what I've been waiting for
[t=00:28:37.066103][f=0011820] [liblobby] Error: Failed to parse JSON: {"NewsItems":[{"Header":"Zero-K v1.12.4.0 - Combat Engineer","Text":"Engineer Commanders can build units in the field, while Disco Rave Party spins faster and hits harder. Sparrow steals Owl's radar jammer and Thunderbird is healthier.\r\n\r\nMost of the patch is on the tech side of things. An engine update brings performance and pretty explosions. A new shader shades shadows, and unit selection circles look better and run faster.","Image":"http://zero-k.info/img/lobbynews/1155.png"},{"Header":"Cold Take #9 - Energy as Supply","Text":"Energy is houses for robots. It sets the pace of the game by building up over time, and in relative safety. It is a supply resource like many found in various forms across RTS.","Url":"https://store.steampowered.com/news/app/334920/view/5969030636156442045","Image":"http://zero-k.info"},{"Header":"Cold Take #8 - Smoothly Flowing Economy","Text":"Zero-K has flow expenditure, like TA and C&C, and much has been done to make it forgiving and easy to use, since Zero-K is about strategy, not about micromanaging your base.","Url":"https://store.steampowered.com/news/app/334920/view/4102287868180887053","Image":"http://zero-k.info"},{"Header":"Cold Take #7 - Jumpjets and Jumplegs","Text":"Jumpbots jump, but there is more to it than that. Many aspects of Zero-K's design are revealed by which units jump, how they jump, and where they can jump.","Url":"https://store.steampowered.com/news/app/334920/view/6001679204174153483","Image":"http://zero-k.info"},{"Header":"Cold Take #6 - Physics vs. Formulas","Text":"Shots in Zero-K are physically simulated, they hit everything that gets in their way, but how are the results so deep that the whole game can be designed without damage bonuses?","Url":"https://store.steampowered.com/news/app/334920/view/3958168875487633267","Image":"http://zero-k.info"},{"Header":"Cold Take #5 - Making Metal","Text":"Zero-K players scale up their economies with mex overdrive, an evolution of metal makers that keeps territory important. Click the title to read the full article.","Url":"https://store.steampowered.com/news/app/334920/view/3990819338898810107","Image":"http://zero-k.info"},{"Header":"Zero-K v1.12.1.1 - Ship Shape","Text":"This update follows the Corsair buff from last month with a wider range of ship tweaks. The largest are that Siren and Envoy are much heavier, and User {"AccountID":580311,"Avatar":"shipscout","BanMute":false,"BanVotes":false,"BanSpecChat":false,"Country":"US","DisplayName":"dead.","IsAdmin":false,"IsBot":false,"LobbyVersion":"Chobby","Name":"DEADMF","SteamID":"76561198839788171","Icon":"2_1","IsAway":false,"IsInBattleRoom":false,"IsInGame":false,"EffectiveMmElo":1100,"EffectiveElo":1187,"Level":16,"Rank":1}
