Barotrauma
Тема закрыта
My game doesn't even start
Since last update, my game doesn't even start, yesterday I could play the game normally.
The game is stuck on "executing" and I can't do anything
Отредактировано Existential Crisis; 4 мар. 2020 г. в 15:55
< >
Сообщения 3145 из 46
Автор сообщения: 1dynamoon
Hi everyone! Sorry to hear there have been startup issues for some players since the update. It would seem there are issues on Mac in particular, and those may have something to do with changes Apple has introduced. To read more about that, please see my reply to the update announcement comments here: https://steamcommunity.com/app/602960/eventcomments/1751276319484102871?ctp=2#c1751276319487255540

To everyone who has had these issues, it would help us a lot if you could post a crash report and information about your operating system in this thread. Without that information, it's difficult for us to investigate the issues. Thanks for all the information you can provide!
CRASH REPORT:

Process: Barotrauma [9127]
Path: /Users/USER/Library/Application Support/Steam/*/Barotrauma.app/Contents/MacOS/Barotrauma
Identifier: com.FakeFish.Barotrauma
Version: 0.9 (0.4)
Code Type: X86-64 (Native)
Parent Process: ??? [1]
Responsible: Barotrauma [9127]
User ID: 501

Date/Time: 2020-03-05 21:56:18.186 -0800
OS Version: Mac OS X 10.13.6 (17G10021)
Report Version: 12
Anonymous UUID: 858DB4ED-667A-2576-EA77-26D5D598AB7A

Sleep/Wake UUID: 4D243392-472F-4B0C-AA72-C32E66160099

Time Awake Since Boot: 15000 seconds
Time Since Wake: 140 seconds

System Integrity Protection: enabled

Crashed Thread: 23

Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Exception Note: EXC_CORPSE_NOTIFY

Termination Reason: DYLD, [0x4] Symbol missing

Dyld Error Message:
Symbol not found: ____chkstk_darwin
Referenced from: /Users/USER/Library/Application Support/Steam/*/Barotrauma.app/Contents/MacOS/libwebm_mem_playback_x64.dylib
Expected in: /usr/lib/libSystem.B.dylib

this was too long to post the whole thing so i clipped it to what seemed important. I dont know what this means, so might have only got the useless parts. If so, tell me and ill try to post the full one. Otherwise, hope this helps!
Автор сообщения: 1dynamoon
Hi! Sorry to hear you've had problems after the update. Could you post the crash report along with operating system information here? We are aware at least Mac users have experienced startup crashes since yesterday, possibly because of changes Apple has made rather than because of changes in the game, but if there are similar issues with other operating systems, we'd appreciate as much information as possible to be able to diagnose and fix the issues!


Автор сообщения: 1dynamoon
Hi everyone! Sorry to hear there have been startup issues for some players since the update. It would seem there are issues on Mac in particular, and those may have something to do with changes Apple has introduced. To read more about that, please see my reply to the update announcement comments here: https://steamcommunity.com/app/602960/eventcomments/1751276319484102871?ctp=2#c1751276319487255540

To everyone who has had these issues, it would help us a lot if you could post a crash report and information about your operating system in this thread. Without that information, it's difficult for us to investigate the issues. Thanks for all the information you can provide!

So after the update, the game initializes for 1 second (with the black screen and audio) before crashing. I'm running on macOS Sierra, not Catalina. I've tried verifying the game files. I keep trying to paste my most recent crash report but this will only allow 18K characters, so I'm taking out random parts of the report I've deleted Threads 12-26 and Binary Images and will try to post it in a follow up post.

Автор сообщения: rtxlena
So after the update, the game initializes for 1 second (with the black screen and audio) before crashing. I'm running on macOS Sierra, not Catalina. I've tried verifying the game files. I keep trying to paste my most recent crash report but this will only allow 18K characters, so I'm taking out random parts of the report I've deleted Threads 12-26 and Binary Images and will try to post it in a follow up post.


Process: Barotrauma [949]
Path: /Users/USER/Library/Application Support/Steam/*/Barotrauma.app/Contents/MacOS/Barotrauma
Identifier: com.FakeFish.Barotrauma
Version: 0.9 (0.4)
Code Type: X86-64 (Native)
Parent Process: ??? [1]
Responsible: Barotrauma [949]
User ID: 501

Date/Time: 2020-03-08 21:26:48.163 -0400
OS Version: Mac OS X 10.12.6 (16G2136)
Report Version: 12
Anonymous UUID: 820F6E32-9CFC-0816-E146-792806CC83B3


Time Awake Since Boot: 2600 seconds

System Integrity Protection: enabled

Crashed Thread: 26

Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Exception Note: EXC_CORPSE_NOTIFY

