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InfecteD_Sith

Crashing on loading/starting world

Question

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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7 replies to this bug / suggestion

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We are sorry to hear that you can't check the new content!

Could you please provide us with the complete log file found in \Program Files\Ylands\Game\Ylands_Data so that we can look into that asap?

Thanks! 

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Check PM

After Ylands crashed the first time I immediately installed the newest GeForce drivers since the logs seem to complaining about some nVidia component

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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!

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Thanks for narrowing the issue down for us! We were able to reproduce it and hopefully fixed the issue. We plan to release this fix along with some other ones later this week (your game will be updated automatically). We will tell you when that happens - it would be really great if you could then confirm the issue has been fixed for you.

Thanks again for your help!   

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