[t=00:28:37.219424][f=0011825] [liblobby] Error: Failed to parse JSON: {"NewsItems":[{"Header":"Zero-K v1.12.4.0 - Combat Engineer","Text":"Engineer Commanders can build units in the field, while Disco Rave Party spins faster and hits harder. Sparrow steals Owl's radar jammer and Thunderbird is healthier.\r\n\r\nMost of the patch is on the tech side of things. An engine update brings performance and pretty explosions. A new shader shades shadows, and unit selection circles look better and run faster.","Image":"http://zero-k.info/img/lobbynews/1155.png"},{"Header":"Cold Take #9 - Energy as Supply","Text":"Energy is houses for robots. It sets the pace of the game by building up over time, and in relative safety. It is a supply resource like many found in various forms across RTS.","Url":"https://store.steampowered.com/news/app/334920/view/5969030636156442045","Image":"http://zero-k.info"},{"Header":"Cold Take #8 - Smoothly Flowing Economy","Text":"Zero-K has flow expenditure, like TA and C&C, and much has been done to make it forgiving and easy to use, since Zero-K is about strategy, not about micromanaging your base.","Url":"https://store.steampowered.com/news/app/334920/view/4102287868180887053","Image":"http://zero-k.info"},{"Header":"Cold Take #7 - Jumpjets and Jumplegs","Text":"Jumpbots jump, but there is more to it than that. Many aspects of Zero-K's design are revealed by which units jump, how they jump, and where they can jump.","Url":"https://store.steampowered.com/news/app/334920/view/6001679204174153483","Image":"http://zero-k.info"},{"Header":"Cold Take #6 - Physics vs. Formulas","Text":"Shots in Zero-K are physically simulated, they hit everything that gets in their way, but how are the results so deep that the whole game can be designed without damage bonuses?","Url":"https://store.steampowered.com/news/app/334920/view/3958168875487633267","Image":"http://zero-k.info"},{"Header":"Cold Take #5 - Making Metal","Text":"Zero-K players scale up their economies with mex overdrive, an evolution of metal makers that keeps territory important. Click the title to read the full article.","Url":"https://store.steampowered.com/news/app/334920/view/3990819338898810107","Image":"http://zero-k.info"},{"Header":"Zero-K v1.12.1.1 - Ship Shape","Text":"This update follows the Corsair buff from last month with a wider range of ship tweaks. The largest are that Siren and Envoy are much heavier, and Say {"IsEmote":false,"Place":0,"Ring":false,"Target":"zk","Text":"where on earth is balu88","Time":"2024-04-17T17:53:49.5389592Z","User":"DEADMF"}
[t=00:28:41.781278][f=0011962] [liblobby] Error: Failed to parse JSON: {"NewsItems":[{"Header":"Zero-K v1.12.4.0 - Combat Engineer","Text":"Engineer Commanders can build units in the field, while Disco Rave Party spins faster and hits harder. Sparrow steals Owl's radar jammer and Thunderbird is healthier.\r\n\r\nMost of the patch is on the tech side of things. An engine update brings performance and pretty explosions. A new shader shades shadows, and unit selection circles look better and run faster.","Image":"http://zero-k.info/img/lobbynews/1155.png"},{"Header":"Cold Take #9 - Energy as Supply","Text":"Energy is houses for robots. It sets the pace of the game by building up over time, and in relative safety. It is a supply resource like many found in various forms across RTS.","Url":"https://store.steampowered.com/news/app/334920/view/5969030636156442045","Image":"http://zero-k.info"},{"Header":"Cold Take #8 - Smoothly Flowing Economy","Text":"Zero-K has flow expenditure, like TA and C&C, and much has been done to make it forgiving and easy to use, since Zero-K is about strategy, not about micromanaging your