Termination Reason: DYLD, [0x4] Symbol missing

Dyld Error Message:
Symbol not found: ____chkstk_darwin
Referenced from: /Users/USER/Library/Application Support/Steam/*/Barotrauma.app/Contents/MacOS/libwebm_mem_playback_x64.dylib (which was built for Mac OS X 10.13)
Expected in: /usr/lib/libSystem.B.dylib

Thread 0:: MainThrd Dispatch queue: com.apple.main-thread
0 libclrjit.dylib 0x000000010b6749c8 emitter::emitOutputRexOrVexPrefixIfNeeded(instruction, unsigned char*, unsigned long&) + 8
1 libclrjit.dylib 0x000000010b681983 emitter::emitOutputSV(unsigned char*, emitter::instrDesc*, unsigned long, emitter::CnsVal*) + 1139
2 libclrjit.dylib 0x000000010b685cee emitter::emitOutputInstr(insGroup*, emitter::instrDesc*, unsigned char**) + 3150
3 libclrjit.dylib 0x000000010b552d87 emitter::emitEndCodeGen(Compiler*, bool, bool, bool, bool, unsigned int, unsigned int*, unsigned int*, void**, void**, void**) + 1799
4 libclrjit.dylib 0x000000010b5393b3 CodeGen::genGenerateCode(void**, unsigned int*) + 259
5 libclrjit.dylib 0x000000010b5456b1 Compiler::compCompile(void**, unsigned int*, JitFlags*) + 6801
6 libclrjit.dylib 0x000000010b546817 Compiler::compCompileHelper(CORINFO_MODULE_STRUCT_*, ICorJitInfo*, CORINFO_METHOD_INFO*, void**, unsigned int*, JitFlags*, CorInfoInstantiationVerification) + 743
7 libclrjit.dylib 0x000000010b5461d1 Compiler::compCompile(CORINFO_METHOD_STRUCT_*, CORINFO_MODULE_STRUCT_*, ICorJitInfo*, CORINFO_METHOD_INFO*, void**, unsigned int*, JitFlags*) + 881
8 libclrjit.dylib 0x000000010b547491 jitNativeCode(CORINFO_METHOD_STRUCT_*, CORINFO_MODULE_STRUCT_*, ICorJitInfo*, CORINFO_METHOD_INFO*, void**, unsigned int*, JitFlags*, void*) + 641
9 libclrjit.dylib 0x000000010b54b550 CILJit::compileMethod(ICorJitInfo*, CORINFO_METHOD_INFO*, unsigned int, unsigned char**, unsigned int*) + 160
10 libcoreclr.dylib 0x000000010aaa5876 invokeCompileMethodHelper(EEJitManager*, CEEInfo*, CORINFO_METHOD_INFO*, CORJIT_FLAGS, unsigned char**, unsigned int*) + 262
11 libcoreclr.dylib 0x000000010aaa593e invokeCompileMethod(EEJitManager*, CEEInfo*, CORINFO_METHOD_INFO*, CORJIT_FLAGS, unsigned char**, unsigned int*) + 126
12 libcoreclr.dylib 0x000000010aaa5a63 CallCompileMethodWithSEHWrapper(EEJitManager*, CEEInfo*, CORINFO_METHOD_INFO*, CORJIT_FLAGS, unsigned char**, unsigned int*, NativeCodeVersion) + 83
13 libcoreclr.dylib 0x000000010aaa62bf UnsafeJitFunction(NativeCodeVersion, COR_ILMETHOD_DECODER*, CORJIT_FLAGS, unsigned int*) + 1103
14 libcoreclr.dylib 0x000000010aad6ce4 MethodDesc::JitCompileCodeLocked(PrepareCodeConfig*, ListLockEntryBase<NativeCodeVersion>*, unsigned int*, CORJIT_FLAGS*) + 308
15 libcoreclr.dylib 0x000000010aad6a0e MethodDesc::JitCompileCodeLockedEventWrapper(PrepareCodeConfig*, ListLockEntryBase<NativeCodeVersion>*) + 542
16 libcoreclr.dylib 0x000000010aad62f5 MethodDesc::JitCompileCode(PrepareCodeConfig*) + 341
17 libcoreclr.dylib 0x000000010aad604c MethodDesc::PrepareILBasedCode(PrepareCodeConfig*) + 668
18 libcoreclr.dylib 0x000000010aad5c33 MethodDesc::PrepareCode(NativeCodeVersion) + 563
19 libcoreclr.dylib 0x000000010aa3ccff CodeVersionManager::PublishVersionableCodeIfNecessary(MethodDesc*, int) + 463
20 libcoreclr.dylib 0x000000010aad8443 MethodDesc::DoPrestub(MethodTable*) + 307
21 libcoreclr.dylib 0x000000010aad8083 PreStubWorker + 435
22 libcoreclr.dylib 0x000000010acf591b ThePreStub + 92
23 ??? 0x0000000113254ff8 0 + 4616179704
24 ??? 0x000000011325363e 0 + 4616173118
25 ??? 0x0000000113252ba4 0 + 4616170404
26 ??? 0x0000000113252813 0 + 4616169491
27 ??? 0x0000000113252735 0 + 4616169269
28 ??? 0x00000001132515e5 0 + 4616164837
29 ??? 0x0000000112dbc14d 0 + 4611359053
30 ??? 0x0000000112dbbf71 0 + 4611358577
31 ??? 0x00000001117710ff 0 + 4587983103
32 libcoreclr.dylib 0x000000010acf4c3b CallDescrWorkerInternal + 124
33 libcoreclr.dylib 0x000000010ab41029 MethodDescCallSite::CallTargetWorker(unsigned long const*, unsigned long*, int) + 1657
34 libcoreclr.dylib 0x000000010aa08ef6 RunMain(MethodDesc*, short, int*, PtrArray**) + 726
35 libcoreclr.dylib 0x000000010aa09268 Assembly::ExecuteMainMethod(PtrArray**, int) + 408
36 libcoreclr.dylib 0x000000010aa49678 CorHost2::ExecuteAssembly(unsigned int, char16_t const*, int, char16_t const**, unsigned int*) + 504
37 libcoreclr.dylib 0x000000010a981052 coreclr_execute_assembly + 226
38 libhostpolicy.dylib 0x000000010a8f65d7 0x10a8e5000 + 71127
39 libhostpolicy.dylib 0x000000010a8f7438 0x10a8e5000 + 74808
40 libhostfxr.dylib 0x000000010a8b4353 0x10a88c000 + 164691
41 libhostfxr.dylib 0x000000010a8b3642 0x10a88c000 + 161346
42 libhostfxr.dylib 0x000000010a8af64a 0x10a88c000 + 144970
43 com.FakeFish.Barotrauma 0x0000000107be3724 0x107bd8000 + 46884
44 com.FakeFish.Barotrauma 0x0000000107be3a3f 0x107bd8000 + 47679
45 libdyld.dylib 0x00007fffc5786235 start + 1

