The Witness

The Witness

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Anariz Jan 29, 2017 @ 3:57pm
Yellow paths faded out on puzzle :(
While I was working through the seven puzzles with the yellow/cyan paths at the top of the hill looking out over the water, the yellow began disappearing as I moved closer toward puzzle six. Now I am unable to finish this section or the rest of the game because of it. Can someone help out. Here is my log.txt info.

The Witness - x64 - D3D11 - Final
Version 0.964M
Built 2016/08/03 10:58:32 from 134851
Args:
Init app:
Init core:
Init asset loader:
Using unbundled processed asset list
45.79 ms elapsed
57.29 ms elapsed
Init render:
OS: Windows 10, PlatformId 2, Version 10.0, Build 14393
D3D11: Enumerating adapters:
- 0 adapter 'NVIDIA GeForce GTX 960M' (0x10DE, 0x139B) with 1 outputs.
- 1 adapter 'Intel(R) HD Graphics 530' (0x8086, 0x191B) with 0 outputs.
- 2 adapter 'Microsoft Basic Render Driver' (0x1414, 0x8C) with 0 outputs.
D3D11: Found 1 adapter outputs.
D3D11: SDK version 7
D3D11: Adapter = 'NVIDIA GeForce GTX 960M'
D3D11: Output device = '\\.\DISPLAY1'
D3D11: VendorId = 0x10DE (NVIDIA)
D3D11: DeviceId = 0x139B
NVAPI: Driver 369.9
WIN32: Screen extents: 1600 x 900
D3D11: Dedicated Video Memory = 4162432.00 KB
D3D11: Dedicated System Memory = 0.00 KB
D3D11: Shared System Memory = 8336866.00 KB
D3D11: Created D3D11 device with feature level 11.0
D3D11: concurrent_resource_creation = true
D3D11: max_texture_size = 16384
D3D11: max_texture_buffer_size = 16384
NVAPI: 1 AFR groups.
D3D11: Automatic profile for this GPU: high
D3D11: Automatic profile for amount of video memory available: high
OS: 134217727 MB of virtual addressing space detected.
GPU-DB entry not found: recommending automatic profile 'high'.
Applying user settings:
render_profile = 2
fullscreen = false
vsync = true
resolution = 1080p
multisampling = 4x MSAA
shading_quality = 2
reflection_quality = 2
texture_quality = 2
texture_detail = 2
geometry_detail = 2
WIN: Refresh rate = 60.00 Hz (16.67 ms)
win32_create_window(in_windowed_mode = true)
D3D11: hwnd is 001a071a
Render extents = 1920 x 1080
4.14 s elapsed
Minimal initialization:
Set up shaders:
cache file operations (shaders):
4.17 ms elapsed
Set up shader flags:
355.12 ms elapsed
360.63 ms elapsed
361.20 ms elapsed
CPU clock frequency: 2.592 GHz
GPU clock frequency: 1.000 GHz
Init catalogs:
8.12 ms elapsed
Load global assets:
126.44 ms elapsed
Init shared resources:
Allocated 512 KB for translucent vertex buffer.
Allocated 128 KB for translucent index buffer.
Loading footsteps.
20.15 ms elapsed
Init game:
Sound Caps:
NON-EMULATED driver.
dwTotalHwMemBytes: 0
dwFreeHwMemBytes: 0
dwPlayCpuOverheadSwBuffers: 0
DSBCAPS for primary buffer:
GetCurrentPosition2: NO
LocHardware: NO
Static: NO
TruePlayPosition: NO
DSBCAPS for fill buffer:
GetCurrentPosition2: YES
LocHardware: NO
Static: NO
TruePlayPosition: NO
validated foam buffer settings: buffer 1 (w/2.0, h/2.0), decals 1, blur quality 2
Load asset dependencies:
44.67 ms elapsed
Load common assets (package):
492.71 ms elapsed
Load shared assets (package):
831.56 ms elapsed
Init level:
Loading processed entities.
38.79 ms elapsed
Lightmap asset failed to load: 'save_249756_00'
Process queries
9.47 ms elapsed
Loaded 48757 entities.
- 248 cluster entities.
Load campaign:
Process queries
0.10 ms elapsed
10.37 ms elapsed
world bounding box (-389.959, -372.600, -225.943) to (365.146, 352.906, 549.984)
Game_Resource_Manager::on_post_load:
Streaming entities:
248 clusters
7541 unclustered entities
1122 dynamic
13.03 ms elapsed
284.66 ms elapsed
Warm up streaming data:
Lightmap asset failed to load: 'save_951_00'
Lightmap asset failed to load: 'save_258023_00'
1.49 s elapsed
3.20 s elapsed
8.05 s elapsed
Unable to find mount bone 'joint2' on parent #231096, for mounting entity #261003
Minimize shortcut.
Resize ignored.

Hope this helps. Thanks
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Showing 1-5 of 5 comments
eys Jan 29, 2017 @ 4:03pm 
This is actually not a bug. It is part of that series of puzzles.
Anariz Jan 29, 2017 @ 4:35pm 
oh, I'm not supposed to see the yellow?
eys Jan 29, 2017 @ 4:45pm 
Originally posted by Anariz:
oh, I'm not supposed to see the yellow?

As long as you're only taking about a certain set of 7 panels next to each other where the yellow line slowly fades away. By the time you reach the last 2, the yellow line should be invisible.
Last edited by eys; Jan 29, 2017 @ 6:18pm
Anariz Jan 29, 2017 @ 4:49pm 
Thank goodness, fairly new computer here thought I was having some graphical errors. Thank you eys :)
eys Jan 29, 2017 @ 6:14pm 
Originally posted by Anariz:
Thank goodness, fairly new computer here thought I was having some graphical errors. Thank you eys :)

No problem! Haha there's been other people who thought it was a bug as well so you're not alone.

Enjoy the game!
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Showing 1-5 of 5 comments
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