base.","Url":"https://store.steampowered.com/news/app/334920/view/4102287868180887053","Image":"http://zero-k.info"},{"Header":"Cold Take #7 - Jumpjets and Jumplegs","Text":"Jumpbots jump, but there is more to it than that. Many aspects of Zero-K's design are revealed by which units jump, how they jump, and where they can jump.","Url":"https://store.steampowered.com/news/app/334920/view/6001679204174153483","Image":"http://zero-k.info"},{"Header":"Cold Take #6 - Physics vs. Formulas","Text":"Shots in Zero-K are physically simulated, they hit everything that gets in their way, but how are the results so deep that the whole game can be designed without damage bonuses?","Url":"https://store.steampowered.com/news/app/334920/view/3958168875487633267","Image":"http://zero-k.info"},{"Header":"Cold Take #5 - Making Metal","Text":"Zero-K players scale up their economies with mex overdrive, an evolution of metal makers that keeps territory important. Click the title to read the full article.","Url":"https://store.steampowered.com/news/app/334920/view/3990819338898810107","Image":"http://zero-k.info"},{"Header":"Zero-K v1.12.1.1 - Ship Shape","Text":"This update follows the Corsair buff from last month with a wider range of ship tweaks. The largest are that Siren and Envoy are much heavier, and User {"AccountID":259725,"Avatar":"gunshipkrow","BanMute":false,"BanVotes":false,"BanSpecChat":false,"BattleID":14,"Clan":"CVP","Country":"ES","DisplayName":"perrotronn","Faction":"Federation","IsAdmin":false,"IsBot":false,"LobbyVersion":"Chobby","Name":"lordtaim","SteamID":"76561198062800140","Icon":"5_4","IsAway":false,"IsInBattleRoom":true,"IsInGame":false,"EffectiveMmElo":1894,"EffectiveElo":1880,"Level":61,"Rank":4}
[t=00:28:41.921056][f=0011966] [liblobby] Error: Failed to parse JSON: {"NewsItems":[{"Header":"Zero-K v1.12.4.0 - Combat Engineer","Text":"Engineer Commanders can build units in the field, while Disco Rave Party spins faster and hits harder. Sparrow steals Owl's radar jammer and Thunderbird is healthier.\r\n\r\nMost of the patch is on the tech side of things. An engine update brings performance and pretty explosions. A new shader shades shadows, and unit selection circles look better and run faster.","Image":"http://zero-k.info/img/lobbynews/1155.png"},{"Header":"Cold Take #9 - Energy as Supply","Text":"Energy is houses for robots. It sets the pace of the game by building up over time, and in relative safety. It is a supply resource like many found in various forms across RTS.","Url":"https://store.steampowered.com/news/app/334920/view/5969030636156442045","Image":"http://zero-k.info"},{"Header":"Cold Take #8 - Smoothly Flowing Economy","Text":"Zero-K has flow expenditure, like TA and C&C, and much has been done to make it forgiving and easy to use, since Zero-K is about strategy, not about micromanaging your base.","Url":"https://store.steampowered.com/news/app/334920/view/4102287868180887053","Image":"http://zero-k.info"},{"Header":"Cold Take #7 - Jumpjets and Jumplegs","Text":"Jumpbots jump, but there is more to it than that. Many aspects of Zero-K's design are revealed by which units jump, how they jump, and where they can jump.","Url":"https://store.steampowered.com/news/app/334920/view/6001679204174153483","Image":"http://zero-k.info"},{"Header":"Cold