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翻訳の問題を報告
I had the same issue with X4 and it was the same fix. My Nvidia drivers were up to date.
1920
1080
window
90
Any idea what I'm doing wrong? Many thanks.
You won't see the change in the main menu. Did you try starting a game to see if the fov was different? Also try changing resolution numbers to make sure the file is being picked up.
Have you tried changing resolution numbers to see if those get picked up?
ok I changed the DefaultResolution.txt file to 1368x720 and it worked, the FOV still won't change though.
Update
For some strange reason the fov works if I set the resolution to 1600x900. I'm happy though :)
Hmmmm you may have just tipped me off to a bug... I will look into this!
I recently reinstalled my OS and am having some trouble getting the game to start.
Since reinstall, the game crashes as soon as I try to launch it, never populating anything on-screen.
This happens whether I'm launching from Steam or running the executable directly.
This is in desktop mode, not VR.
Tried a PC restart, reinstall of the game, switching to beta version, reinstall of GPU drivers, resolution fix above, and disabling Steam overlay.
I'm running Windows 10 Pro (x64) 21H2 (19044.1889) with an i5-12400F and RTX 3050 (driver version 30.0.15.1277).
Trying to launch generates these two error logs in eventvwr:
Faulting application name: OpenRPG.Windows.exe, version: 1.0.0.0, time stamp: 0x622f78e0
Faulting module name: KERNELBASE.dll, version: 10.0.19041.1889, time stamp: 0xe9ede6d6
Exception code: 0xe0434352
Fault offset: 0x0000000000034fd9
Faulting process id: 0xddc
Faulting application start time: 0x01d8ba3e6d9c54ad
Faulting application path: C:\Program Files (x86)\Steam\steamapps\common\8089\OpenRPG.Windows.exe
Faulting module path: C:\Windows\System32\KERNELBASE.dll
Report Id: 5bc224e6-1360-4533-93c1-ca149865ef9b
Faulting package full name:
Faulting package-relative application ID:
and
Application: OpenRPG.Windows.exe
CoreCLR Version: 6.0.422.16404
.NET Version: 6.0.4
Description: The process was terminated due to an unhandled exception.
Exception Info: System.TypeInitializationException: The type initializer for '<Module>' threw an exception.
---> System.TypeInitializationException: The type initializer for '<Module>' threw an exception.
---> System.TypeInitializationException: The type initializer for '<Module>' threw an exception.
---> System.TypeInitializationException: The type initializer for 'Xenko.Rendering.BackgroundCubemapShaderKeys' threw an exception.
---> System.TypeInitializationException: The type initializer for '<Module>' threw an exception.
---> System.TypeInitializationException: The type initializer for '<Module>' threw an exception.
---> System.TypeInitializationException: The type initializer for 'Xenko.Core.Native.NativeInvoke' threw an exception.
---> System.InvalidOperationException: Could not load native library libcore.dll from path [C:\Program Files (x86)\Steam\steamapps\common\8089\x64\libcore.dll] using CPU architecture x64.
at Xenko.Core.NativeLibrary.PreloadLibrary(String libraryName, Type owner)
at Xenko.Core.Native.NativeInvoke..cctor()
--- End of inner exception stack trace ---
at Xenko.Core.Native.NativeInvoke.Setup()
at Xenko.Native.Module.Initialize()
at .cctor()
--- End of inner exception stack trace ---
at Xenko.Core.DataSerializers.Xenko_GraphicsSerializerFactory.Initialize()
at .cctor()
--- End of inner exception stack trace ---
at Xenko.Rendering.BackgroundCubemapShaderKeys..cctor()
--- End of inner exception stack trace ---
at System.Runtime.CompilerServices.RuntimeHelpers.RunClassConstructor(RuntimeTypeHandle type)
at .cctor()
--- End of inner exception stack trace ---
at Xenko.Core.Serialization.AssemblyScan.Xenko_EngineAssemblyScan.Initialize()
at .cctor()
--- End of inner exception stack trace ---
at Xenko.Core.DataSerializers.OpenRPG_WindowsSerializerFactory.Initialize()
at .cctor()
--- End of inner exception stack trace ---
System.InvalidOperationException: Could not load native library libcore.dll from path [C:\Program Files (x86)\Steam\steamapps\common\8089\x64\libcore.dll] using CPU architecture x64.
