Crash during game

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Crash during game

Post  othala on Sat Jul 13, 2013 10:42 pm

Hi,

I just bought this excellent game but the problem is this constantly crash during game. I have very high end PC gaming there is the crashlog seems due to a source file problem :

Crash:

/[Version: 0.9.9.0] - [This parameter must be a valid index within the array.
Nom du paramètre : index] ->   à Microsoft.Xna.Framework.Media.MediaLibraryEnumerator`1.get_Item(Int32 index)
  à RingRunnerLib.Audio.AudioManager.PlayKillSound() dans C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Audio\AudioManager.cs:ligne 428
  à RingRunnerLib.Gameplay.Entities.Ships.PlayerShip.OnKill(Entity killed) dans C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Entities\Ships\PlayerShips\PlayerShip.cs:ligne 897
  à RingRunnerLib.Gameplay.EventSystem.EventManager.OnDeathLogic(Entity dead, Entity killer) dans C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\EventSystem\EventManager.cs:ligne 243
  à RingRunnerLib.Gameplay.EventSystem.EventManager.OnDeathEvent.Invoke(Entity dead, Entity killer)
  à RingRunnerLib.Gameplay.Entities.Entity.OnDeath(Boolean forcePacket) dans C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Entities\Entity.cs:ligne 884
  à RingRunnerLib.Gameplay.Entities.Ships.Ship.OnDeath(Boolean forcePacket) dans C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Entities\Ships\Ship.cs:ligne 1138
  à RingRunnerLib.Gameplay.Entities.Entity.DealHullDamage(Ability ability, Single damage, UInt16 damageDealerUID, Vector2 relativeHitPosition, Boolean playAudio) dans C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Entities\Entity.cs:ligne 780
  à RingRunnerLib.Gameplay.Entities.Entity.DealDirectDamage(Ability ability, Single damage, UInt16 damageDealerUID, Vector2 relativeHitPosition, Boolean playAudio) dans C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Entities\Entity.cs:ligne 628
  à RingRunnerLib.Gameplay.Entities.Ships.AIShips.AIShip.DealDirectDamage(Ability ability, Single damage, UInt16 damageDealerUID, Vector2 relativeHitPosition, Boolean playAudio) dans C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Entities\Ships\AIShips\AIShip.cs:ligne 469
  à RingRunnerLib.Gameplay.Abilities.LaserAbilities.MercurialBeam.OnEnemyHit(UInt16 entityUID) dans C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Abilities\LaserAbilities\MercurialBeam.cs:ligne 70
  à RingRunnerLib.Gameplay.Abilities.Ability.DoLocalHitLogic() dans C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Abilities\Ability.cs:ligne 611
  à RingRunnerLib.Gameplay.Abilities.LaserAbilities.LaserAbility.Activate() dans C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Abilities\LaserAbilities\LaserAbility.cs:ligne 89
  à RingRunnerLib.Gameplay.Abilities.LaserAbilities.MercurialBeam.Activate() dans C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Abilities\LaserAbilities\MercurialBeam.cs:ligne 44
  à RingRunnerLib.Gameplay.Abilities.Ability.TryActivate(Boolean forceActivation) dans C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Abilities\Ability.cs:ligne 322
  à RingRunnerLib.Gameplay.Entities.Ships.PlayerShip.UpdateLocalPlayerAbilityActivations() dans C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Entities\Ships\PlayerShips\PlayerShip.cs:ligne 323
  à RingRunnerLib.Gameplay.Entities.Ships.PlayerShip.UpdateLocal() dans C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Entities\Ships\PlayerShips\PlayerShip.cs:ligne 250
  à RingRunnerLib.Gameplay.Entities.Entity.Update() dans C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Entities\Entity.cs:ligne 377
  à RingRunnerLib.Gameplay.ClientManager.FrameEndUpdate() dans C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Managers\ClientManager.cs:ligne 434
  à RingRunnerLib.GameStateManagement.Screens.GameplayScreens.GameplayScreen.Update() dans C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\GameStateManagement\Screens\GameplayScreens\GameplayScreen.cs:ligne 129
  à RingRunnerLib.GameStateManagement.GameScreenManager.Update() dans C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\GameStateManagement\GameScreenManager.cs:ligne 197
  à RingRunner.RingRunnerGame.Update(GameTime gameTime) dans C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunner\RingRunnerGame.cs:ligne 327
  à Microsoft.Xna.Framework.Game.Tick()
  à Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
  à Microsoft.Xna.Framework.GameHost.OnIdle()
  à Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
  à Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
  à System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
  à System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
  à System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
  à System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
  à System.Windows.Forms.Application.Run(Form mainForm)
  à Microsoft.Xna.Framework.WindowsGameHost.Run()
  à Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
  à RingRunner.Program.Main(String[] args) dans C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunner\Program.cs:ligne 21


Could you help me on this.

Thanks

othala
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Re: Crash during game

Post  Paul Dryere on Sat Jul 13, 2013 11:06 pm

Hi and welcome to the forums othala,

It seems to be a problem with playing custom kill sounds. I'll look into the why this error is coming up, but for now I would suggest setting the Kill Sound Option to None.

Also, could you check the version of the game you are running? It should be 0.9.9.8, you can find the version on the bottom left of the main menu screen.

Paul Dryere

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Re: Crash during game

Post  othala on Sat Jul 13, 2013 11:17 pm

Hi Paul thanks for your quick reply the version on the corner is 0.9.9.0 as my crashlog show also

I bought the game via Desura.

I will try to remove custom sound to check that and keep you posted.

Thanks

Othala

Edit : I just desactivated custom sound and works like a charm. Thanks a lot !

othala

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Re: Crash during game

Post  Paul Dryere on Sat Jul 13, 2013 11:28 pm

Hmm, the game should auto update to version 0.9.9.8, I'll look into it.

Glad I could help, I'll look into the custom kill tracks glitch.

Paul Dryere

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Re: Crash during game

Post  othala on Sat Jul 13, 2013 11:35 pm

Paul Dryere wrote:Hmm, the game should auto update to version 0.9.9.8, I'll look into it.

Could you tell me how can I update it ?

Thanks a lot and congratz for this excellent game I love it !

othala

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Re: Crash during game

Post  Paul Dryere on Sun Jul 14, 2013 12:37 am

We are looking into the Desura version of our game. We may need to patch the Desura version separate from the other versions. The game should check for updates every time it launches.

I'm glad you are enjoying the game. Smile 

Paul Dryere

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Re: Crash during game

Post  Paul Dryere on Sun Jul 14, 2013 1:37 pm

Just wanted to follow up, the reason you were getting this crash with custom kill sounds enabled is likely because you set it to an empty playlist. I've added the necessary logic to prevent these crashes, and empty playlists will no longer show up when you browse available playlists.

These changes will be in effect next patch.

Paul Dryere

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