Thread 1:
0 libsystem_kernel.dylib 0x00007fffc58b544e __workq_kernreturn + 10
1 libsystem_pthread.dylib 0x00007fffc599f621 _pthread_wqthread + 1426
2 libsystem_pthread.dylib 0x00007fffc599f07d start_wqthread + 13

Thread 2:
0 libsystem_kernel.dylib 0x00007fffc58b544e __workq_kernreturn + 10
1 libsystem_pthread.dylib 0x00007fffc599f621 _pthread_wqthread + 1426
2 libsystem_pthread.dylib 0x00007fffc599f07d start_wqthread + 13

Thread 3:
0 libsystem_kernel.dylib 0x00007fffc58b544e __workq_kernreturn + 10
1 libsystem_pthread.dylib 0x00007fffc599f621 _pthread_wqthread + 1426
2 libsystem_pthread.dylib 0x00007fffc599f07d start_wqthread + 13

Thread 4:
0 libsystem_kernel.dylib 0x00007fffc58ad34a mach_msg_trap + 10
1 libsystem_kernel.dylib 0x00007fffc58ac797 mach_msg + 55
2 libcoreclr.dylib 0x000000010a97db18 MachMessage::Receive(unsigned int) + 72
3 libcoreclr.dylib 0x000000010a97ca5e SEHExceptionThread(void*) + 94
4 libsystem_pthread.dylib 0x00007fffc599f93b _pthread_body + 180
5 libsystem_pthread.dylib 0x00007fffc599f887 _pthread_start + 286
6 libsystem_pthread.dylib 0x00007fffc599f08d thread_start + 13

Thread 5:
0 libsystem_kernel.dylib 0x00007fffc58b5d96 kevent + 10
1 libcoreclr.dylib 0x000000010a971320 CorUnix::CPalSynchronizationManager::ReadBytesFromProcessPipe(int, unsigned char*, int) + 448
2 libcoreclr.dylib 0x000000010a970993 CorUnix::CPalSynchronizationManager::WorkerThread(void*) + 131
3 libcoreclr.dylib 0x000000010a97a384 CorUnix::CPalThread::ThreadEntry(void*) + 436
4 libsystem_pthread.dylib 0x00007fffc599f93b _pthread_body + 180
5 libsystem_pthread.dylib 0x00007fffc599f887 _pthread_start + 286
6 libsystem_pthread.dylib 0x00007fffc599f08d thread_start + 13

