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Random crashes with ATI cards while running the 64 bits version of the game

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11 years ago
Oct 31, 2014, 10:02:05 AM
Greyfang wrote:
same thing as user fransens 2 posts above, after one of the crashes now my save game seems to be corrupted and i am getting following error on loading savegame:



NullReferenceException: Object reference not set to an instance of an object

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AICommanderMission_PrivateersHarass.GetTargetPositionForTheArmy ()

AICommanderMissionWithRequestArmy.SendArmyRequest ()

AICommanderMissionWithRequestArmy.TryGetArmyData ()

AICommanderMission.Initializing ()

AICommanderMission.Process ()

AICommanderMission.Tick ()

TickableRepository.Tick (Boolean isInGameState)

GameServerState_Turn_Main.Run ()

Amplitude.Unity.Framework.FiniteStateMachine.Update ()

GameInterface.Update ()

GameServer.Update ()

Session.Update ()

Amplitude.Unity.Session.SessionManager.LateUpdate ()



--------------------------------------------------------------------------------

V1.0.8 S3 (64-bit)




Sorry to jump in the middle of the thread, but I didn't see this report anywhere else before.

It's indeed not related with your ATI or your CTD... It's an AI mission which is "*ç* because the empire has lost is Main city... And that's bad...

I have worked on a fix which will be sent to our QA and be part of the next patch.



For the CDT, I am really sorry that it's still present... and I totally understand the frustration that it can generate.

Over the past month we have tried to understand why the crash appended and it has taken us some time to found that it comes from the ATI hardware configuration.

We have asked the help of AMD some weeks ago because we had tried all our ideas and we had no way to find why it appends. We were really pleased that they answered us and started to look at it.

Apparently they have reproduced it for the first time in their lab some days ago. But they have no clue about why it append for the moment. They are trying to reproduce it again while tracking the "why"...



As for now, we have no more information. And we cannot do anything more than ask them to keep looking at it... and hope they found a way out soon...



Once again, we are sorry for the situation and hope it will be fixed soon.

Thanks for the report, your comprehension and your patience.



I wish you a pleasant weekend.

Cheers,

flo.
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11 years ago
Oct 31, 2014, 10:15:25 AM
I have forget about it when writting the post.



Do you have your "corrupted" save game somewhere? I kinda want to be sure that you will be able to continue your game when the patch comes out and... well... easier for me to test my fix this way.



Thanks in advance!

flo.
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11 years ago
Oct 31, 2014, 3:45:00 PM
Crap, I ran into this a few times and just kind of shrugged it off/wasn't aware if was actively being worked on. I'll pay more attention to to it going forward. I can say that, while I don't have the text anymore unfortunately, one of the errors I did encounter was very similar to the above nullreference error. Seems to have occurred almost exclusively during battles (more so during manual battle, but once had a turn stay unresolved as an AI v AI battle appeared to have just stalled. Many of these don't seem to end in a full crash, the battle just doesn't progress to the next phase at all, unless that's a separate issue.) Fortunately, reloading a previous autosave and relaunching the battle, even with the same actions performed, went through without a hitch the 2nd time in every case. Good for my game, sucks for being able to reproduce it at will though ): If I manage I'll make sure to save a copy of the save game (assuming it occurs again before something gets fixed/changed). I will say though, your autosave system made it way less painful than it could have been, thanks smiley: biggrin
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11 years ago
Oct 31, 2014, 4:16:28 PM
adder wrote:
You appear to have a very unique definition of 7 months.. This post was made 1 month ago.

You could always help by providing your system specs and a crash folder / error. See this post about reporting a issue.




It was reported 7 months ago, look in this forum down a few threads. Exact same issue. The cause is apparently a conflict with the AMD drivers and the 64 Bit version of the game. This is not AMD's fault or problem. EL needs to fix it on their end as the 32bit adapted version for 64bit OS's seems to work fine. Which means it's the EL devs programming in the 64bit version that is causing the conflict.



If it was an AMD issue neither version would work.