Take #6 - Physics vs. Formulas","Text":"Shots in Zero-K are physically simulated, they hit everything that gets in their way, but how are the results so deep that the whole game can be designed without damage bonuses?","Url":"https://store.steampowered.com/news/app/334920/view/3958168875487633267","Image":"http://zero-k.info"},{"Header":"Cold Take #5 - Making Metal","Text":"Zero-K players scale up their economies with mex overdrive, an evolution of metal makers that keeps territory important. Click the title to read the full article.","Url":"https://store.steampowered.com/news/app/334920/view/3990819338898810107","Image":"http://zero-k.info"},{"Header":"Zero-K v1.12.1.1 - Ship Shape","Text":"This update follows the Corsair buff from last month with a wider range of ship tweaks. The largest are that Siren and Envoy are much heavier, and UpdateUserBattleStatus {"AllyNumber":0,"IsSpectator":false,"QueueOrder":4471,"Name":"lordtaim","Sync":0,"JoinTime":"2024-04-17T10:53:54.2415013-07:00"}
[t=00:28:41.921723][f=0011966] ValidatePlayerList: Add, lordtaim
[t=00:28:41.940844][f=0011966] > SPRINGIE:User lordtaim|gunshipkrow|5_4||False|CVP|Federation|ES
------- TRUNCATED -------
[t=01:00:31.489550][f=-000001] [liblobby] Error: Failed to parse JSON: {"NewsItems":[{"Header":"Zero-K v1.12.4.0 - Combat Engineer","Text":"Engineer Commanders can build units in the field, while Disco Rave Party spins faster and hits harder. Sparrow steals Owl's radar jammer and Thunderbird is healthier.\r\n\r\nMost of the patch is on the tech side of things. An engine update brings performance and pretty explosions. A new shader shades shadows, and unit selection circles look better and run faster.","Image":"http://zero-k.info/img/lobbynews/1155.png"},{"Header":"Cold Take #9 - Energy as Supply","Text":"Energy is houses for robots. It sets the pace of the game by building up over time, and in relative safety. It is a supply resource like many found in various forms across RTS.","Url":"https://store.steampowered.com/news/app/334920/view/5969030636156442045","Image":"http://zero-k.info"},{"Header":"Cold Take #8 - Smoothly Flowing Economy","Text":"Zero-K has flow expenditure, like TA and C&C, and much has been done to make it forgiving and easy to use, since Zero-K is about strategy, not about micromanaging your base.","Url":"https://store.steampowered.com/news/app/334920/view/4102287868180887053","Image":"http://zero-k.info"},{"Header":"Cold Take #7 - Jumpjets and Jumplegs","Text":"Jumpbots jump, but there is more to it than that. Many aspects of Zero-K's design are revealed by which units jump, how they jump, and where they can jump.","Url":"https://store.steampowered.com/news/app/334920/view/6001679204174153483","Image":"http://zero-k.info"},{"Header":"Cold Take #6 - Physics vs. Formulas","Text":"Shots in Zero-K are physically simulated, they hit everything that gets in their way, but how are the results so deep that the whole game can be designed without damage bonuses?","Url":"https://store.steampowered.com/news/app/334920/view/3958168875487633267","Image":"http://zero-k.info"},{"Header":"Cold Take #5 - Making Metal","Text":"Zero-K players scale up their economies with mex overdrive, an evolution of metal