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报告翻译问题


Thanks for your post and for the detailed report, the logs. This is extremely helpful.
We’d like to gather a bit more information before we escalate this to the developers, as this will help us understand whether the issue is related to system compatibility or a deeper engine problem.
When you have a moment, could you please try the following:
- Switch from OpenGL to DirectX 11 / DirectX 9. Your log shows the game is currently running with: Starting BGFX renderer OpenGL 3.2
- Update or reinstall your GPU driver (NVIDIA)
- Disable Steam Overlay and any third-party overlays
- Steam Overlay
- GeForce Experience overlay
- Discord overlay (if running)
- Any input remapping tools
And if possible, could you also provide us with:OpenGL can sometimes cause input and rendering issues, especially on Windows 7.
Please try launching the game using:
- dx11 (preferred)
- dx9 (fallback for older systems)
You can add these in Steam: Right-click game → Properties → Launch OptionsAnd let us know if the issue still occurs.
Graphical corruption + lost input can occur when the GPU driver fails or hangs. Since you're on Windows 7, driver support is limited, but please ensure your NVIDIA driver is the latest available for Win7.
Overlays can sometimes interfere with input hooks. Please try disabling:
- Your GPU model
- Whether you're running the game in Fullscreen / Borderless / Windowed
- If you’re using any mods (your log says 0 Workshop items, but we want to confirm)
- Whether you’re using any external controllers, even if not actively playing with them
This information will help us determine whether the issue is related to a renderer, driver, or UI system problem.Once we have this additional info, we can raise a full bug report for the developers.
Thank you again for taking the time to write such a detailed report — we appreciate it!
Regards,
Team17 Support
GPU is Nvidia GeForce GT 1030. (updated 13. of december 2022)
Bug occurs in fullscreen and in windowed mode.
I'm not using any mods.
I'm not using any external controllers, just mouse and keyboard.
Game has worked in my machine in the past, but it's not working anymore.
I put this line in:
bgfx_renderer dx11
Bug occured with this setting also. Here's a log file of waiting in main menu:
#A000FF Log - 2025-12-8
[NFO] [22:49:50] Heroes of Hammerwatch II started
[NFO] [22:49:50] Build 132: ARCH_64 USING_STEAM RELEASE FINAL
[NFO] [22:49:50] Launch options: 2: C:\Pelit\Heroes of Hammerwatch II oma\Heroes of Hammerwatch 2\HWR2.exe -dx11
[NFO] [22:49:50] Initializing Steam
[NFO] [22:49:50] Steam ID: 1100001389766cb
[NFO] [22:49:50] Listing system info:
[NFO] [22:49:50] Platform: Windows
[NFO] [22:49:50] CPU count: 4
[NFO] [22:49:50] RAM: 8190 MB
[NFO] [22:49:50] Opening SDL window
[NFO] [22:49:50] Display DPI scale: 1
[NFO] [22:49:50] Starting BGFX renderer Direct3D 11
[NFO] [22:49:50] BGFX initialized
[NFO] [22:49:50] Listing renderer info:
[NFO] [22:49:50] Renderer: OpenGL 3.2
[NFO] [22:49:50] Vendor: Nvidia
[NFO] [22:49:50] Workshop: Subscribed items: 0
[NFO] [22:49:50] Language: res/language/english (English)
[NFO] [22:49:50] Loading control bindings from 'res/controls_default.cfg'
[NFO] [22:49:50] 9 control maps loaded
[NFO] [22:49:50] Automatically assigning with 0 gamepads, 0 joysticks, 0 steam controllers
[NFO] [22:49:50] Assign 'kbm' to 0
[WRN] [22:49:50] No scenario set!
