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Or you were updating us in the 2nd post that you crashed, not the server lol.
Objektreferensen har inte angetts till en instans av ett objekt.
vid SkyNations.World.Chunks.Multiblock.Machines.Entities.SyphonEntity.DrawTransparent(GameTime time, Matrix view, Matrix projection)
vid Bengine.Geometry.GeometryManager.DrawTransparent(GameTime time)
vid SkyNations.Screens.Gameplay.DrawRenderTargets(GameTime time)
vid Bengine.States.StateManager.DrawRenderTargets(GameTime time)
vid SkyNations.Game1.Draw(GameTime gameTime)
vid Microsoft.Xna.Framework.Game.DoDraw(GameTime gameTime)
vid Microsoft.Xna.Framework.Game.Tick()
vid MonoGame.Framework.WinFormsGameWindow.RunLoop()
vid Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior)
vid SkyNations.Program.Main()
Crash.log for ben
Object reference not set to an instance of an object.
Stack Trace:
at GameServer.World.Chunks.Chunk.CreateCreationMessage(NetOutgoingMessage packet, NetConnection connection)
at SharedGameData.Networking.PCNetworkManager.AddObjectToPlayer(NetPlayer player, SynchronisableObject obj, NetOutgoingMessage packetParam)
at SharedGameData.Networking.PCNetworkManager.SendEntitySet(UInt32 instanceID, UInt32[] ignoreAddOrRemoveObjects, NetPlayer player)
at SharedGameData.Networking.PCNetworkManager.Player_JoinInstance(UInt32 instanceID, NetPlayer player, UInt32[] ignoreAddOrRemoveObjects)
at GameServer.World.Systems.BiomeSystem.Join(NetPlayer p, UInt32[] ignoreNetworkObjects)
at GameServer.World.Actors.PlayerManager.PlayerJoined(NetPlayer player)
at SharedGameData.Networking.PCNetworkManager.OnPlayerJoinDel.Invoke(NetPlayer player)
at SharedGameData.Networking.PCNetworkManager.Update()
at GameServer.ServerInstance.Update()
at DedicatedServer.Program.Main(String[] args)
Objektreferensen har inte angetts till en instans av ett objekt.
vid Bengine.Geometry.GeometryManager.DrawModelCustomEffect(GraphicsDevice device, Model model)
vid SkyNations.World.Actors.NPCs.Bosses.Magmasite.QueenSpike.Draw(GameTime time, Matrix view, Matrix projection)
vid Bengine.Geometry.GeometryManager.Draw(GameTime time)
vid SkyNations.Screens.Gameplay.DrawDeferred(GameTime time)
vid SkyNations.PostProcess.DeferredRenderer.Draw(GameTime time)
vid SkyNations.Screens.Gameplay.DrawRenderTargets(GameTime time)
vid Bengine.States.StateManager.DrawRenderTargets(GameTime time)
vid SkyNations.Game1.Draw(GameTime gameTime)
vid Microsoft.Xna.Framework.Game.DoDraw(GameTime gameTime)
vid Microsoft.Xna.Framework.Game.Tick()
vid MonoGame.Framework.WinFormsGameWindow.RunLoop()
vid Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior)
vid SkyNations.Program.Main()
(i want really want to help out here)