makers that keeps territory important. Click the title to read the full article.","Url":"https://store.steampowered.com/news/app/334920/view/3990819338898810107","Image":"http://zero-k.info"},{"Header":"Zero-K v1.12.1.1 - Ship Shape","Text":"This update follows the Corsair buff from last month with a wider range of ship tweaks. The largest are that Siren and Envoy are much heavier, and Say {"IsEmote":false,"Place":1,"Ring":false,"Text":"!vote 1","Time":"2024-04-17T18:25:43.9107387Z","User":"SOLSheldon"}
[t=01:00:31.636137][f=-000001] [liblobby] Error: Failed to parse JSON: {"NewsItems":[{"Header":"Zero-K v1.12.4.0 - Combat Engineer","Text":"Engineer Commanders can build units in the field, while Disco Rave Party spins faster and hits harder. Sparrow steals Owl's radar jammer and Thunderbird is healthier.\r\n\r\nMost of the patch is on the tech side of things. An engine update brings performance and pretty explosions. A new shader shades shadows, and unit selection circles look better and run faster.","Image":"http://zero-k.info/img/lobbynews/1155.png"},{"Header":"Cold Take #9 - Energy as Supply","Text":"Energy is houses for robots. It sets the pace of the game by building up over time, and in relative safety. It is a supply resource like many found in various forms across RTS.","Url":"https://store.steampowered.com/news/app/334920/view/5969030636156442045","Image":"http://zero-k.info"},{"Header":"Cold Take #8 - Smoothly Flowing Economy","Text":"Zero-K has flow expenditure, like TA and C&C, and much has been done to make it forgiving and easy to use, since Zero-K is about strategy, not about micromanaging your base.","Url":"https://store.steampowered.com/news/app/334920/view/4102287868180887053","Image":"http://zero-k.info"},{"Header":"Cold Take #7 - Jumpjets and Jumplegs","Text":"Jumpbots jump, but there is more to it than that. Many aspects of Zero-K's design are revealed by which units jump, how they jump, and where they can jump.","Url":"https://store.steampowered.com/news/app/334920/view/6001679204174153483","Image":"http://zero-k.info"},{"Header":"Cold Take #6 - Physics vs. Formulas","Text":"Shots in Zero-K are physically simulated, they hit everything that gets in their way, but how are the results so deep that the whole game can be designed without damage bonuses?","Url":"https://store.steampowered.com/news/app/334920/view/3958168875487633267","Image":"http://zero-k.info"},{"Header":"Cold Take #5 - Making Metal","Text":"Zero-K players scale up their economies with mex overdrive, an evolution of metal makers that keeps territory important. Click the title to read the full article.","Url":"https://store.steampowered.com/news/app/334920/view/3990819338898810107","Image":"http://zero-k.info"},{"Header":"Zero-K v1.12.1.1 - Ship Shape","Text":"This update follows the Corsair buff from last month with a wider range of ship tweaks. The largest are that Siren and Envoy are much heavier, and BattlePoll {"Topic":"Choose the next map","Url":"","Options":[{"Name":"Banana Republic v1.0.1","DisplayName":"Banana Republic v1.0.1 (14x10)","Id":1,"Votes":2,"Url":"http://zero-k.info/Maps/Detail/58456"},{"Name":"Comet Catcher Redux v3.1","DisplayName":"Comet Catcher Redux v3.1 (12x16)","Id":2,"Votes":1,"Url":"http://zero-k.info/Maps/Detail/55646"},{"Name":"Terra 2","DisplayName":"Terra 2 (12x14)","Id":3,"Votes":0,"Url":"http://zero-k.info/Maps/Detail/56554"},{"Name":"Sertagatta_V4","DisplayName":"Sertagatta_V4 (16x12)","Id":4,"Votes":0,"Url":"http://zero-k.info/Maps/Detail/59707"}],"VotesToWin":18,"YesNoVote":false,"MapSelection":true,"NotifyPoll":false}