Thread 6:
0 libsystem_kernel.dylib 0x00007fffc58b4a3e __open + 10
1 libcoreclr.dylib 0x000000010a9f197f TwoWayPipe::WaitForConnection() + 31
2 libcoreclr.dylib 0x000000010a9e8c57 DbgTransportSession::TransportWorker() + 167
3 libcoreclr.dylib 0x000000010a9e76b9 DbgTransportSession::TransportWorkerStatic(void*) + 9
4 libcoreclr.dylib 0x000000010a97a384 CorUnix::CPalThread::ThreadEntry(void*) + 436
5 libsystem_pthread.dylib 0x00007fffc599f93b _pthread_body + 180
6 libsystem_pthread.dylib 0x00007fffc599f887 _pthread_start + 286
7 libsystem_pthread.dylib 0x00007fffc599f08d thread_start + 13

Thread 7:
0 libsystem_kernel.dylib 0x00007fffc58b4bf2 __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x00007fffc59a07fa _pthread_cond_wait + 712
2 libcoreclr.dylib 0x000000010a96edfb CorUnix::CPalSynchronizationManager::ThreadNativeWait(CorUnix::_ThreadNativeWaitData*, unsigned int, CorUnix::ThreadWakeupReason*, unsigned int*) + 347
3 libcoreclr.dylib 0x000000010a96ea90 CorUnix::CPalSynchronizationManager::BlockThread(CorUnix::CPalThread*, unsigned int, bool, bool, CorUnix::ThreadWakeupReason*, unsigned int*) + 464
4 libcoreclr.dylib 0x000000010a97347c CorUnix::InternalWaitForMultipleObjectsEx(CorUnix::CPalThread*, unsigned int, void* const*, int, unsigned int, int, int) + 2028
5 libcoreclr.dylib 0x000000010a973762 WaitForMultipleObjectsEx + 82
6 libcoreclr.dylib 0x000000010a9e5948 DebuggerRCThread::MainLoop() + 248
7 libcoreclr.dylib 0x000000010a9e57ec DebuggerRCThread::ThreadProc() + 284
8 libcoreclr.dylib 0x000000010a9e5503 DebuggerRCThread::ThreadProcStatic(void*) + 131
9 libcoreclr.dylib 0x000000010a97a384 CorUnix::CPalThread::ThreadEntry(void*) + 436
10 libsystem_pthread.dylib 0x00007fffc599f93b _pthread_body + 180
11 libsystem_pthread.dylib 0x00007fffc599f887 _pthread_start + 286
12 libsystem_pthread.dylib 0x00007fffc599f08d thread_start + 13

Thread 8:
0 libsystem_kernel.dylib 0x00007fffc58b4bf2 __psynch_cvwait + 10
1 libsystem_pthread.dylib 0x00007fffc59a07fa _pthread_cond_wait + 712
2 libcoreclr.dylib 0x000000010a96edde CorUnix::CPalSynchronizationManager::ThreadNativeWait(CorUnix::_ThreadNativeWaitData*, unsigned int, CorUnix::ThreadWakeupReason*, unsigned int*) + 318
3 libcoreclr.dylib 0x000000010a96ea90 CorUnix::CPalSynchronizationManager::BlockThread(CorUnix::CPalThread*, unsigned int, bool, bool, CorUnix::ThreadWakeupReason*, unsigned int*) + 464
4 libcoreclr.dylib 0x000000010a97347c CorUnix::InternalWaitForMultipleObjectsEx(CorUnix::CPalThread*, unsigned int, void* const*, int, unsigned int, int, int) + 2028
5 libcoreclr.dylib 0x000000010a97369d WaitForSingleObjectEx + 77
6 libcoreclr.dylib 0x000000010ac2d5e9 CLREventBase::WaitEx(unsigned int, WaitMode, PendingSync*) + 201
7 libcoreclr.dylib 0x000000010ab93cbf FinalizerThread::WaitForFinalizerEvent(CLREvent*) + 31
8 libcoreclr.dylib 0x000000010ab93e22 FinalizerThread::FinalizerThreadWorker(void*) + 98
9 libcoreclr.dylib 0x000000010ab01fa3 ManagedThreadBase_DispatchOuter(ManagedThreadCallState*) + 323
10 libcoreclr.dylib 0x000000010ab025f0 ManagedThreadBase::FinalizerBase(void (*)(void*)) + 32
11 libcoreclr.dylib 0x000000010ab940f8 FinalizerThread::FinalizerThreadStart(void*) + 504
12 libcoreclr.dylib 0x000000010a97a384 CorUnix::CPalThread::ThreadEntry(void*) + 436
13 libsystem_pthread.dylib 0x00007fffc599f93b _pthread_body + 180
14 libsystem_pthread.dylib 0x00007fffc599f887 _pthread_start + 286
15 libsystem_pthread.dylib 0x00007fffc599f08d thread_start + 13


