Reporting Crashes
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Reporting Crashes
As of version 9.0.6, crashes are logged in a text file, which is saved under ..Documents/Ring Runner Crash Logs... The file name is RR Crash Log with the time and date appended to the end of it. Please forward that file and a short description of what you were doing when the crash occurred to RRCrashReport@gmail.com
![Exclamation](https://2img.net/i/fa/i/smiles/icon_exclaim.gif)
Re: Reporting Crashes
Sounds good, will probably help a lot with bug fixing and make it easier for us to report bugs.
Much appreciated!
Much appreciated!
Aratex- Posts : 105
Join date : 2013-01-23
Age : 32
Location : Denmark
Re: Reporting Crashes
I'll maximize and minimize the game until I have enough reports to overload your inbox, just saying.
If any interesting crash occurs, I'll be sure to let you know!
![Razz](https://2img.net/i/fa/i/smiles/icon_razz.gif)
If any interesting crash occurs, I'll be sure to let you know!
EvilNinjadude- Posts : 550
Join date : 2012-10-04
Re: Reporting Crashes
Reading the Crash log is fun. You find parts that you recognize, parts you have to guess at, and parts that make no sense (rarely)!
Some of the text is in system language though: ie. German. If you want me to give a brief summary of the Text in German, I'd be happy to do that.
Sending you the files via Mail.
Some of the text is in system language though: ie. German. If you want me to give a brief summary of the Text in German, I'd be happy to do that.
Sending you the files via Mail.
EvilNinjadude- Posts : 550
Join date : 2012-10-04
Re: Reporting Crashes
Thanks for sending the reports in, all the crashes have been fixed. (hopefully
)
![Razz](https://2img.net/i/fa/i/smiles/icon_razz.gif)
Paul Dryere- Posts : 504
Join date : 2012-02-28
Age : 37
Re: Reporting Crashes
Oh, and I could decipher the German based on other clues.
![Cool](https://2img.net/i/fa/i/smiles/icon_cool.gif)
Paul Dryere- Posts : 504
Join date : 2012-02-28
Age : 37
Re: Reporting Crashes
There is one particular crash I can recreate: Overload stuff, spam beams until one they're all active in cooldown, then attempt to cycle your cores. Bam, crash.
I think this might impair me severely in our Sage's Challenge if it happens there.
I think this might impair me severely in our Sage's Challenge if it happens there.
EvilNinjadude- Posts : 550
Join date : 2012-10-04
Re: Reporting Crashes
Yeah, its an easy bug to reproduce, basically if you have more than two times your normal max of energy and try to reload, it will crash. It is supposed to show you an error message that you aren't allowed to reload, but the text corresponding to the error type is not found.
I've fixed it but the next patch is still a bit away.
I've fixed it but the next patch is still a bit away.
![Embarassed](https://2img.net/i/fa/i/smiles/icon_redface.gif)
Paul Dryere- Posts : 504
Join date : 2012-02-28
Age : 37
Re: Reporting Crashes
Paul Dryere wrote:Yeah, its an easy bug to reproduce, basically if you have more than two times your normal max of energy and try to reload, it will crash. It is supposed to show you an error message that you aren't allowed to reload, but the text corresponding to the error type is not found.
I've fixed it but the next patch is still a bit away.![]()
![Mad](https://2img.net/i/fa/i/smiles/icon_mad.gif)
Basically, I had an overclocked reload module before, but I got EMPd by casters way too frequently. So I switched it out for an overcharge capacity module, and now my game's crashing.
EvilNinjadude- Posts : 550
Join date : 2012-10-04
Re: Reporting Crashes
No, now you can reload whenever.
![cheers](https://2img.net/i/fa/i/smiles/icon_cheers.png)
Paul Dryere- Posts : 504
Join date : 2012-02-28
Age : 37
Re: Reporting Crashes
Now as in, when the next patch comes along.Paul Dryere wrote:No, now you can reload whenever.![]()
Well technically I can reload whenever I want, just sometimes it results in horrible horrible crashes.