[t=01:00:32.984953][f=-000001] Quitting...
[t=01:00:32.999790][f=-000001] [SpringApp::Kill][1] fromRun=1
[t=01:00:32.999814][f=-000001] [ThreadPool::SetThreadCount][1] wanted=0 current=8 maximum=16 (init=0)
[t=01:00:33.025101][f=-000001] [async=0] threads=8 tasks=0 {sum,avg}{exec,wait}time={{0.000, 0.000}, {0.000, 0.000}}ms
[t=01:00:33.025130][f=-000001] [async=1] threads=8 tasks=7 {sum,avg}{exec,wait}time={{0.918, 0.131}, {0.456, 0.065}}ms
[t=01:00:33.025168][f=-000001] thread=1 tasks=1 {sum,min,max,avg}{exec,wait}time={{0.154, 0.154, 0.154, 0.154}, {0.004, 0.004, 0.004, 0.004}}ms
[t=01:00:33.025182][f=-000001] thread=2 tasks=1 {sum,min,max,avg}{exec,wait}time={{0.174, 0.174, 0.174, 0.174}, {0.005, 0.005, 0.005, 0.005}}ms
[t=01:00:33.025194][f=-000001] thread=3 tasks=1 {sum,min,max,avg}{exec,wait}time={{0.117, 0.117, 0.117, 0.117}, {0.005, 0.005, 0.005, 0.005}}ms
[t=01:00:33.025215][f=-000001] thread=4 tasks=1 {sum,min,max,avg}{exec,wait}time={{0.120, 0.120, 0.120, 0.120}, {0.007, 0.007, 0.007, 0.007}}ms
[t=01:00:33.025230][f=-000001] thread=5 tasks=1 {sum,min,max,avg}{exec,wait}time={{0.168, 0.168, 0.168, 0.168}, {0.147, 0.147, 0.147, 0.147}}ms
[t=01:00:33.025241][f=-000001] thread=6 tasks=1 {sum,min,max,avg}{exec,wait}time={{0.099, 0.099, 0.099, 0.099}, {0.003, 0.003, 0.003, 0.003}}ms
[t=01:00:33.025257][f=-000001] thread=7 tasks=1 {sum,min,max,avg}{exec,wait}time={{0.086, 0.086, 0.086, 0.086}, {0.285, 0.285, 0.285, 0.285}}ms
[t=01:00:33.025275][f=-000001] [ThreadPool::SetThreadCount][2] workers=0
[t=01:00:33.025286][f=-000001] [SpringApp::Kill][2]
[t=01:00:33.025785][f=-000001] [Sound] [Sound::Kill] soundThread.joinable()=1
[t=01:00:33.037010][f=-000001] [WatchDog::DeregisterThread] deregistering controls for thread [audio]
[t=01:00:33.037033][f=-000001] [Sound] [Sound::UpdateThread][3] #sources=32 #items=1
[t=01:00:33.037287][f=-000001] [Sound] [Sound::UpdateThread][4] ctx=000002638ffa9a10 dev=000002634834c030
[t=01:00:33.037465][f=-000001] [Sound] [Sound::UpdateThread][5] ctx=000002638ffa9a10 dev=000002634834c030
[t=01:00:33.037479][f=-000001] [Sound] [Sound::Cleanup][alcDestroyContext(000002638ffa9a10)]
[t=01:00:33.037930][f=-000001] [Sound] [Sound::Cleanup][alcCloseDevice(000002634834c030)]
[t=01:00:33.037974][f=-000001] [Sound] [Sound::Cleanup][SDL_CloseAudioDevice(2)]
[t=01:00:33.072931][f=-000001] [Sound] [Sound::UpdateThread][6]
[t=01:00:33.075235][f=-000001] Remember to update handler.lua once the following is in basecontent: https://github.com/spring/spring/commit/ef6df34ae5dd4eba9b192f695f9b2724da0f83c2
[t=01:00:33.077160][f=-000001] [Chobby] Chobby Shutdown
Zero-K.exe Information: 0 : Chobby closed connection
[t=01:00:33.210421][f=-000001] [LuaMemPool::LogStats][handle=LuaMenu (unsynced)] index=0 numAllocs{int+, int-, ext, int_p}={0, 0, 85499887, 0.0} allocedSize{int+, int-, ext}={0, 0, 14225625161}, avgAllocTime{int+, int-, ext}={0.0000, 0.0000, 0.0039}
