frogsack

Author Topic: [BUG][1.3.0] Campaign can't be resumed; 3rd/4th mission broken, template missing  (Read 3288 times)

flyer138

  • Survivor
    • View Profile
I discovered a serious bug that occurs during some campaigns with "Evolved" opponents. It occasionally happens when the main menu functions each freezes after hitting the "continue campaign" button.
This is the case after you have completed the 2nd or 3rd mission in a row and left the game before continuing the running campaign session. When you try to continue the campaign (e.g., on another day), the next (3rd or 4th in my case) mission will not load and the main menu is permanently broken so that no other option is effective. You cannot even leave the game; only termination of the process via task manager shuts Deadnaut finally down.

In the next two posts, I will provide two logs I could recover from a broken 3rd and 4th mission.

This bug appears to happen not very frequently but on the other hand it is much more annoying since you loose all your hard earned campaign progress and have to start over. I observed that it tends to happen more frequently when you quit after the 2nd or 3rd mission and do not attempt then instantly in one session. There seems to be a problem with restoring the saved game state.

I hope there will be any chance of fix.

flyer138

  • Survivor
    • View Profile
Initialize engine version: 4.5.5p2 (e8c16948b8cc)
GfxDevice: creating device client; threaded=1
d3d11: no D3D11 installed
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [nv4_disp.dll 6.14.13.2018]
    Renderer: NVIDIA GeForce 9600 GT
    Vendor:   NVIDIA
    VRAM:     1024 MB (via registry)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 RAWZ=0 NULL=1 RESZ=0 SlowINTZ=0
Begin MonoManager ReloadAssembly
Platform assembly: E:\Deadnaut\Deadnaut_Data\Managed\UnityEngine.dll (this message is harmless)
Loading E:\Deadnaut\Deadnaut_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: E:\Deadnaut\Deadnaut_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading E:\Deadnaut\Deadnaut_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: E:\Deadnaut\Deadnaut_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading E:\Deadnaut\Deadnaut_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: E:\Deadnaut\Deadnaut_Data\Managed\Assembly-UnityScript.dll (this message is harmless)
Loading E:\Deadnaut\Deadnaut_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain
Platform assembly: E:\Deadnaut\Deadnaut_Data\Managed\System.Data.dll (this message is harmless)
Loading E:\Deadnaut\Deadnaut_Data\Managed\System.Data.dll into Unity Child Domain
Platform assembly: E:\Deadnaut\Deadnaut_Data\Managed\System.Data.SQLite.dll (this message is harmless)
Loading E:\Deadnaut\Deadnaut_Data\Managed\System.Data.SQLite.dll into Unity Child Domain
Platform assembly: E:\Deadnaut\Deadnaut_Data\Managed\System.Windows.Forms.dll (this message is harmless)
Loading E:\Deadnaut\Deadnaut_Data\Managed\System.Windows.Forms.dll into Unity Child Domain
- Completed reload, in  0.081 seconds
<RI> Initializing input.

<RI> Input initialized.

desktop: 1280x1024 60Hz; virtual: 1280x1024 at 0,0
Platform assembly: E:\Deadnaut\Deadnaut_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: E:\Deadnaut\Deadnaut_Data\Managed\System.dll (this message is harmless)
Platform assembly: E:\Deadnaut\Deadnaut_Data\Managed\System.Xml.dll (this message is harmless)
Platform assembly: E:\Deadnaut\Deadnaut_Data\Managed\System.Transactions.dll (this message is harmless)
Platform assembly: E:\Deadnaut\Deadnaut_Data\Managed\System.Configuration.dll (this message is harmless)
RTM: actions initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: cultures initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Platform assembly: E:\Deadnaut\Deadnaut_Data\Managed\Boo.Lang.dll (this message is harmless)
Letterboxing...
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: characteristics initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: artifact properties initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: artifact components initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: artifacts initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: back stories initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: agents initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: chatter initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: partitions initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: locations initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: sectors initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: domains initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: campaigns initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: words initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: roster loaded
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Exception: Could not find power control template in room: Living Quarters B
  at LocationBuilder+FurnitureGenerator.PlacePowerControl (.LocationGameModel locModel) [0x00000] in <filename unknown>:0

  at LocationGameModel.RegenerateFromDB (.DomainGameModel currentDomainModel) [0x00000] in <filename unknown>:0