The 32 bit version does fix the issue (so far anyway) for me, so it apparently is a valid work around, but like I said it's ridiculous that the devs haven't fixed this, and it was reported en mass in May. (Like I said again, check the other threads.)
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11 years ago
Oct 31, 2014, 4:29:56 PM
Hello Malpherian,



The fact is the issue isn't between AMD and Endless Legend. It seems to be between AMD and Unity (our engine). That is why this issue is complicated.
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11 years ago
Nov 2, 2014, 12:30:26 AM
You guys need to start putting more pressure on Unity then to work with AMD and get this resolved, or start issuing refunds for those affected.
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11 years ago
Nov 6, 2014, 6:47:53 AM
My game is crashing a lot too, it never did previously in early access and when i played a bit during launch.



output_log.txtoutput_log.txtoutput_log.txtoutput_log.txtoutput_log.txtoutput_log.txtoutput_log.txtoutput_log.txtoutput_log.txt



Also get errors like:



ArgumentOutOfRangeException: Argument is out of range.



Parameter name: messageID

--------------------------------------------------------------------------------

Amplitude.Unity.AI.Blackboard`2[BlackboardLayerID,BlackboardMessage].GetMessage (UInt64 messageID)

AICommanderMission_RegroupArmyAt.TryComputeArmyMissionParameter ()

AICommanderMission.Initializing ()

AICommanderMission.Process ()

AICommanderMission.Tick ()

TickableRepository.Tick (Boolean isInGameState)

GameServerState_Turn_Main.Run ()

Amplitude.Unity.Framework.FiniteStateMachine.Update ()

GameInterface.Update ()

GameServer.Update ()

Session.Update ()

Amplitude.Unity.Session.SessionManager.LateUpdate ()



--------------------------------------------------------------------------------

V1.0.12 S3 (64-bit)

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10 years ago
Nov 13, 2014, 12:36:50 AM
Looks like you're not the only ones.



http://www.pcgamer.com/ubisoft-acknowledges-assassins-creed-unity-problems-on-amd-hardware/



It's things like this, and the problem with Endless Legend, that turned me off on AMD graphics cards despite their drastic crash in prices lately because of the nVidia GTX 9xx series.

Waiting two weeks to pick up a Gigabyte GTX 970 G1. Even if it costs $100 more than a Radeon R9
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10 years ago
Nov 14, 2014, 3:02:53 PM
greatUnknown wrote:
Looks like you're not the only ones.



http://www.pcgamer.com/ubisoft-acknowledges-assassins-creed-unity-problems-on-amd-hardware/



It's things like this, and the problem with Endless Legend, that turned me off on AMD graphics cards despite their drastic crash in prices lately because of the nVidia GTX 9xx series.

Waiting two weeks to pick up a Gigabyte GTX 970 G1. Even if it costs $100 more than a Radeon R9




Me too, I just replaced my R290 with a GTX970. This is far from the first time AMD has bit me with issues like this, but I'm going to make damned sure it's the last. Never again.
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10 years ago
Nov 29, 2014, 11:28:49 PM
I just crashed, guess I'll switch to 32bit.

If it helps, here is my crash log:

EL esperologist 2014-11-29_135834.zip



* edit some hours later *

Got this a few turns from 100 while playing 32bit. It let me keep playing.







ArgumentNullException: Argument cannot be null.



Parameter name: source

--------------------------------------------------------------------------------

System.Linq.Check.SourceAndPredicate (System.Object source, System.Object predicate)

System.Linq.Enumerable.Where[Contender] (IEnumerable`1 source, System.Func`2 predicate)

AchievementManager.OnEventEncounterStateChange (.EventEncounterStateChange encounterEvent)

AchievementManager.EventService_EventRaise (System.Object sender, Amplitude.Unity.Event.EventRaiseEventArgs e)

Amplitude.Unity.Event.EventManager.Notify (Amplitude.Unity.Event.Event notification)