Logical CPU: 0
Error Code: 0x02000209
Trap Number: 133


External Modification Summary:
Calls made by other processes targeting this process:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
Calls made by this process:
task_for_pid: 0
thread_create: 0
thread_set_state: 0
Calls made by all processes on this machine:
task_for_pid: 1465
thread_create: 0
thread_set_state: 0

VM Region Summary:
ReadOnly portion of Libraries: Total=311.5M resident=0K(0%) swapped_out_or_unallocated=311.5M(100%)
Writable regions: Total=412.0M written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=412.0M(100%)

VIRTUAL REGION
REGION TYPE SIZE COUNT (non-coalesced)
=========== ======= =======
Accelerate framework 128K 2
Activity Tracing 256K 2
CG backing stores 20.7M 4
CG image 1124K 12
CoreAnimation 56K 8
CoreUI image data 1692K 14
CoreUI image file 184K 5
Foundation 4K 2
IOKit 7940K 2
Image IO 16K 2
Kernel Alloc Once 8K 2
MALLOC 175.2M 53
MALLOC guard page 48K 10
MALLOC_LARGE (reserved) 3856K 3 reserved VM address space (unallocated)
Memory Tag 242 12K 2
Memory Tag 249 156K 2
STACK GUARD 56.1M 28
Stack 20.7M 28
VM_ALLOCATE 2.3G 234
VM_ALLOCATE (reserved) 64K 2 reserved VM address space (unallocated)
__DATA 23.5M 256
__GLSLBUILTINS 2588K 2
__IMAGE 528K 2
__LINKEDIT 139.5M 30
__TEXT 172.0M 250
__UNICODE 556K 2
mapped file 78.6M 140
shared memory 41.1M 13
=========== ======= =======
TOTAL 3.0G 1084
TOTAL, minus reserved VM space 3.0G 1084

Model: MacBookPro11,4, BootROM 194.0.0.0.0, 4 processors, Intel Core i7, 2.8 GHz, 16 GB, SMC 2.29f24
Graphics: Intel Iris Pro, Intel Iris Pro, Built-In
Memory Module: BANK 0/DIMM0, 8 GB, DDR3, 1600 MHz, 0x802C, 0x31364B544631473634485A2D314736453120
Memory Module: BANK 1/DIMM0, 8 GB, DDR3, 1600 MHz, 0x802C, 0x31364B544631473634485A2D314736453120
AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x152), Broadcom BCM43xx 1.0 (7.21.171.134.1a2)
Bluetooth: Version 5.0.5f7, 3 services, 27 devices, 1 incoming serial ports
Network Service: Wi-Fi, AirPort, en0
Serial ATA Device: APPLE SSD SM1024G, 1 TB
USB Device: USB 3.0 Bus
USB Device: Apple Internal Keyboard / Trackpad
USB Device: Bluetooth USB Host Controller
USB Device: USB Optical Mouse
Thunderbolt Bus: MacBook Pro, Apple Inc., 27.1
Dynamoon  [Разработчик] 9 мар. 2020 г. в 5:02 
@Waraider thanks for the report and sorry for the inconvenience! I'm merging your post into a thread with other similar reports to keep them all in one place. I realise you may have tried everything in this Trello card already, but I'll link it here in case there's still something there that could help you: https://trello.com/c/EbQXAzCG/288-game-crashes-during-loading-workaround-included
Автор сообщения: 1dynamoon
@Waraider thanks for the report and sorry for the inconvenience! I'm merging your post into a thread with other similar reports to keep them all in one place. I realise you may have tried everything in this Trello card already, but I'll link it here in case there's still something there that could help you: https://trello.com/c/EbQXAzCG/288-game-crashes-during-loading-workaround-included
I've tried everything, from deleting the mods folder to deleting my entire workshop and veryfing my game, nothing has worked. No crash report or anything, I just can't get it started.
Отредактировано Existential Crisis; 9 мар. 2020 г. в 8:46
For me loading up the game works for about 10 seconds before it crashes. I've tried everything from verifying game files to disabling steams cloud saves just to make sure there's no carry over between uninstalls. I really hope you fix this soon. Below this comment will be my crash report for what little help it does.
Отредактировано gwendoodle<3; 9 мар. 2020 г. в 23:00
Barotrauma Client crash report (generated on 3/9/2020 10:49:57 PM)


Barotrauma seems to have crashed. Sorry for the inconvenience!