  at RootTemplateManager.Load () [0x00000] in <filename unknown>:0

  at DomainGameEntity.LoadDomain () [0x00000] in <filename unknown>:0

  at UniverseGameState.RestorePreviousUniverse () [0x00000] in <filename unknown>:0

  at UniverseGameState.OnPostGameStateActivation () [0x00000] in <filename unknown>:0

  at GameStateManager.SetGameState[UniverseGameState] (Boolean persistCurrentState, Boolean keepCurrentStateActive) [0x00000] in <filename unknown>:0

  at ContineGameMenuButton.ProcessMouseDownInput (MouseInputState inputState, System.String argument) [0x00000] in <filename unknown>:0

  at ViewControl.OnUserInterfaceObjectMouseButtonDown (MouseInputState inputState) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.ProcessOnMouseOver (Vector3 mousePosition) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.OnMouseOver () [0x00000] in <filename unknown>:0
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UnityEngine.HitInfo:SendMessage(String)
UnityEngine.SendMouseEvents:SendEvents(Int32, HitInfo)
UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32, Int32)
 
(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at LibraryWorldControl+<CheckLocationScreen>c__IteratorAC.MoveNext () [0x00000] in <filename unknown>:0
 
(Filename:  Line: -1)

InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Data.SQLite.SQLiteConnection.Open () [0x00000] in <filename unknown>:0

  at (wrapper remoting-invoke-with-check) System.Data.SQLite.SQLiteConnection:Open ()

  at RootTemplateManager.GetSaveGameState () [0x00000] in <filename unknown>:0

  at ContineGameMenuButton.ProcessMouseDownInput (MouseInputState inputState, System.String argument) [0x00000] in <filename unknown>:0

  at ViewControl.OnUserInterfaceObjectMouseButtonDown (MouseInputState inputState) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.ProcessOnMouseOver (Vector3 mousePosition) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.OnMouseOver () [0x00000] in <filename unknown>:0
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UnityEngine.HitInfo:SendMessage(String)
UnityEngine.SendMouseEvents:SendEvents(Int32, HitInfo)
UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32, Int32)
 
(Filename:  Line: -1)

InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Data.SQLite.SQLiteConnection.Open () [0x00000] in <filename unknown>:0

  at (wrapper remoting-invoke-with-check) System.Data.SQLite.SQLiteConnection:Open ()

  at RootTemplateManager.GetSaveGameState () [0x00000] in <filename unknown>:0

  at ContineGameMenuButton.ProcessMouseDownInput (MouseInputState inputState, System.String argument) [0x00000] in <filename unknown>:0

  at ViewControl.OnUserInterfaceObjectMouseButtonDown (MouseInputState inputState) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.ProcessOnMouseOver (Vector3 mousePosition) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.OnMouseOver () [0x00000] in <filename unknown>:0
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UnityEngine.HitInfo:SendMessage(String)
UnityEngine.SendMouseEvents:SendEvents(Int32, HitInfo)
UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32, Int32)
 
(Filename:  Line: -1)

InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Data.SQLite.SQLiteConnection.Open () [0x00000] in <filename unknown>:0

  at (wrapper remoting-invoke-with-check) System.Data.SQLite.SQLiteConnection:Open ()

  at RootTemplateManager.GetSaveGameState () [0x00000] in <filename unknown>:0

  at ContineGameMenuButton.ProcessMouseDownInput (MouseInputState inputState, System.String argument) [0x00000] in <filename unknown>:0

  at ViewControl.OnUserInterfaceObjectMouseButtonDown (MouseInputState inputState) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.ProcessOnMouseOver (Vector3 mousePosition) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.OnMouseOver () [0x00000] in <filename unknown>:0
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UnityEngine.HitInfo:SendMessage(String)
UnityEngine.SendMouseEvents:SendEvents(Int32, HitInfo)
UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32, Int32)
 
(Filename:  Line: -1)

InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Data.SQLite.SQLiteConnection.Open () [0x00000] in <filename unknown>:0

  at (wrapper remoting-invoke-with-check) System.Data.SQLite.SQLiteConnection:Open ()

  at RootTemplateManager.GetSaveGameState () [0x00000] in <filename unknown>:0

  at StartGameMenuButton.ProcessMouseDownInput (MouseInputState inputState, System.String argument) [0x00000] in <filename unknown>:0

  at ViewControl.OnUserInterfaceObjectMouseButtonDown (MouseInputState inputState) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.ProcessOnMouseOver (Vector3 mousePosition) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.OnMouseOver () [0x00000] in <filename unknown>:0
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UnityEngine.HitInfo:SendMessage(String)
UnityEngine.SendMouseEvents:SendEvents(Int32, HitInfo)
UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32, Int32)
 
