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InfecteD_Sith

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Posts posted by InfecteD_Sith


  1. I can confirm that switching Ambient Occlusion from HBAO+ to none in GFX settings (as per Aleš recommendation) fixes the problem.

     

    If your game gets stuck while loading the world this will probably help you too. Because Ylands doesn't crash and write the logfiles every time on my computer. Sometimes it just hangs at 97% with no error dialog box.

     

    Thanks!

    • Upvote 1

  2. Wanted to try the new version (0.21) today, but when I try to either load one of the scenarios or generate a new explore world the game crashes.

    The main menu works fine.

     

    Error.log points to this: 
    nvwgf2umx.dll caused an Access Violation (0xc0000005)
      in module nvwgf2umx.dll at 0033:3417d27f.

    Another (maybe) interesting this from that log: 

    Read from location 00000000 caused an access violation.

     

    Some stuff from output_log.txt that might be interesting:

    Initialize engine version: 5.5.0p4 (2f9c3a0f4141)
    GfxDevice: creating device client; threaded=1
    Direct3D:
        Version:  Direct3D 11.0 [level 11.0]
        Renderer: NVIDIA GeForce GTX 780 (ID=0x1004)
        Vendor:   NVIDIA
        VRAM:     3039 MB
        Driver:   21.21.13.7849

     

    ========== OUTPUTING STACK TRACE ==================

    0x00007FFB3417D27F (nvwgf2umx) OpenAdapter12
    0x00007FFB34793BFA (nvwgf2umx) NVAPI_Thunk
    0x00007FFB34AC453C (nvwgf2umx) NVAPI_Thunk
    0x00007FFB3418B300 (nvwgf2umx) OpenAdapter12
    0x00007FFB3419282F (nvwgf2umx) OpenAdapter12
    0x00007FFB34192799 (nvwgf2umx) OpenAdapter12
    0x00007FFB3419262B (nvwgf2umx) OpenAdapter12
    0x00007FFB3418B08D (nvwgf2umx) OpenAdapter12
    0x00007FFB3485040A (nvwgf2umx) NVAPI_Thunk
    0x00007FFB34E9D031 (nvwgf2umx) NVAPI_Thunk
    0x00007FFB83558364 (KERNEL32) BaseThreadInitThunk
    0x00007FFB840770D1 (ntdll) RtlUserThreadStart

    ========== END OF STACKTRACE ===========

    **** Crash! ****

     

    Some more from output_log.txt that might just be random junk because the game is in early access:

     

    Cannot find asset bundle that contains asset named 'Audio/Public/SFX/Objects/Doors/Chest_open'
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    Fallback handler could not load library E:/Games/Ylands/Game/Ylands_Data/Mono/libc
    Fallback handler could not load library E:/Games/Ylands/Game/Ylands_Data/Mono/.\libc
    Fallback handler could not load library E:/Games/Ylands/Game/Ylands_Data/Mono/libc

    Unloading 3985 unused Assets to reduce memory usage. Loaded Objects now: 74281.
    Total: 251.323578 ms (FindLiveObjects: 4.357991 ms CreateObjectMapping: 7.552847 ms MarkObjects: 213.892746 ms  DeleteObjects: 25.518795 ms)

    New Yland Session role=[Master] name=EXPLORE(3) seed=DXO2LOKG edit=0
     
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

    The file 'archive:/CAB-0307a5a8a9b4f32dd4881e47997c59f7/CAB-0307a5a8a9b4f32dd4881e47997c59f7' is corrupted! Remove it and launch unity again!
    [Position out of bounds!]
     
    (Filename:  Line: 214)

    The file 'archive:/CAB-0307a5a8a9b4f32dd4881e47997c59f7/CAB-0307a5a8a9b4f32dd4881e47997c59f7' is corrupted! Remove it and launch unity again!
    [Position out of bounds!]
     
    (Filename:  Line: 220)

    A script behaviour (probably ylands.HistogramVisualizer?) has a different serialization layout when loading. (Read -100662743 bytes but expected 524 bytes)
    Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts?
     
    (Filename:  Line: 1808)

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