StarDrive

StarDrive

Goldymires Nov 12, 2018 @ 4:10pm
Black Screen when entering Shipyard and Fleet Manager.
Short and sweet.

Running Texas A2 Test 837 with Combined Arms 4.1D Mod activated

Playing on maps with TrulyEpic Size and Abundant Planets with 5 opposing factions

I've nuked all my old ship designs as I've read that old ship designs are causing errors when interacting with Blackbox+Combined Arms which cause the black screen issue. However, the black screen issue still comes around. What fixes the black screen issue (For both shipyard and fleet manager) is quiting the game and reloading a save. This is a temporary fix however as the black screen issue for the shipyard and fleet manager comes back eventually. It "Seems" to get worse as the game goes on. (Stardates 1100+) I will investigate more.

I'm at a lose at what the cause of the black screen could be.



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Showing 1-10 of 10 comments
bagelhe Nov 13, 2018 @ 6:17am 
hey, i got same problem. running same build as you there. Even my saves have black screen though.
any idea which texas build should i play with?
Last edited by bagelhe; Nov 13, 2018 @ 6:19am
Goldymires Nov 13, 2018 @ 5:06pm 
No idea, this was an issue with me with the other builds as well. Hopefully help will come soon!
Goldymires Nov 13, 2018 @ 8:10pm 
So update:

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.
bagelhe Nov 14, 2018 @ 2:27am 
no its not map size cause i played with huge map and there was the same problem. I am trying out now alpha 1 build 3
Goldymires Nov 15, 2018 @ 7:58pm 
New bug found (at least for me) when in the empire overview screen. If I build ships and they are built while I'm in the empire overview screen. The ships built won't appear. Same goes if I launch troops from the empire overview screen. I don't even know how this occured.

Did I install this mod wrong? I sent it to the right directory.... I'm at a lose.
Crunchy Nov 17, 2018 @ 9:13pm 
i havent seen this. does it happen on a new game?
it may be something in the save is incompatible. is it an old save?
very strange.
Goldymires Nov 17, 2018 @ 9:39pm 
I have no idea. It seems to happen with an old save.

What about the black screen?
Goldymires Nov 20, 2018 @ 8:05pm 
This black screen issue is driving me crazy. I don't know what's the trigger!!!
Goldymires Nov 25, 2018 @ 11:18am 
Crunchy, does the black screen happen to you at all?
Goldymires Nov 29, 2018 @ 7:49pm 
Would it help if I posted this:

(!) 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
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