[NFO] [22:49:50] LoadPersistentData()
[NFO] [22:49:50] Trying to load persistent save 'saves/0_9.hps'
[NFO] [22:49:50] Reading hash of 181595 bytes of data
[NFO] [22:49:50] LoadManager::StartLoadMenu levels/town.lvl
[NFO] [22:49:50] Zoom in scene by factor of: 1.666667
[NFO] [22:49:50] Resizing render targets: 1280x720 (1.000000)
[NFO] [22:49:50] Zoom in scene by factor of: 1.668981
[NFO] [22:49:50] Resizing render targets: 1280x721 (1.000000)
[NFO] [22:49:50] Zoom in scene by factor of: 1.668981
[NFO] [22:49:50] Resizing render targets: 1280x721 (1.000000)
[NFO] [22:49:50] Loading resources
[NFO] [22:49:50] Opening resources
[NFO] [22:49:51] Resource load time: 730 ms
[NFO] [22:49:51] Creating sound engine
[NFO] [22:49:52] ResourceLoader unthreaded load time: 158.25 ms
[NFO] [22:49:57] ResourceLoader load times:
[NFO] [22:49:57] class EffectLoader 1772.57 ms (1394 files)
[NFO] [22:49:57] class TilesetLoader 1319.81 ms (307 files)
[NFO] [22:49:57] class ScriptLoader 925.27 ms (891 files)
[NFO] [22:49:57] class ShaderLoader 846.52 ms (798 files)
[NFO] [22:49:57] class TextureLoader 827.24 ms (1069 files)
[NFO] [22:49:57] class TIFFLoader 761.28 ms (215 files)
[NFO] [22:49:57] class SValueLoader 550.58 ms (286 files)
[NFO] [22:49:57] class GUILoader 467.04 ms (93 files)
[NFO] [22:49:57] class FBXLoader 356.53 ms (118 files)
[NFO] [22:49:57] class TTFFontLoader 321.56 ms (8 files)
[NFO] [22:49:57] class FontLoader 279.26 ms (18 files)
[NFO] [22:49:57] class OzzModelLoader 225.71 ms (129 files)
[NFO] [22:49:57] class BrushLoader 74.72 ms (75 files)
[NFO] [22:49:57] class OzzAnimationLoader 62.65 ms (69 files)
[NFO] [22:49:57] class EnvironmentLoader 49.73 ms (53 files)
[NFO] [22:49:57] class LevelLoader 47.75 ms (42 files)
[NFO] [22:49:57] class PrefabLoader 32.07 ms (2430 files)
[NFO] [22:49:57] class IncludeLoader 20.27 ms (532 files)
[NFO] [22:49:57] class TextureMergeLoader 15.61 ms (1 files)
[NFO] [22:49:57] class UnitLoader 15.54 ms (4605 files)
[NFO] [22:49:57] class MaterialLoader 15.37 ms (17 files)
[NFO] [22:49:57] class MetaScriptLoader 3.94 ms (4 files)
[NFO] [22:49:57] class NetMessageLoader 1.64 ms (1 files)
[NFO] [22:49:57] class Material3DLoader 1.51 ms (1 files)
[NFO] [22:49:57] class SkeletonSetLoader 1.10 ms (2 files)
[NFO] [22:49:57] class OzzSkeletonLoader 0.13 ms (1 files)
[NFO] [22:49:57] class FMODSoundBankLoader 0.02 ms (5 files)
[NFO] [22:49:57] class SoundLoader 0.00 ms (0 files)
[NFO] [22:49:57] class H265Loader 0.00 ms (0 files)
[NFO] [22:49:57] class PenLoader 0.00 ms (0 files)
[NFO] [22:49:57] class LanguageLoader 0.00 ms (0 files)
[NFO] [22:49:57] class BitmapLoader 0.00 ms (0 files)
[NFO] [22:49:57] class SoundBankLoader 0.00 ms (0 files)
[NFO] [22:49:57] Loaded FMOD sound bank: sound/master.strings.bank
[NFO] [22:49:57] Loaded FMOD sound bank: sound/sfx.bank
[NFO] [22:49:57] Loaded FMOD sound bank: sound/ambience.bank
[NFO] [22:49:57] Loaded FMOD sound bank: sound/music.bank
[NFO] [22:49:57] Loaded FMOD sound bank: sound/master.bank
[NFO] [22:49:57] Executing SValue loaders
[NFO] [22:49:58] Initializing scripts
[NFO] [22:49:58] Executing scripts on start
[NFO] [22:49:58] Compiling shaders
[NFO] [22:50:05] Finished load state 'setting_scenario'
[NFO] [22:50:05] [menu] Refreshing keybind strings
[NFO] [22:50:05] Finished load state 'loading_level'
[NFO] [22:50:05] Executing SValue loaders
[ERR] [22:50:06] Widget type of name 'waypoints' not registered.
[ERR] [22:50:06] Widget type of name 'map' not registered.
[ERR] [22:50:06] Widget type of name 'skill' not registered.
[ERR] [22:50:06] Trying to add a child to a widget without an AddChild function
[ERR] [22:50:06] Widget type of name 'skill' not registered.
[ERR] [22:50:06] Trying to add a child to a widget without an AddChild function
[ERR] [22:50:06] Widget type of name 'bossbar' not registered.
