Preferred input device crash

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Preferred input device crash

Post  Dead Parrot on Sat Nov 23, 2013 3:21 pm

When starting the game and it askes me to "press any button on preferred input device" I press A on my xbox controller and it crashes to desktop. This doesn't happen very often, only 3 times so far, each time when I've press A and so far hasn't happened with keyboard or mouse input. All 3 crashlogs listed below.

[Version: N/A] - [Object reference not set to an instance of an object.] ->   at RingRunnerLib.Gameplay.InputManager.DoAutomaticInputSwitching() in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Managers\InputManager.cs:line 110
  at RingRunnerLib.Gameplay.InputManager.Update() in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Managers\InputManager.cs:line 91
  at RingRunner.RingRunnerGame.Update(GameTime gameTime) in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunner\RingRunnerGame.cs:line 324
  at Microsoft.Xna.Framework.Game.Tick()
  at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
  at Microsoft.Xna.Framework.GameHost.OnIdle()
  at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
  at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
  at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
  at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
  at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
  at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
  at System.Windows.Forms.Application.Run(Form mainForm)
  at Microsoft.Xna.Framework.WindowsGameHost.Run()
  at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
  at RingRunner.Program.Main(String[] args) in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunner\Program.cs:line 22


[Version: N/A] - [Object reference not set to an instance of an object.] ->   at RingRunnerLib.Gameplay.InputManager.DoAutomaticInputSwitching() in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Managers\InputManager.cs:line 110
  at RingRunnerLib.Gameplay.InputManager.Update() in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Managers\InputManager.cs:line 91
  at RingRunner.RingRunnerGame.Update(GameTime gameTime) in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunner\RingRunnerGame.cs:line 324
  at Microsoft.Xna.Framework.Game.Tick()
  at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
  at Microsoft.Xna.Framework.GameHost.OnIdle()
  at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
  at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
  at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
  at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
  at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
  at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
  at System.Windows.Forms.Application.Run(Form mainForm)
  at Microsoft.Xna.Framework.WindowsGameHost.Run()
  at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
  at RingRunner.Program.Main(String[] args) in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunner\Program.cs:line 22


[Version: N/A] - [Object reference not set to an instance of an object.] ->   at RingRunnerLib.Gameplay.InputManager.DoAutomaticInputSwitching() in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Managers\InputManager.cs:line 110
  at RingRunnerLib.Gameplay.InputManager.Update() in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Managers\InputManager.cs:line 91
  at RingRunner.RingRunnerGame.Update(GameTime gameTime) in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunner\RingRunnerGame.cs:line 324
  at Microsoft.Xna.Framework.Game.Tick()
  at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
  at Microsoft.Xna.Framework.GameHost.OnIdle()
  at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
  at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
  at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
  at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
  at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
  at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
  at System.Windows.Forms.Application.Run(Form mainForm)
  at Microsoft.Xna.Framework.WindowsGameHost.Run()
  at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
  at RingRunner.Program.Main(String[] args) in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunner\Program.cs:line 22

Dead Parrot

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Re: Preferred input device crash

Post  Paul Dryere on Sat Nov 23, 2013 6:08 pm

Hey Dead Parrot. I've fixed this crash for the next patch. I'm trying to get Steam Workshop integrated to allow trading of templates in the next patch so it may take a bit of time to get out. In the meantime, you can disable Auto Input Switching at the bottom of the Game tab in the options menu to prevent this crash from occurring.

Paul Dryere

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Re: Preferred input device crash

Post  Dead Parrot on Sat Nov 23, 2013 8:04 pm

Cheers Paul, no worries about fixing it fast the crash didn't really bother me since it happens so rarely but nice to know there is a way of stopping it without waiting for the next patch.

Dead Parrot

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