EvilNinjadude- Posts : 550
Join date : 2012-10-04
Re: Reporting Crashes
I suppose I could release the patch earlier, it won't have all the content we wanted to add, but we can just patch again later. I'll try and get it ready for Friday night.
Paul Dryere- Posts : 504
Join date : 2012-02-28
Age : 37
Re: Reporting Crashes
Paul Dryere wrote:I suppose I could release the patch earlier, it won't have all the content we wanted to add, but we can just patch again later. I'll try and get it ready for Friday night.
Don't rush it too hard Paul, we have patience.
Aratex- Posts : 105
Join date : 2013-01-23
Age : 32
Location : Denmark
Crash on bacon and heads
The game crashes whenever I try to play the mission bacon and heads. Here is the crash log.
ž[Version: N/A] - [Index was outside the bounds of the array.] -> at RingRunnerLib.Gameplay.Entities.Ships.PlayerShips.PlayerShipDuo.UpdateTurretGraphic() in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Entities\Ships\PlayerShips\PlayerShipDuo.cs:line 449
at RingRunnerLib.Gameplay.Entities.Ships.PlayerShips.PlayerShipDuo.UpdateMovementGraphicsAndSound() in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Entities\Ships\PlayerShips\PlayerShipDuo.cs:line 365
at RingRunnerLib.Gameplay.Entities.Ships.Ship.UpdateLocalMovement(Single engineAccelerationRatio, Single angularVelocityRatio, Single spaceBrakeRatio, Int32 isAfterburning) in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Entities\Ships\Ship.cs:line 313
at RingRunnerLib.Gameplay.Entities.Ships.PlayerShips.PlayerShipDuo.UpdateLocalMovement(Single engineAccelerationRatio, Single angularVelocityRatio, Single spaceBrakeRatio, Int32 isAfterburning) in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Entities\Ships\PlayerShips\PlayerShipDuo.cs:line 301
at RingRunnerLib.Gameplay.Entities.Ships.PlayerShip.UpdateLocal() in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Entities\Ships\PlayerShips\PlayerShip.cs:line 249
at RingRunnerLib.Gameplay.Entities.Entity.Update() in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Entities\Entity.cs:line 377
at RingRunnerLib.Gameplay.ClientManager.FrameEndUpdate() in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Managers\ClientManager.cs:line 434
at RingRunnerLib.GameStateManagement.Screens.GameplayScreens.GameplayScreen.Update() in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\GameStateManagement\Screens\GameplayScreens\GameplayScreen.cs:line 129
at RingRunnerLib.GameStateManagement.GameScreenManager.Update() in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\GameStateManagement\GameScreenManager.cs:line 201
at RingRunner.RingRunnerGame.Update(GameTime gameTime) in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunner\RingRunnerGame.cs:line 327
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 21
ž[Version: N/A] - [Index was outside the bounds of the array.] -> at RingRunnerLib.Gameplay.Entities.Ships.PlayerShips.PlayerShipDuo.UpdateTurretGraphic() in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Entities\Ships\PlayerShips\PlayerShipDuo.cs:line 449
at RingRunnerLib.Gameplay.Entities.Ships.PlayerShips.PlayerShipDuo.UpdateMovementGraphicsAndSound() in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Entities\Ships\PlayerShips\PlayerShipDuo.cs:line 365
at RingRunnerLib.Gameplay.Entities.Ships.Ship.UpdateLocalMovement(Single engineAccelerationRatio, Single angularVelocityRatio, Single spaceBrakeRatio, Int32 isAfterburning) in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Entities\Ships\Ship.cs:line 313
at RingRunnerLib.Gameplay.Entities.Ships.PlayerShips.PlayerShipDuo.UpdateLocalMovement(Single engineAccelerationRatio, Single angularVelocityRatio, Single spaceBrakeRatio, Int32 isAfterburning) in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Entities\Ships\PlayerShips\PlayerShipDuo.cs:line 301