[NFO] [22:50:06] :: Making Module PlayerMeasure
[NFO] [22:50:06] :: Making Module TimeManager
[NFO] [22:50:06] :: Making Module MissionModule
[NFO] [22:50:06] :: Making Module TutorialModule
[NFO] [22:50:06] :: Making Module CinemaManager
[NFO] [22:50:06] :: Making Module DebugModule
[NFO] [22:50:06] :: Making Module DelayedEvents
[NFO] [22:50:06] :: Making Module OverlayModule
[NFO] [22:50:06] :: Making Module QueuedTasks
[NFO] [22:50:06] :: Making Module HUDModule
[NFO] [22:50:06] Initializing scripts
[NFO] [22:50:06] Finished load state 'loading_level'
[NFO] [22:50:06] Starting menu level
[NFO] [22:50:06] Starting session for menu
[NFO] [22:50:06] Initializing scripts
[NFO] [22:50:06] Executing scripts on start
[NFO] [22:50:06] There's 7 pieces of persistent data
[NFO] [22:50:06] placing TownSegment prefabs/town/segments/base.pfb
[ERR] [22:50:07] Couldn't find behavior 'WeatherEffect' (unit 'doodads/terrain/tree_oak_apple.unit')
[NFO] [22:50:07] placing MissionPrefabDef! prefabs/town/segments/section_east/intro.pfb
[NFO] [22:50:07] changed to prefabs/town/segments/section_east/base.pfb
[NFO] [22:50:07] placing TownSegment prefabs/town/segments/section_east/base.pfb
[NFO] [22:50:07] placing BuildingDef blacksmith, variation! .building.blacksmith.name
[NFO] [22:50:07] placing BuildingDef general_store, variation! .building.general_store.name
[NFO] [22:50:07] placing MissionPrefabDef! prefabs/town/roads/road_tavern/road_tavern_0.pfb
[NFO] [22:50:07] placing TownSegment prefabs/town/roads/road_tavern/road_tavern_1.pfb
[NFO] [22:50:07] placing BuildingDef chapel, variation! .building.chapel.name
[NFO] [22:50:07] placing BuildingDef pyre, unbuilt prefab! prefabs/town/buildings/pyre/pyre_tier_0.pfb
[NFO] [22:50:07] placing BuildingDef tavern, variation! .building.tavern.name
[NFO] [22:50:07] placing BuildingDef guild_hall, variation! .building.guild_hall.name
[NFO] [22:50:07] placing BuildingDef treasury, unbuilt prefab! prefabs/town/buildings/treasury/treasury_tier_0.pfb
[NFO] [22:50:07] placing BuildingDef trading_post, variation! .building.trading_post.name
[NFO] [22:50:07] placing BuildingDef training_grounds, variation! .building.training_grounds.name
[NFO] [22:50:07] placing BuildingDef library, unbuilt prefab! prefabs/town/buildings/library/library_tier_0.pfb
[NFO] [22:50:07] placing MissionPrefabDef! prefabs/town/segments/farm/farm_4.pfb
[NFO] [22:50:07] changed to prefabs/town/segments/farm/farm_0.pfb
[NFO] [22:50:07] placing TownSegment prefabs/town/segments/farm/farm_2.pfb
[NFO] [22:50:07] placing MissionPrefabDef! prefabs/town/segments/small_house/small_house_3.pfb
[NFO] [22:50:07] changed to prefabs/town/segments/small_house/small_house_0.pfb
[NFO] [22:50:07] placing TownSegment prefabs/town/segments/small_house/small_house_1.pfb
[NFO] [22:50:07] placing BuildingDef magic_shop, variation! .building.magic_shop.name
[NFO] [22:50:07] placing BuildingDef enchanter, unbuilt prefab! prefabs/town/buildings/enchanter/enchanter_tier_0.pfb
[NFO] [22:50:07] placing BuildingDef apothecary, variation! .building.apothecary.name
[NFO] [22:50:07] placing MissionPrefabDef! prefabs/town/segments/town_square/town_square_4.pfb
[NFO] [22:50:07] changed to prefabs/town/segments/town_square/town_square_0.pfb
[NFO] [22:50:07] placing TownSegment prefabs/town/segments/town_square/town_square_5.pfb
[NFO] [22:50:07] placing MissionPrefabDef! prefabs/town/roads/small_bridge/small_bridge_0.pfb
[NFO] [22:50:07] placing TownSegment prefabs/town/roads/small_bridge/small_bridge_2.pfb