(Filename:  Line: -1)

InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Data.SQLite.SQLiteConnection.Open () [0x00000] in <filename unknown>:0

  at (wrapper remoting-invoke-with-check) System.Data.SQLite.SQLiteConnection:Open ()

  at RootTemplateManager.GetSaveGameState () [0x00000] in <filename unknown>:0

  at ContineGameMenuButton.ProcessMouseDownInput (MouseInputState inputState, System.String argument) [0x00000] in <filename unknown>:0

  at ViewControl.OnUserInterfaceObjectMouseButtonDown (MouseInputState inputState) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.ProcessOnMouseOver (Vector3 mousePosition) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.OnMouseOver () [0x00000] in <filename unknown>:0
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UnityEngine.HitInfo:SendMessage(String)
UnityEngine.SendMouseEvents:SendEvents(Int32, HitInfo)
UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32, Int32)
 
(Filename:  Line: -1)

InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Data.SQLite.SQLiteConnection.Open () [0x00000] in <filename unknown>:0

  at (wrapper remoting-invoke-with-check) System.Data.SQLite.SQLiteConnection:Open ()

  at RootTemplateManager.GetSaveGameState () [0x00000] in <filename unknown>:0

  at ContineGameMenuButton.ProcessMouseDownInput (MouseInputState inputState, System.String argument) [0x00000] in <filename unknown>:0

  at ViewControl.OnUserInterfaceObjectMouseButtonDown (MouseInputState inputState) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.ProcessOnMouseOver (Vector3 mousePosition) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.OnMouseOver () [0x00000] in <filename unknown>:0
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UnityEngine.HitInfo:SendMessage(String)
UnityEngine.SendMouseEvents:SendEvents(Int32, HitInfo)
UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32, Int32)
 
(Filename:  Line: -1)

InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Data.SQLite.SQLiteConnection.Open () [0x00000] in <filename unknown>:0

  at (wrapper remoting-invoke-with-check) System.Data.SQLite.SQLiteConnection:Open ()

  at RootTemplateManager.GetSaveGameState () [0x00000] in <filename unknown>:0

  at ContineGameMenuButton.ProcessMouseDownInput (MouseInputState inputState, System.String argument) [0x00000] in <filename unknown>:0

  at ViewControl.OnUserInterfaceObjectMouseButtonDown (MouseInputState inputState) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.ProcessOnMouseOver (Vector3 mousePosition) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.OnMouseOver () [0x00000] in <filename unknown>:0
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UnityEngine.HitInfo:SendMessage(String)
UnityEngine.SendMouseEvents:SendEvents(Int32, HitInfo)
UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32, Int32)
 
(Filename:  Line: -1)

flyer138

  • Survivor
    • View Profile
Initialize engine version: 4.5.5p2 (e8c16948b8cc)
GfxDevice: creating device client; threaded=1
d3d11: no D3D11 installed
GfxDevice: creating device client; threaded=1
Direct3D:
    Version:  Direct3D 9.0c [nv4_disp.dll 6.14.13.2018]
    Renderer: NVIDIA GeForce 9600 GT
    Vendor:   NVIDIA
    VRAM:     1024 MB (via registry)
    Caps:     Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=0 INTZ=1 RAWZ=0 NULL=1 RESZ=0 SlowINTZ=0
Begin MonoManager ReloadAssembly
Platform assembly: E:\Deadnaut\Deadnaut_Data\Managed\UnityEngine.dll (this message is harmless)
Loading E:\Deadnaut\Deadnaut_Data\Managed\UnityEngine.dll into Unity Child Domain
Platform assembly: E:\Deadnaut\Deadnaut_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless)
Loading E:\Deadnaut\Deadnaut_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain
Platform assembly: E:\Deadnaut\Deadnaut_Data\Managed\Assembly-CSharp.dll (this message is harmless)
Loading E:\Deadnaut\Deadnaut_Data\Managed\Assembly-CSharp.dll into Unity Child Domain
Platform assembly: E:\Deadnaut\Deadnaut_Data\Managed\Assembly-UnityScript.dll (this message is harmless)
Loading E:\Deadnaut\Deadnaut_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain
Platform assembly: E:\Deadnaut\Deadnaut_Data\Managed\System.Data.dll (this message is harmless)
Loading E:\Deadnaut\Deadnaut_Data\Managed\System.Data.dll into Unity Child Domain
Platform assembly: E:\Deadnaut\Deadnaut_Data\Managed\System.Data.SQLite.dll (this message is harmless)
Loading E:\Deadnaut\Deadnaut_Data\Managed\System.Data.SQLite.dll into Unity Child Domain
Platform assembly: E:\Deadnaut\Deadnaut_Data\Managed\System.Windows.Forms.dll (this message is harmless)
Loading E:\Deadnaut\Deadnaut_Data\Managed\System.Windows.Forms.dll into Unity Child Domain
- Completed reload, in  0.084 seconds
<RI> Initializing input.