at RingRunnerLib.Gameplay.Entities.Ships.PlayerShip.UpdateLocal() in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Entities\Ships\PlayerShips\PlayerShip.cs:line 249
at RingRunnerLib.Gameplay.Entities.Entity.Update() in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Entities\Entity.cs:line 377
at RingRunnerLib.Gameplay.ClientManager.FrameEndUpdate() in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Managers\ClientManager.cs:line 434
at RingRunnerLib.GameStateManagement.Screens.GameplayScreens.GameplayScreen.Update() in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\GameStateManagement\Screens\GameplayScreens\GameplayScreen.cs:line 129
at RingRunnerLib.GameStateManagement.GameScreenManager.Update() in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\GameStateManagement\GameScreenManager.cs:line 201
at RingRunner.RingRunnerGame.Update(GameTime gameTime) in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunner\RingRunnerGame.cs:line 327
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 21
Slithica- Guest
Re: Reporting Crashes
I'll look into a fix, for now, try launching the mission as a non Duo ship, it should work.
Thanks for posting the report, and welcome to the forums.
Thanks for posting the report, and welcome to the forums.
Paul Dryere- Posts : 504
Join date : 2012-02-28
Age : 37
Same crash later
I don't know if it matters but I got the same exact crash later when I got to the next mission where I was meant to dual some tiny ship and it said I needed a new ship. Maybe I has to do when the game assigns me a different ship than the one I'm in if it's a duo? I don't know I like my DUO though I can pilot them myself and be super strong XD.
Slithica- Guest
Re: Reporting Crashes
Slithica wrote:I like my DUO though I can pilot them myself and be super strong XD.
Hohoho! You're like a Centrian.
![Cool](https://2img.net/i/fa/i/smiles/icon_cool.gif)
I think we can sort this one out for you in our next patch, Slithica.
Re: Reporting Crashes
Yep, it has to do with swapping ships when in a duo, I'm looking into it.
Paul Dryere- Posts : 504
Join date : 2012-02-28
Age : 37
Re: Reporting Crashes
Fixed it, should be good to go when the next patch comes out.
Paul Dryere- Posts : 504
Join date : 2012-02-28
Age : 37
Crash on launch
Hello! Just bought the game, and have been unable to play due to it crashing on startup. I've tried from both Desura and from my desktop. I tried unplugging my headphones/speakers and plugging them back in, and even starting without them plugged in at all and I get the same error, crash log below.
ž[Version: N/A] - [This resource could not be created.] -> at Microsoft.Xna.Framework.Audio.AudioEngine..ctor(String settingsFile, TimeSpan lookAheadTime, String rendererId)
at RingRunnerLib.Audio.AudioManager.Initialize() in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Audio\AudioManager.cs:line 229
at RingRunner.RingRunnerGame.LoadContent() in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunner\RingRunnerGame.cs:line 169
at Microsoft.Xna.Framework.Game.Initialize()
at RingRunner.RingRunnerGame.Initialize() in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunner\RingRunnerGame.cs:line 147
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
ž[Version: N/A] - [This resource could not be created.] -> at Microsoft.Xna.Framework.Audio.AudioEngine..ctor(String settingsFile, TimeSpan lookAheadTime, String rendererId)
at RingRunnerLib.Audio.AudioManager.Initialize() in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Audio\AudioManager.cs:line 229
at RingRunner.RingRunnerGame.LoadContent() in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunner\RingRunnerGame.cs:line 169
at Microsoft.Xna.Framework.Game.Initialize()
at RingRunner.RingRunnerGame.Initialize() in C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunner\RingRunnerGame.cs:line 147
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
Lake- Guest
Re: Reporting Crashes
Hi Lake, and welcome to the forums.