[NFO] [22:50:07] placing MissionPrefabDef! prefabs/town/segments/north_exit/north_exit_0.pfb
[NFO] [22:50:07] placing TownSegment prefabs/town/segments/north_exit/north_exit_1.pfb
[NFO] [22:50:07] placing BuildingDef hunters_cabin, variation! .building.hunters_cabin.name
[NFO] [22:50:07] placing BuildingDef architect, unbuilt prefab! prefabs/town/buildings/architect/architect_tier_0.pfb
[NFO] [22:50:07] placing MissionPrefabDef! prefabs/town/roads/road_hunter/road_hunter_0.pfb
[NFO] [22:50:07] placing TownSegment prefabs/town/roads/road_hunter/road_hunter_1.pfb
[NFO] [22:50:07] placing MissionPrefabDef! prefabs/town/roads/road_library/road_library_0.pfb
[NFO] [22:50:07] placing TownSegment prefabs/town/roads/road_library/road_library_1.pfb
[NFO] [22:50:07] placing MissionPrefabDef! prefabs/town/roads/road_southern_exit/road_southern_exit_0.pfb
[NFO] [22:50:07] placing TownSegment prefabs/town/roads/road_southern_exit/road_southern_exit_1.pfb
[NFO] [22:50:07] placing MissionPrefabDef! prefabs/town/roads/road_chapel/road_chapel_0.pfb
[NFO] [22:50:07] placing TownSegment prefabs/town/roads/road_chapel/road_chapel_1.pfb
[NFO] [22:50:07] placing MissionPrefabDef! prefabs/town/roads/road_architect/road_architect_0.pfb
[NFO] [22:50:07] placing TownSegment prefabs/town/roads/road_architect/road_architect_1.pfb
[NFO] [22:50:07] placing MissionPrefabDef! prefabs/town/roads/road_tailor/road_tailor_0.pfb
[NFO] [22:50:07] placing TownSegment prefabs/town/roads/road_tailor/road_tailor_1.pfb
[NFO] [22:50:07] placing MissionPrefabDef! prefabs/town/roads/small_bridge/small_bridge_0.pfb
[NFO] [22:50:07] placing TownSegment prefabs/town/roads/small_bridge/small_bridge_2.pfb
[NFO] [22:50:07] placing MissionPrefabDef! prefabs/town/segments/medium_house/medium_house_5.pfb
[NFO] [22:50:07] changed to prefabs/town/segments/medium_house/medium_house_0.pfb
[NFO] [22:50:07] placing TownSegment prefabs/town/segments/medium_house/medium_house_3.pfb
[NFO] [22:50:08] placing BuildingDef tailor, unbuilt prefab! prefabs/town/buildings/tailor/tailor_tier_0.pfb
[NFO] [22:50:08] placing MissionPrefabDef! prefabs/town/segments/large_house/large_house_6.pfb
[NFO] [22:50:08] changed to prefabs/town/segments/large_house/large_house_0.pfb
[NFO] [22:50:08] placing TownSegment prefabs/town/segments/large_house/large_house_3.pfb
[NFO] [22:50:08] Num town segments to place: 0
[NFO] [22:50:08] Spawning 0 road prefabs
[NFO] [22:50:08] Zoom in scene by factor of: 1.668981
[NFO] [22:50:08] Resizing render targets: 1280x721 (1.000000)
[NFO] [22:50:08] Started menu level
[NFO] [22:50:08] Finished load state 'start_level'
[ERR] [22:50:08] (DoLayout -> DoLayout) WARNING: Potential infinite layout loop detected! Attempting to dump stack...
[ERR] [22:50:08] From "scripts/GUI/WidgetHoster.as" line 55
[NFO] [22:59:12] Saving hash of 181638 bytes of data
[NFO] [22:59:12] Saving persistent data for profile 0 to file 'saves/0_4.hps'
[NFO] [22:59:12] Wrote binary file to drive 'saves/0_4.hps'
command bgfx_renderer dx9 loads OpenGL 3.2 and causes the bug also.
Windows 7 supports DirectX 11.
Thank you for your detailed report and for your patience in troubleshooting this issue. The information you've provided is invaluable to us. We will be forwarding this to our development team for further investigation to ensure a resolution is reached.
We appreciate your dedication and understanding as we work to address this problem. If you have any additional information or questions, feel free to reach out.
Regards,
Team17 Support