[t=01:00:33.212786][f=-000001] [SpringApp::Kill][3]
[t=01:00:33.212802][f=-000001] [SpringApp::Kill][4] font=00000262cc826f80
[t=01:00:33.219877][f=-000001] [SpringApp::Kill][5]
[t=01:00:33.228164][f=-000001] [SpringApp::Kill][6]
[t=01:00:33.228177] [SpringApp::Kill][7]
[t=01:00:33.228287] [RenderBuffer::KillStatic] Type = VA_TYPE_0 max size/init. capacity/curr. capacity: VBO = {3000, 65536, 65536}, EBO = {0, 131072, 131072}
[t=01:00:33.228300] [RenderBuffer::KillStatic] Type = VA_TYPE_C max size/init. capacity/curr. capacity: VBO = {2048, 1048576, 1048576}, EBO = {4096, 2097152, 2097152}
[t=01:00:33.228318] [RenderBuffer::KillStatic] Type = VA_TYPE_N max size/init. capacity/curr. capacity: VBO = {0, 1024, 1024}, EBO = {0, 2048, 2048}
[t=01:00:33.228326] [RenderBuffer::KillStatic] Type = VA_TYPE_T max size/init. capacity/curr. capacity: VBO = {0, 1048576, 1048576}, EBO = {0, 2097152, 2097152}
[t=01:00:33.228337] [RenderBuffer::KillStatic] Type = VA_TYPE_T4 max size/init. capacity/curr. capacity: VBO = {3600, 65536, 65536}, EBO = {5400, 262144, 262144}
[t=01:00:33.228351] [RenderBuffer::KillStatic] Type = VA_TYPE_TN max size/init. capacity/curr. capacity: VBO = {0, 65536, 65536}, EBO = {0, 131072, 131072}
[t=01:00:33.228360] [RenderBuffer::KillStatic] Type = VA_TYPE_TC max size/init. capacity/curr. capacity: VBO = {5432, 1048576, 1048576}, EBO = {8148, 2097152, 2097152}
[t=01:00:33.228368] [RenderBuffer::KillStatic] Type = VA_TYPE_PROJ max size/init. capacity/curr. capacity: VBO = {125248, 1048576, 1048576}, EBO = {187872, 2097152, 2097152}
[t=01:00:33.228376] [RenderBuffer::KillStatic] Type = VA_TYPE_TNT max size/init. capacity/curr. capacity: VBO = {0, 0, 0}, EBO = {0, 0, 0}
[t=01:00:33.228391] [RenderBuffer::KillStatic] Type = VA_TYPE_2D0 max size/init. capacity/curr. capacity: VBO = {4, 65536, 65536}, EBO = {0, 131072, 131072}
[t=01:00:33.228400] [RenderBuffer::KillStatic] Type = VA_TYPE_2DC max size/init. capacity/curr. capacity: VBO = {0, 65536, 65536}, EBO = {0, 131072, 131072}
[t=01:00:33.228407] [RenderBuffer::KillStatic] Type = VA_TYPE_2DT max size/init. capacity/curr. capacity: VBO = {1312, 1048576, 1048576}, EBO = {1968, 2097152, 2097152}
[t=01:00:33.228419] [RenderBuffer::KillStatic] Type = VA_TYPE_2DTC max size/init. capacity/curr. capacity: VBO = {4516, 1048576, 1048576}, EBO = {6774, 2097152, 2097152}
[t=01:00:33.334037] [LuaSocket] [~CLuaSocketRestrictions] dumping luasocket rules:
[t=01:00:33.334059] [LuaSocket] TCP_CONNECT ALLOW * -1
[t=01:00:33.334065] [LuaSocket] TCP_LISTEN ALLOW * -1
[t=01:00:33.334071] [LuaSocket] UDP_CONNECT DENY 149.56.22.68 8466
[t=01:00:33.334076] [LuaSocket] UDP_LISTEN ALLOW * -1
[t=01:00:33.334801] [VFS] [SpringVFS::DeleteArchives<this=00000262cc9652e0>]
[t=01:00:33.334814] [VFS] [SpringVFS::DeleteArchives<this=00000262cc9652e0>(section=0)] #archives[section]=0 #files[section]=0
[t=01:00:33.334822] [VFS] [SpringVFS::DeleteArchives<this=00000262cc9652e0>(section=1)] #archives[section]=0 #files[section]=0
[t=01:00:33.334830] [VFS] [SpringVFS::DeleteArchives<this=00000262cc9652e0>(section=2)] #archives[section]=4 #files[section]=437
[t=01:00:33.334843] [VFS] archive=C:\Program Files (x86)\Steam\steamapps\common\Zero-K\engine\win64\105.1.1-2457-g8095d30\base\maphelper.sdz (00000262f1059510)