30C54684AA148E0CE8B2F75522B1FE39


Game version 0.9.7.1 (ReleaseWindows, branch release, revision 6ec75fa2a)
Graphics mode: 1680x1050 (BorderlessWindowed)
VSync ON
Selected content packages: Vanilla 0.9
Level seed: no level loaded
Loaded submarine: None
Selected screen: None
SteamManager initialized


System info:
Operating system: Microsoft Windows NT 6.2.9200.0 64 bit
GPU name: NVIDIA GeForce GTX 750 Ti
Display mode: {Width:1680 Height:1050 Format:Color AspectRatio:1.6}
GPU status: Normal


Exception: Loading was interrupted due to an error: Object reference not set to an instance of an object.
at Barotrauma.CampaignSetupUI.UpdateLoadMenu(IEnumerable`1 saveFiles) in E:\Barotrauma-development\Barotrauma\BarotraumaClient\ClientSource\Screens\CampaignSetupUI.cs:line 394
at Barotrauma.CampaignSetupUI..ctor(Boolean isMultiplayer, GUIComponent newGameContainer, GUIComponent loadGameContainer, IEnumerable`1 submarines, IEnumerable`1 saveFiles) in E:\Barotrauma-development\Barotrauma\BarotraumaClient\ClientSource\Screens\CampaignSetupUI.cs:line 217
at Barotrauma.MainMenuScreen.CreateCampaignSetupUI() in E:\Barotrauma-development\Barotrauma\BarotraumaClient\ClientSource\Screens\MainMenuScreen.cs:line 1075
at Barotrauma.MainMenuScreen..ctor(GameMain game) in E:\Barotrauma-development\Barotrauma\BarotraumaClient\ClientSource\Screens\MainMenuScreen.cs:line 346
at Barotrauma.GameMain.Load(Boolean isSeparateThread)+MoveNext() in E:\Barotrauma-development\Barotrauma\BarotraumaClient\ClientSource\GameMain.cs:line 525
at Barotrauma.CoroutineManager.ExecuteCoroutineThread(CoroutineHandle handle) in E:\Barotrauma-development\Barotrauma\BarotraumaShared\SharedSource\CoroutineManager.cs:line 167 (System.Exception)
Target site: Void Update(Microsoft.Xna.Framework.GameTime)
Stack trace:
at Barotrauma.GameMain.Update(GameTime gameTime) in E:\Barotrauma-development\Barotrauma\BarotraumaClient\ClientSource\GameMain.cs:line 749
at Microsoft.Xna.Framework.Game.DoUpdate(GameTime gameTime) in E:\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 656
at Microsoft.Xna.Framework.Game.Tick() in E:\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 504
at Microsoft.Xna.Framework.SdlGamePlatform.RunLoop() in E:\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\SDL\SDLGamePlatform.cs:line 94
at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior) in E:\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 398
at Microsoft.Xna.Framework.Game.Run() in E:\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 368
at Barotrauma.Program.Main(String[] args) in E:\Barotrauma-development\Barotrauma\BarotraumaClient\ClientSource\Program.cs:line 42