I'll look into other possible solutions, but would you mind posting a dxdiag, or emailing it to RRCrashReport@gmail.com?
First Possible Solution (taken from forum post for another XNA game):
Your response did get me thinking; I've had audio issues with other games in the past (Dark Void: Zero and Chime), and I solved those by switching my "default playback device" in Windows to "Digital Audio Interface." I tried that here and the game now works properly, so long as it's using "Digital Audio Interface" instead of "Speakers."
I'll look into other possible solutions, but would you mind posting a dxdiag, or emailing it to RRCrashReport@gmail.com?
First Possible Solution (taken from forum post for another XNA game):
Your response did get me thinking; I've had audio issues with other games in the past (Dark Void: Zero and Chime), and I solved those by switching my "default playback device" in Windows to "Digital Audio Interface." I tried that here and the game now works properly, so long as it's using "Digital Audio Interface" instead of "Speakers."
Paul Dryere- Posts : 504
Join date : 2012-02-28
Age : 37
Re: Reporting Crashes
Ordering the AI to follow you when you're dead results in an unresponsive game.
I'm not sure if it applies to multiplayer, but it affects SDL and Spire scenarios.
I'm not sure if it applies to multiplayer, but it affects SDL and Spire scenarios.
- Code:
Í[Version: 1.0.1.0] - [Objektreferencen er ikke indstillet til en forekomst af et objekt.] -> ved RingRunnerLib.Gameplay.WaypointSystem.DynamicPath.Update() i C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\WaypointSystem\DynamicPath.cs:linje 67
ved RingRunnerLib.Gameplay.ClientManager.UpdatePaths() i C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Managers\ClientManager.cs:linje 1697
ved RingRunnerLib.Gameplay.ClientManager.FrameEndUpdate() i C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\Gameplay\Managers\ClientManager.cs:linje 480
ved RingRunnerLib.GameStateManagement.Screens.GameplayScreens.GameplayScreen.Update() i C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\GameStateManagement\Screens\GameplayScreens\GameplayScreen.cs:linje 129
ved RingRunnerLib.GameStateManagement.GameScreenManager.Update() i C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunnerLib\GameStateManagement\GameScreenManager.cs:linje 201
ved RingRunner.RingRunnerGame.Update(GameTime gameTime) i C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunner\RingRunnerGame.cs:linje 331
ved Microsoft.Xna.Framework.Game.Tick()
ved Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
ved Microsoft.Xna.Framework.GameHost.OnIdle()
ved Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
ved Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
ved System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
ved System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
ved System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
ved System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
ved System.Windows.Forms.Application.Run(Form mainForm)
ved Microsoft.Xna.Framework.WindowsGameHost.Run()
ved Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
ved RingRunner.Program.Main(String[] args) i C:\Users\Paul Dryere\Documents\Visual Studio 2010\Projects\RingRunner\RingRunner\Program.cs:linje 22
Blurb- Posts : 14
Join date : 2013-10-30
Re: Reporting Crashes
I never thought about using commands while I was dead. It makes no sense, like most bugs. But then again, foolproofing the game is what patching is about. No offense.
EvilNinjadude- Posts : 550
Join date : 2012-10-04
Re: Reporting Crashes
Good find Blurb, I'll get that fixed for the next patch. ![Smile](https://2img.net/i/fa/i/smiles/icon_smile.gif)
![Smile](https://2img.net/i/fa/i/smiles/icon_smile.gif)
Paul Dryere- Posts : 504
Join date : 2012-02-28
Age : 37
![-](https://2img.net/i/empty.gif)
» As soon as i start the game it crashes
» Campaign game crashes
» Random Game Crashes
» Graphics Drivers Crashes on Mission Load.
» Game crashes right after loading screen when trying to continue campaign
» Campaign game crashes
» Random Game Crashes
» Graphics Drivers Crashes on Mission Load.
» Game crashes right after loading screen when trying to continue campaign
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