Maybe that file got corrupted? Maybe you are somehow running this as 32 bit? Try deleting that file and Steam verify contents...?
The game itself will definitely not be running as x86, as I only built x64. The error reads like it can't open them net core runtime dll.
Maybe try installing a net core 6 runtime...? I thought it came with windows, but I'm not sure what's going on here.
Either way, thanks for the help man.
Description: The process was terminated due to an unhandled exception.
Exception Info: System.Exception: Couldn't allocate memory: ErrorTooManyObjects, NativeMemory: Vortice.Vulkan.VkDeviceMemory, type: 0, size: 5320
at Xenko.Graphics.GraphicsResource.AllocateMemory(VkMemoryPropertyFlags memoryProperties, VkMemoryRequirements memoryRequirements)
at Xenko.Graphics.Buffer.Recreate(IntPtr dataPointer)
at Xenko.Graphics.Buffer.InitializeFromImpl(BufferDescription description, BufferFlags viewFlags, PixelFormat viewFormat, IntPtr dataPointer)
at Xenko.Graphics.Buffer.New[T](GraphicsDevice device, T[] initialValue, BufferFlags bufferFlags, PixelFormat viewFormat, GraphicsResourceUsage usage)
at Xenko.Rendering.Rendering.StagedMeshDraw.<>c__DisplayClass27_0`1.<MakeStagedMeshDraw>b__0(GraphicsDevice graphicsDevice, StagedMeshDraw _smd)
at Xenko.Rendering.MeshRenderFeature.ProcessPipelineState(RenderContext context, RenderNodeReference renderNodeReference, RenderNode& renderNode, RenderObject renderObject, PipelineStateDescription pipelineState)
at Xenko.Rendering.RootEffectRenderFeature.<>c__DisplayClass57_1.<Prepare>b__1(RenderNodeReference renderNodeReference, PrepareThreadContext batch)
at Xenko.Core.Threading.Dispatcher.ExecuteBatch[TLocal](Int32 fromInclusive, Int32 toExclusive, Func`1 initializeLocal, Action`2 action, Action`1 finalizeLocal)
at Xenko.Core.Threading.Dispatcher.Fork[TLocal](Int32 endExclusive, Int32 batchSize, Int32 maxDegreeOfParallelism, Func`1 initializeLocal, Action`2 action, Action`1 finalizeLocal, BatchState state)
at Xenko.Core.Threading.Dispatcher.For[TLocal](Int32 fromInclusive, Int32 toExclusive, Func`1 initializeLocal, Action`2 action, Action`1 finalizeLocal)
at Xenko.Rendering.RootEffectRenderFeature.Prepare(RenderDrawContext context)
at Xenko.Rendering.MeshRenderFeature.Prepare(RenderDrawContext context)
at Xenko.Core.Threading.Dispatcher.Fork(Int32 endExclusive, Int32 batchSize, Int32 maxDegreeOfParallelism, Action`1 action, BatchState state)
at Xenko.Core.Threading.Dispatcher.For(Int32 fromInclusive, Int32 toExclusive, Action`1 action)
at Xenko.Rendering.RenderSystem.Prepare(RenderDrawContext context)
at Xenko.Rendering.Compositing.GraphicsCompositor.DrawCore(RenderDrawContext context)
at Xenko.Rendering.RendererBase.Draw(RenderDrawContext context)
at Xenko.Engine.SceneSystem.Draw(GameTime gameTime)
at Xenko.Games.GameSystemCollection.Draw(GameTime gameTime)
at Xenko.Games.GameBase.Draw(GameTime gameTime)
at Xenko.Games.GameBase.DrawFrame()
at Xenko.Games.GameBase.TickInternal()
at Xenko.Games.GameBase.Tick()
at Xenko.Games.GamePlatform.Tick()
at Xenko.Graphics.SDL.SDLMessageLoop.Run(Window form, RenderCallback renderCallback)
at Xenko.Games.GameWindowSDL.Run()
at Xenko.Games.GamePlatform.Run(GameContext gameContext)
at Xenko.Games.GameBase.Run(GameContext gameContext)
at OpenRPG.Windows.OpenRPGApp.Main(String[] args)
How frequently does this happen?