Last debug messages:
[3/9/2020 10:49:57 PM] Coroutine "Load" has failed
[3/9/2020 10:49:57 PM] Coroutine "Load" has thrown an exception {Object reference not set to an instance of an object.}
at Barotrauma.CampaignSetupUI.UpdateLoadMenu(IEnumerable`1 saveFiles) in E:\Barotrauma-development\Barotrauma\BarotraumaClient\ClientSource\Screens\CampaignSetupUI.cs:line 394
at Barotrauma.CampaignSetupUI..ctor(Boolean isMultiplayer, GUIComponent newGameContainer, GUIComponent loadGameContainer, IEnumerable`1 submarines, IEnumerable`1 saveFiles) in E:\Barotrauma-development\Barotrauma\BarotraumaClient\ClientSource\Screens\CampaignSetupUI.cs:line 217
at Barotrauma.MainMenuScreen.CreateCampaignSetupUI() in E:\Barotrauma-development\Barotrauma\BarotraumaClient\ClientSource\Screens\MainMenuScreen.cs:line 1075
at Barotrauma.MainMenuScreen..ctor(GameMain game) in E:\Barotrauma-development\Barotrauma\BarotraumaClient\ClientSource\Screens\MainMenuScreen.cs:line 346
at Barotrauma.GameMain.Load(Boolean isSeparateThread)+MoveNext() in E:\Barotrauma-development\Barotrauma\BarotraumaClient\ClientSource\GameMain.cs:line 525
at Barotrauma.CoroutineManager.ExecuteCoroutineThread(CoroutineHandle handle) in E:\Barotrauma-development\Barotrauma\BarotraumaShared\SharedSource\CoroutineManager.cs:line 167
[3/9/2020 10:49:57 PM] Error decompressing C:\Users\Grant\AppData\Local\Daedalic Entertainment GmbH\Barotrauma\First Sub try.save {The archive entry was compressed using an unsupported compression method.}
at System.IO.Compression.Inflater.Inflate(FlushCode flushCode)
at System.IO.Compression.Inflater.ReadInflateOutput(Byte* bufPtr, Int32 length, FlushCode flushCode, Int32& bytesRead)
at System.IO.Compression.Inflater.ReadOutput(Byte* bufPtr, Int32 length, Int32& bytesRead)
at System.IO.Compression.Inflater.InflateVerified(Byte* bufPtr, Int32 length)
at System.IO.Compression.DeflateStream.ReadCore(Span`1 buffer)
at System.IO.Compression.DeflateStream.Read(Byte[] array, Int32 offset, Int32 count)
at System.IO.Compression.GZipStream.Read(Byte[] array, Int32 offset, Int32 count)
at Barotrauma.SaveUtil.DecompressFile(String sDir, GZipStream zipStream, ProgressDelegate progress) in E:\Barotrauma-development\Barotrauma\BarotraumaShared\SharedSource\Utils\SaveUtil.cs:line 324
at Barotrauma.SaveUtil.DecompressToDirectory(String sCompressedFile, String sDir, ProgressDelegate progress) in E:\Barotrauma-development\Barotrauma\BarotraumaShared\SharedSource\Utils\SaveUtil.cs:line 389
at Barotrauma.SaveUtil.LoadGameSessionDoc(String filePath) in E:\Barotrauma-development\Barotrauma\BarotraumaShared\SharedSource\Utils\SaveUtil.cs:line 144
[3/9/2020 10:49:52 PM] Loaded languages: English, German, French, Russian, Polish, Brazilian Portuguese, Castilian Spanish, Latinamerican Spanish, Simplified Chinese, Traditional Chinese, Japanese, Turkish, Korean
[3/9/2020 10:49:52 PM] Content package load order: Vanilla 0.9
[3/9/2020 10:49:51 PM] Attempting to open ALC device "OpenAL Soft"
[3/9/2020 10:49:50 PM] Loaded languages: English, German, French, Russian, Polish, Brazilian Portuguese, Castilian Spanish, Latinamerican Spanish, Simplified Chinese, Traditional Chinese, Japanese, Turkish, Korean
[3/9/2020 10:49:50 PM] Loaded languages: English, German, French, Russian, Polish, Brazilian Portuguese, Castilian Spanish, Latinamerican Spanish, Simplified Chinese, Traditional Chinese, Japanese, Turkish, Korean
[3/9/2020 10:49:49 PM] Logged in as the gungus (SteamID STEAM_1:0:35746020)

Отредактировано gwendoodle<3; 9 мар. 2020 г. в 23:00
Barotrauma Client crash report (generated on 10.03.2020 21:50:19)


Barotrauma seems to have crashed. Sorry for the inconvenience!


30C54684AA148E0CE8B2F75522B1FE39


Game version 0.9.7.1 (ReleaseWindows, branch release, revision 6ec75fa2a)
Graphics mode: 1680x1050 (BorderlessWindowed)
VSync ON
Selected content packages: Vanilla 0.9
Level seed: no level loaded
Loaded submarine: None
Selected screen: None
SteamManager initialized


System info:
Operating system: Microsoft Windows NT 6.2.9200.0 64 bit
GPU name: NVIDIA GeForce GTX 1660 Ti
Display mode: {Width:1680 Height:1050 Format:Color AspectRatio:1,6}
GPU status: Normal


Exception: Loading was interrupted due to an error: The process cannot access the file 'F:\SteamLibrary\steamapps\common\Barotrauma\Content\Sounds\Water\Splash7.ogg' because it is being used by another process.
at System.IO.FileStream.ValidateFileHandle(SafeFileHandle fileHandle)
at System.IO.FileStream.CreateFileOpenHandle(FileMode mode, FileShare share, FileOptions options)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options)
at Barotrauma.Sounds.OggSound..ctor(SoundManager owner, String filename, Boolean stream, XElement xElement) in E:\Barotrauma-development\Barotrauma\BarotraumaClient\ClientSource\Sounds\OggSound.cs:line 27
at Barotrauma.Sounds.SoundManager.LoadSound(XElement element, Boolean stream) in E:\Barotrauma-development\Barotrauma\BarotraumaClient\ClientSource\Sounds\SoundManager.cs:line 310
at Barotrauma.SoundPlayer.Init()+MoveNext() in E:\Barotrauma-development\Barotrauma\BarotraumaClient\ClientSource\Sounds\SoundPlayer.cs:line 192
at Barotrauma.GameMain.Load(Boolean isSeparateThread)+MoveNext() in E:\Barotrauma-development\Barotrauma\BarotraumaClient\ClientSource\GameMain.cs:line 458
at Barotrauma.CoroutineManager.ExecuteCoroutineThread(CoroutineHandle handle) in E:\Barotrauma-development\Barotrauma\BarotraumaShared\SharedSource\CoroutineManager.cs:line 167 (System.Exception)
Target site: Void Update(Microsoft.Xna.Framework.GameTime)
Stack trace:
at Barotrauma.GameMain.Update(GameTime gameTime) in E:\Barotrauma-development\Barotrauma\BarotraumaClient\ClientSource\GameMain.cs:line 749
at Microsoft.Xna.Framework.Game.DoUpdate(GameTime gameTime) in E:\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 654
at Microsoft.Xna.Framework.Game.Tick() in E:\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 504
at Microsoft.Xna.Framework.SdlGamePlatform.RunLoop() in E:\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\SDL\SDLGamePlatform.cs:line 94
at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior) in E:\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 398
at Microsoft.Xna.Framework.Game.Run() in E:\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 368
at Barotrauma.Program.Main(String[] args) in E:\Barotrauma-development\Barotrauma\BarotraumaClient\ClientSource\Program.cs:line 42