<RI> Input initialized.

desktop: 1280x1024 60Hz; virtual: 1280x1024 at 0,0
Platform assembly: E:\Deadnaut\Deadnaut_Data\Managed\System.Core.dll (this message is harmless)
Platform assembly: E:\Deadnaut\Deadnaut_Data\Managed\System.dll (this message is harmless)
Platform assembly: E:\Deadnaut\Deadnaut_Data\Managed\System.Xml.dll (this message is harmless)
Platform assembly: E:\Deadnaut\Deadnaut_Data\Managed\System.Transactions.dll (this message is harmless)
Platform assembly: E:\Deadnaut\Deadnaut_Data\Managed\System.Configuration.dll (this message is harmless)
RTM: actions initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: cultures initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Platform assembly: E:\Deadnaut\Deadnaut_Data\Managed\Boo.Lang.dll (this message is harmless)
Letterboxing...
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: characteristics initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: artifact properties initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: artifact components initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: artifacts initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: back stories initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: agents initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: chatter initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: partitions initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: locations initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: sectors initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: domains initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: campaigns initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: words initialised
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

RTM: roster loaded
 
(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Exception: Could not find power control template in room: Social room B
  at LocationBuilder+FurnitureGenerator.PlacePowerControl (.LocationGameModel locModel) [0x00000] in <filename unknown>:0

  at LocationGameModel.RegenerateFromDB (.DomainGameModel currentDomainModel) [0x00000] in <filename unknown>:0

  at RootTemplateManager.Load () [0x00000] in <filename unknown>:0

  at DomainGameEntity.LoadDomain () [0x00000] in <filename unknown>:0

  at UniverseGameState.RestorePreviousUniverse () [0x00000] in <filename unknown>:0

  at UniverseGameState.OnPostGameStateActivation () [0x00000] in <filename unknown>:0

  at GameStateManager.SetGameState[UniverseGameState] (Boolean persistCurrentState, Boolean keepCurrentStateActive) [0x00000] in <filename unknown>:0

  at ContineGameMenuButton.ProcessMouseDownInput (MouseInputState inputState, System.String argument) [0x00000] in <filename unknown>:0

  at ViewControl.OnUserInterfaceObjectMouseButtonDown (MouseInputState inputState) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.ProcessOnMouseOver (Vector3 mousePosition) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.OnMouseOver () [0x00000] in <filename unknown>:0
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UnityEngine.HitInfo:SendMessage(String)
UnityEngine.SendMouseEvents:SendEvents(Int32, HitInfo)
UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32, Int32)
 
(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at LibraryWorldControl+<CheckLocationScreen>c__IteratorAC.MoveNext () [0x00000] in <filename unknown>:0
 
(Filename:  Line: -1)

InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Data.SQLite.SQLiteConnection.Open () [0x00000] in <filename unknown>:0

  at (wrapper remoting-invoke-with-check) System.Data.SQLite.SQLiteConnection:Open ()

  at RootTemplateManager.GetSaveGameState () [0x00000] in <filename unknown>:0

  at ContineGameMenuButton.ProcessMouseDownInput (MouseInputState inputState, System.String argument) [0x00000] in <filename unknown>:0

  at ViewControl.OnUserInterfaceObjectMouseButtonDown (MouseInputState inputState) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.ProcessOnMouseOver (Vector3 mousePosition) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.OnMouseOver () [0x00000] in <filename unknown>:0
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UnityEngine.HitInfo:SendMessage(String)
UnityEngine.SendMouseEvents:SendEvents(Int32, HitInfo)
UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32, Int32)
 
(Filename:  Line: -1)

InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Data.SQLite.SQLiteConnection.Open () [0x00000] in <filename unknown>:0

  at (wrapper remoting-invoke-with-check) System.Data.SQLite.SQLiteConnection:Open ()

  at RootTemplateManager.GetSaveGameState () [0x00000] in <filename unknown>:0

  at ContineGameMenuButton.ProcessMouseDownInput (MouseInputState inputState, System.String argument) [0x00000] in <filename unknown>:0

  at ViewControl.OnUserInterfaceObjectMouseButtonDown (MouseInputState inputState) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.ProcessOnMouseOver (Vector3 mousePosition) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.OnMouseOver () [0x00000] in <filename unknown>:0
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UnityEngine.HitInfo:SendMessage(String)
UnityEngine.SendMouseEvents:SendEvents(Int32, HitInfo)
UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32, Int32)
 
(Filename:  Line: -1)

InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Data.SQLite.SQLiteConnection.Open () [0x00000] in <filename unknown>:0

  at (wrapper remoting-invoke-with-check) System.Data.SQLite.SQLiteConnection:Open ()

  at RootTemplateManager.GetSaveGameState () [0x00000] in <filename unknown>:0

  at ContineGameMenuButton.ProcessMouseDownInput (MouseInputState inputState, System.String argument) [0x00000] in <filename unknown>:0

  at ViewControl.OnUserInterfaceObjectMouseButtonDown (MouseInputState inputState) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.ProcessOnMouseOver (Vector3 mousePosition) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.OnMouseOver () [0x00000] in <filename unknown>:0
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UnityEngine.HitInfo:SendMessage(String)
UnityEngine.SendMouseEvents:SendEvents(Int32, HitInfo)
UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32, Int32)
 
(Filename:  Line: -1)

InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Data.SQLite.SQLiteConnection.Open () [0x00000] in <filename unknown>:0

  at (wrapper remoting-invoke-with-check) System.Data.SQLite.SQLiteConnection:Open ()

  at RootTemplateManager.GetSaveGameState () [0x00000] in <filename unknown>:0

  at StartGameMenuButton.ProcessMouseDownInput (MouseInputState inputState, System.String argument) [0x00000] in <filename unknown>:0

  at ViewControl.OnUserInterfaceObjectMouseButtonDown (MouseInputState inputState) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.ProcessOnMouseOver (Vector3 mousePosition) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.OnMouseOver () [0x00000] in <filename unknown>:0
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UnityEngine.HitInfo:SendMessage(String)
UnityEngine.SendMouseEvents:SendEvents(Int32, HitInfo)
UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32, Int32)
 
(Filename:  Line: -1)

InvalidOperationException: Operation is not valid due to the current state of the object
  at System.Data.SQLite.SQLiteConnection.Open () [0x00000] in <filename unknown>:0

  at (wrapper remoting-invoke-with-check) System.Data.SQLite.SQLiteConnection:Open ()

  at RootTemplateManager.GetSaveGameState () [0x00000] in <filename unknown>:0

  at ContineGameMenuButton.ProcessMouseDownInput (MouseInputState inputState, System.String argument) [0x00000] in <filename unknown>:0

  at ViewControl.OnUserInterfaceObjectMouseButtonDown (MouseInputState inputState) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.ProcessOnMouseOver (Vector3 mousePosition) [0x00000] in <filename unknown>:0

  at UserInterfaceObject.OnMouseOver () [0x00000] in <filename unknown>:0
UnityEngine.GameObject:SendMessage(String, Object, SendMessageOptions)
UnityEngine.HitInfo:SendMessage(String)
UnityEngine.SendMouseEvents:SendEvents(Int32, HitInfo)
UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32, Int32)
 
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Cat Lady

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This is a "breaker" class bug. Considering that developers seems to have completely abandoned the bug section for Deadnaut, what about trying to contact them directly, maybe they will check reports there, after all?

Not that other bugs aren't important or serious (especially, the STILL broken communication window), but this one here is a serious things. IMO, it could even result in people getting refunds from digital distributors like GOG or Steam - game that does reproducible crash on load is faulty product (I hope that it never come to this - albeit I must say that I'm more and more pissed off by fact that bug reports are completely ignored - I don't forgive it in mainstream, and I don't see a reason why indie should held even lower standards to those matters... In fact, it should be equally opposite.)

Cheers,
/Cat Lady

Logan

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Hello guys,

I'm not sure what's causing this exactly, but I am sorting out a workaround. The disadvantage of the fix I have is that you might find the odd power controller in the middle of a room, but the save should load.