[t=01:00:33.334883] [VFS] archive=C:\Program Files (x86)\Steam\steamapps\common\Zero-K\engine\win64\105.1.1-2457-g8095d30\base\cursors.sdz (00000262ea957650)
[t=01:00:33.334959] [VFS] archive=C:\Program Files (x86)\Steam\steamapps\common\Zero-K\engine\win64\105.1.1-2457-g8095d30\base\spring\bitmaps.sdz (00000262ea958990)
[t=01:00:33.335026] [VFS] archive=C:\Program Files (x86)\Steam\steamapps\common\Zero-K\engine\win64\105.1.1-2457-g8095d30\base\springcontent.sdz (00000262ea958fc0)
[t=01:00:33.335140] [VFS] [SpringVFS::DeleteArchives<this=00000262cc9652e0>(section=3)] #archives[section]=0 #files[section]=2886
[t=01:00:33.335279] [VFS] [SpringVFS::DeleteArchives<this=00000262cc9652e0>(section=4)] #archives[section]=0 #files[section]=0
[t=01:00:33.335289] [VFS] [SpringVFS::DeleteArchives<this=00000262cc9652e0>(section=5)] #archives[section]=1 #files[section]=0
[t=01:00:33.335305] [VFS] archive=C:\Program Files (x86)\Steam\steamapps\common\Zero-K\packages\e90239a65fde909ce74fbe553c97818d.sdp (00000262f1a7f170)
[t=01:00:33.335753] [~CPoolArchive] archiveFile="C:\Program Files (x86)\Steam\steamapps\common\Zero-K\packages\e90239a65fde909ce74fbe553c97818d.sdp" numZipFiles=8179 sumInflSize=910919kb sumReadTime=3587ms
[t=01:00:33.335793] file="unittextures/3do2s3o_atlas_1.tga" indx=7276 inflSize=16384kb readTime=68ms
[t=01:00:33.335802] file="sounds/music/war/morning adventure.ogg" indx=6351 inflSize=6536kb readTime=35ms
[t=01:00:33.335824] file="unittextures/gritty1.dds" indx=7552 inflSize=5461kb readTime=33ms
[t=01:00:33.335835] file="sounds/music/war/hybrid statement.ogg" indx=6350 inflSize=5829kb readTime=31ms
[t=01:00:33.335841] file="sounds/music/victory/modern warstory.ogg" indx=6347 inflSize=3745kb readTime=23ms
[t=01:00:33.335848] file="unittextures/3do2s3o_atlas_2.tga" indx=7277 inflSize=16384kb readTime=22ms
[t=01:00:33.335856] file="unittextures/detriment_1.dds" indx=7489 inflSize=5461kb readTime=20ms
[t=01:00:33.335869] file="unittextures/benzcom_1.dds" indx=7359 inflSize=5461kb readTime=20ms
[t=01:00:33.335877] file="sounds/music/war/yin & yang.ogg" indx=6357 inflSize=4395kb readTime=20ms
[t=01:00:33.335883] file="unittextures/bantha_1.dds" indx=7341 inflSize=5461kb readTime=20ms
[t=01:00:33.338799] [VFS] [SpringVFS::DeleteArchives<this=00000262cc9652e0>(section=6)] #archives[section]=1 #files[section]=0
[t=01:00:33.338830] [VFS] archive=C:\Program Files (x86)\Steam\steamapps\common\Zero-K\maps\tabula-v6.1.sd7 (00000262ea9124a0)
[t=01:00:33.343274] [VFS] [SpringVFS::DeleteArchives<this=00000262cc9652e0>(section=7)] #archives[section]=0 #files[section]=0
[t=01:00:33.343300] [VFS] [SpringVFS::DeleteArchives<this=00000262cc9652e0>(section=8)] #archives[section]=1 #files[section]=0
[t=01:00:33.343314] [VFS] archive=C:\Program Files (x86)\Steam\steamapps\common\Zero-K\games\zkmenu-stable.sdz (00000262ea958f10)
[t=01:00:33.344822] [SpringApp::Kill][8]
[t=01:00:33.344840] [WatchDog::DeregisterThread] deregistering controls for thread [main]
[t=01:00:33.344867] [WatchDog::Uninstall][1] hangDetectorThread=00007ff692f57430 (joinable=1)
[t=01:00:33.344873] [WatchDog::Uninstall][2]
[t=01:00:33.929607] [WatchDog::Uninstall][3]
[t=01:00:33.929623] [SpringApp::Kill][9]
Zero-K.exe Information: 0 : Spring exited