Encounter.OnEncounterStateChange (.EncounterStateChangeEventArgs e)

Encounter.set_EncounterState (EncounterState value)

GameClient+c__Iterator49A.MoveNext ()

Amplitude.Coroutine.Run ()

GameClient.ProcessOrders ()

GameInterface.UpdateMessageBoxAndProcessOrders ()

GameClient.UpdateMessageBoxAndProcessOrders ()

Session.Update ()

Amplitude.Unity.Session.SessionManager.LateUpdate ()



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V1.0.21 S3 (32-bit)
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10 years ago
Nov 30, 2014, 5:57:49 PM
I just crashed with an XFX HD 7770 running what I think is the 64bit version (my OS is 64 bit and I didn't select the 32bit version of the game in steam so).



It was past 110 turns something, happened exactly when I hit the End Turn button.



output_log.txt
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10 years ago
Dec 1, 2014, 1:25:48 AM
You'll get the same CTD (with or without error msg) running in 32 bit. My Win7 system is 32 bit, and any windows installer should detect this and install the appropriate binaries. The suggestion to switch to 32 bit (beta) involves the apparent fact that the beta autosaves every turn, saving you the loss of multiple turns upon CTD. You'll lose everything in the current turn of course. Note that a 64-bit system can always run your typical well-behaved 32-bit program.



One pattern I've noticed - and yes I have an AMD chipset with ATI Radeon 5xxx series video card, so I am one of the hosed - is that the CTDs occur when any of the generic status dialogs - your town has hit this pop #, your unit has achieved level x, etc. - pops up. Since these typically auto-pop between turns, CTDs or just the error msgs (I've learned to quit and restart the game when I see just the error msg), that's usually when the CTD will occur, although I've had them occur when I go into the Diplomacy screen especially. Overall scrolling around the map, moving between views is generally slightly jerky, CTD or not.



Curiously this never happened with Endless Space, ever, despite that the GUI looks and feels similar. What changed?
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10 years ago
Dec 1, 2014, 7:52:34 PM
I'm having regular crashes to desktop at around the turn 100 mark running the 64 bit version, I would also crash out if I loaded an auto-save after just a few turns. Going to try the 32 bit version now. Where do I send the bug reports to since the dialog never bothered to give me that info?
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10 years ago
Dec 1, 2014, 10:40:41 PM
I just bought Endless Legend for Steam and during my first game (over 3 different plays) it finally crashed. If it helps here is the text file in the crash folder it created. Thank you.



output_log.txt



I run Windows 7 64-bit with a AMD Radeon HD 6800 Series.



EDIT: I switched to 32-bit last night but I have not had a chance to test the game yet.



EDIT 2: Sorry for just the one file before, but here is the ZIP of the entire crash folder: 2014-11-30_190114.zip
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10 years ago
Dec 3, 2014, 6:45:39 PM
output_log.txtoutput_log.txt



Same problem I suppose. I've got ATI RADEON HD 4870 on Windows 7 Pro 64 bits. Please, I hope you will fixe this bug soon, your game is awesome smiley: smile
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10 years ago
Dec 5, 2014, 3:30:31 AM
I've managed to nurse it to turn ~170, but as game events expand (more map uncovered, more AI interaction, more city management), it becomes impossible to even complete a single turn.



I tried turning off all notifications in the Options before loading a saved game, in order to minimize the popups which appear in connection to the error msgs / CTDs. Oddly, changed Options don't persist between sessions - they were all turned back on next session.
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10 years ago
Dec 5, 2014, 11:33:32 PM
gaiko wrote:
I've managed to nurse it to turn ~170, but as game events expand (more map uncovered, more AI interaction, more city management), it becomes impossible to even complete a single turn.



I tried turning off all notifications in the Options before loading a saved game, in order to minimize the popups which appear in connection to the error msgs / CTDs. Oddly, changed Options don't persist between sessions - they were all turned back on next session.




As with any other program you have to restart the game in order for it to permanently save the settings or you'll lose them with it's next crash ^^
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