Logan

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Hello Cat Lady,

I've put together some fixed binaries for the Linux version (I think you mentioned that's the version you're running). Can you make a backup for the files under "Deadnaut_Data\Managed" and copy the contents of the ZIP file below into that folder:

[removed]

If this sorts out the critical issues you've mentioned, we'll look to roll this out formally.
« Last Edit: March 20, 2016, 02:02:50 PM by Logan »

Cat Lady

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Thank you, Logan - I'll test those as soon as I hit the bugged campaign again and report back.

BTW - I don't know if it is related or not, but during Phased campaign, I've found an "odd power controller" in one (non-destroyed, and connected to rest of the ship by non-destroyed corridor) room that was NOT part of the any power line mains. The only line coming from this power controller was white and connected to security system - it allowed trying to increase/decrease output, but obviously, resulted in nothing changing (and not even Deadnauts commenting on power levels changing on the ship).

I was *not* saving and reloading after that mission, so I'm not sure if this is what might be happening during Evolved campaign, too, or something unrelated and unimportant.

Cheers,
/Cat Lady

Logan

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Thanks Cat Lady. If you could, can you use the files in this ZIP instead? I've tweaked the workaround so that it won't place controllers in the middle of a room unless there is no other option (which should never be the case in practise).

[removed]

It also includes some performance optimisations which should reduce stuttering and improve the frame rate a little.
« Last Edit: March 21, 2016, 05:58:21 PM by Logan »

Cat Lady

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Whoa, that sounds awesome! Indeed, in some missions aboard *LARGE* (2500+ square meters) ships in later stages of Mutants campaign - with many sentinels somewhere on board, constantly shooting resurrecting enemies - I noticed some semi-heavy stutter, even on very strong hardware. I ensured that neither CPU, memory, nor graphic card horsepower was saturated, so I wasn't able to determine the culprit - maybe it will help in those cases, too :)
---

Only two campaigns left since that latest install - Evolved and Phased - so I think I'm going to hit the crash-on-load bug pretty soon, (never was so eager to hit the run-spoiling bug ;) ) so hopefully I should be able to test those binaries in next few days.
---

Side note - just in case you could miss it from the section overview - I reported another three issues, with at least two of them having quite high impact on gameplay:

[BUG][1.3.0] Primary axe wielders doesn't use secondary pistols (ever)
[BUG][1.3.0]Deadnauts attack friendly sentinels, automatically
[BUG][1.3.0] Portals can still teleport Deadnauts outside ship

Thank you for your continuous work on hunting them space bugs!
Cheers,
/Cat Lady

Logan

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I saw those reports, thanks. Here's another file bundle that includes quite a few changes: http://deadnaut.com/files/dn131fix_v3.zip
  • A number of optimisations to sentinel AI, which should help performance on larger ships
  • Deadnauts will never automatically attack friendly sentinels (though you can still force-attack them)
  • Deadnauts with melee primary weapons and ranged sidearms will now use those sidearms when appropriate
  • A *large* number of additional optimisations to reduce stuttering in general
  • Deadnauts are now smarter when distributing work*
* This needs some further explanation. In 1.3.0 (the current version), if you have a bunch of Deadnauts selected and then interact with something -- hacking a console, investigating a corpse, opening a door, etc -- the best person for the job is always selected, regardless of what they may already be doing. Which is what you usually want (fast hacks, optimal knowledge recovery, etc).

In this fix, I've changed the logic to be more efficient. So, if you have multiple Deadnauts selected, and click on three corpses / downloads in quick succession, the best Deadnaut *not* already investigating will be selected. They'll spread out to work concurrently.

Further to this, distance is now factored into the logic. This means your Deadnauts won't wait around for your best door opener if he or she is far away, instead, the next best person within a reasonable distance will do it.
« Last Edit: March 21, 2016, 05:57:42 PM by Logan »

Cat Lady

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Whoa, that was fast :) Downloading now, thank you.

In the meantime - I can confirm that while using files from this post:
http://forums.screwflystudios.com/index.php/topic,859.msg3206.html#msg3206

...I wasn't hitting the impossible-to-continue issue with evolved campaign.

/Cat Lady


flyer138

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I greatly appreciate that you finally resolve this serious bug.

Do you consider the release of a further "official' patch that corrects all things listed above?

@Cat Lady:
Thanks for your support and persistent bug reports.

Logan

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Hi flyer,

We will be releasing the changes we've made here to the retails builds on GOG, Steam, etc. We're just making sure they're actually fixed before we do so.

flyer138

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Logan,

that's great news! Your support is marvelous and unparalleled.

 

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