Last debug messages:
[10.03.2020 21:50:18] Coroutine "Load" has failed
[10.03.2020 21:50:18] Coroutine "Load" has thrown an exception {The process cannot access the file 'F:\SteamLibrary\steamapps\common\Barotrauma\Content\Sounds\Water\Splash7.ogg' because it is being used by another process.}
at System.IO.FileStream.ValidateFileHandle(SafeFileHandle fileHandle)
at System.IO.FileStream.CreateFileOpenHandle(FileMode mode, FileShare share, FileOptions options)
at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options)
at Barotrauma.Sounds.OggSound..ctor(SoundManager owner, String filename, Boolean stream, XElement xElement) in E:\Barotrauma-development\Barotrauma\BarotraumaClient\ClientSource\Sounds\OggSound.cs:line 27
at Barotrauma.Sounds.SoundManager.LoadSound(XElement element, Boolean stream) in E:\Barotrauma-development\Barotrauma\BarotraumaClient\ClientSource\Sounds\SoundManager.cs:line 310
at Barotrauma.SoundPlayer.Init()+MoveNext() in E:\Barotrauma-development\Barotrauma\BarotraumaClient\ClientSource\Sounds\SoundPlayer.cs:line 192
at Barotrauma.GameMain.Load(Boolean isSeparateThread)+MoveNext() in E:\Barotrauma-development\Barotrauma\BarotraumaClient\ClientSource\GameMain.cs:line 458
at Barotrauma.CoroutineManager.ExecuteCoroutineThread(CoroutineHandle handle) in E:\Barotrauma-development\Barotrauma\BarotraumaShared\SharedSource\CoroutineManager.cs:line 167
[10.03.2020 21:50:16] Loaded languages: English, German, French, Russian, Polish, Brazilian Portuguese, Castilian Spanish, Latinamerican Spanish, Simplified Chinese, Traditional Chinese, Japanese, Turkish, Korean
[10.03.2020 21:50:16] Content package load order: Vanilla 0.9
[10.03.2020 21:50:14] Attempting to open ALC device "OpenAL Soft"
[10.03.2020 21:50:13] Loaded languages: English, German, French, Russian, Polish, Brazilian Portuguese, Castilian Spanish, Latinamerican Spanish, Simplified Chinese, Traditional Chinese, Japanese, Turkish, Korean
[10.03.2020 21:50:13] Loaded languages: English, German, French, Russian, Polish, Brazilian Portuguese, Castilian Spanish, Latinamerican Spanish, Simplified Chinese, Traditional Chinese, Japanese, Turkish, Korean
[10.03.2020 21:50:12] Logged in as kekc csfate (SteamID STEAM_1:0:173578399)

sad to see a lack of updates, hope this post isnt considered answered
Dynamoon  [Разработчик] 3 апр. 2020 г. в 4:27 
@dog_chasecar, we released a minor update two days ago and have not replied to issue reports after that, because it's usually been a good idea for us to try and get the big picture before making posts, if that's possible :)

I've seen a handful of posts now that the game is still crashing. If that's the case for someone here, I'd trouble you to look for a crash report ("crashreport.txt") in the game folder again! Especially if you were not able to get a crash report on the previous version – there were cases before where the game didn't write a report, but we made some improvements for this version so that even if there are still issues, reports should now be produced more reliably to help us diagnose problems.
yeah its all fixed thanks 1dynamoon
didnt see the update my game finally starts. thank you
Игра просто не запускается, что делать? Я жму "Играть" но ничего не происходит.
Автор сообщения: Майор
Игра просто не запускается, что делать? Я жму "Играть" но ничего не происходит.
Ты смог восстановить запуск игры?
< >
Сообщения 3145 из 46
Показывать на странице: 1530 50

Дата создания: 4 мар. 2020 г. в 15:19
Сообщений: 46