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any idea which texas build should i play with?
I've deleted ship hulls and reloaded a save. Went to "Fleets"(Shipyards does the same thing) and the screen still went to black when I entered "Fleets". I "think" the problem must be caused elsewhere. I'm assuming the glitch is coming from either:
1) The map is too big. The map size I played on was TrulyEpic which didn't exist in the orginal version of the game that Zero released. Maybe there was a reason?
2) The amount of factions in the game (max 5). I noticed when a faction was introduced (as in the video feed of that faction appears in fullscreen) the black screen on Shipyard was more likely to occur. As well when faction video feeds appear subsequent times (factions demand tech from you or something) also increased the chance of the glitch occuring.
3) Both 1) and 2) together create this problem.
Finally, when reloading a save after the black screen occurs from either in game or trying to quit to main menu. The game will crash to desktop.
(Finallyx2) I can't seem to uncheck bloom in the options menu to see if there's some magic voodoo fix to this.
Did I install this mod wrong? I sent it to the right directory.... I'm at a lose.
it may be something in the save is incompatible. is it an old save?
very strange.
What about the black screen?
(!) Exception: Insufficient memory to continue the execution of the program.
Info: ScreenManager.Draw Crashed
Version = Texas_A2_Test_837
Mod = Combined Arms
ModVersion = 4.1D
StarDate = 1070.2
Ships = 1322
Planets = 541
Memory = 167232
XnaMemory = 484722
ShipLimit = 2999
StackTrace:
at XNA.Helpers.GetExceptionFromResult(UInt32 result)
at XNA.Graphics.Effect..ctor(GraphicsDevice graphicsDevice, Effect cloneSource)
at SynapseGaming.LightingSystem.Effects.BaseRenderableEffect..ctor(GraphicsDevice device, String embeddedEffect) in ckbox\SynapseGaming-SunBurn-Pro\SynapseGaming\LightingSystem\Effects\BaseRenderableEffect.cs:line 155
at SynapseGaming.LightingSystem.Effects.BaseSkinnedEffect..ctor(GraphicsDevice device, String string_0) in ckbox\SynapseGaming-SunBurn-Pro\SynapseGaming\LightingSystem\Effects\BaseSkinnedEffect.cs:line 76
at ShadowEffect..ctor(GraphicsDevice graphicsdevice) in ckbox\SynapseGaming-SunBurn-Pro\ShadowEffect.cs:line 222
at SynapseGaming.LightingSystem.Shadows.Forward.ShadowDirectionalMap.CreateEffect() in ckbox\SynapseGaming-SunBurn-Pro\SynapseGaming\LightingSystem\Shadows\Forward\ShadowDirectionalMap.cs:line 24
at SynapseGaming.LightingSystem.Shadows.BaseShadowEffectShadowMap.Build(GraphicsDevice device, ISceneState scenestate, ShadowGroup shadowgroup, IShadowMapVisibility shadowvisibility, Single shadowquality) in ckbox\SynapseGaming-SunBurn-Pro\SynapseGaming\LightingSystem\Shadows\BaseShadowEffectShadowMap.cs:line 47
at SynapseGaming.LightingSystem.Shadows.BaseShadowDirectionalMap.Build(GraphicsDevice device, ISceneState scenestate, ShadowGroup shadowgroup, IShadowMapVisibility shadowvisibility, Single shadowquality) in ckbox\SynapseGaming-SunBurn-Pro\SynapseGaming\LightingSystem\Shadows\BaseShadowDirectionalMap.cs:line 59
at SynapseGaming.LightingSystem.Shadows.BaseShadowMapManager.BuildShadows(List`1 rendertargetgroups, List`1 lights, Boolean usedefaultgrouping) in ckbox\SynapseGaming-SunBurn-Pro\SynapseGaming\LightingSystem\Shadows\BaseShadowMapManager.cs:line 220
at SynapseGaming.LightingSystem.Rendering.Forward.RenderManager.BeginFrameRendering(ISceneState scenestate) in ckbox\SynapseGaming-SunBurn-Pro\SynapseGaming\LightingSystem\Rendering\Forward\RenderManager.cs:line 145
at SynapseGaming.LightingSystem.Core.SceneInterface.BeginFrameRendering(ISceneState scenestate) in ckbox\SynapseGaming-SunBurn-Pro\SynapseGaming\LightingSystem\Core\SceneInterface.cs:line 359
at ScreenManager.BeginFrameRendering(GameTime gameTime, Matrix& view, Matrix& projection) in GameScreens\ScreenManager.cs:line 216
at ShipDesignScreen.Draw(SpriteBatch batch) in GameScreens\ShipDesignScreen\ShipDesignScreenDraw.cs:line 19
at ScreenManager.Draw(GameTime gameTime) in GameScreens\ScreenManager.cs:line 241