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[ERROR] Cannot find central directory
ZipException: Cannot find central directory
at ICSharpCode.SharpZipLib.Zip.ZipFile.ReadEntries () [0x00045] in <9cb65becb5bc4b35b03db4c654095568>:0
at ICSharpCode.SharpZipLib.Zip.ZipFile..ctor (System.IO.Stream stream, System.Boolean leaveOpen) [0x00079] in <9cb65becb5bc4b35b03db4c654095568>:0
at ICSharpCode.SharpZipLib.Zip.ZipFile..ctor (System.IO.Stream stream) [0x00000] in <9cb65becb5bc4b35b03db4c654095568>:0
at Colossal.IO.AssetDatabase.FileSystemDataSource.PopulateFromPackage (System.Boolean warnCollision, System.Boolean priorityData, Colossal.Hash128 packageGuid, System.Collections.Generic.List`1[T] newData) [0x00031] in <83ab2467216c4a94834dc2201631b170>:0
at Colossal.IO.AssetDatabase.FileSystemDataSource.AddEntry (Colossal.IO.AssetDatabase.DataSourceModification modification, System.Boolean warnCollision, System.String path, System.Type type, System.Int64 size, System.Int64 offset, System.Boolean priorityData, Colossal.Hash128 guid, Colossal.Hash128 package, System.String packageEntryName, System.Boolean fromCache, System.Collections.Generic.List`1[T] newData) [0x00257] in <83ab2467216c4a94834dc2201631b170>:0
at Colossal.IO.AssetDatabase.FileSystemDataSource.PopulateFromDirectory (System.String root, System.Boolean priorityData, System.Threading.CancellationToken ct, System.Collections.Generic.List`1[T] newData) [0x0026a] in <83ab2467216c4a94834dc2201631b170>:0
Colossal.Logging.CustomLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:LogFormat(LogType, String, Object[])
Colossal.Logging.UnityLogger:Log(Level, String, Exception)
Colossal.Logging.UnityLogger:Error(Exception)
Colossal.IO.AssetDatabase.FileSystemDataSource:PopulateFromDirectory(String, Boolean, CancellationToken, List`1)
Colossal.IO.AssetDatabase.<PopulateDataSource>d__71:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:Start(<PopulateDataSource>d__71&)
Colossal.IO.AssetDatabase.FileSystemDataSource:PopulateDataSource(Boolean, CancellationToken, TaskProgress)
Colossal.IO.AssetDatabase.<PopulateFromDataSource>d__101:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(<PopulateFromDataSource>d__101&)
Colossal.IO.AssetDatabase.AssetDatabase`1:PopulateFromDataSource(Boolean, CancellationToken, TaskProgress)
Colossal.IO.AssetDatabase.<<CacheAssets>g__UpdateDatabase|0>d:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(<<CacheAssets>g__UpdateDatabase|0>d&)
Colossal.IO.AssetDatabase.<>c__DisplayClass96_0:<CacheAssets>g__UpdateDatabase|0(IAssetDatabaseInternal)
System.Linq.SelectEnumerableIterator`2:MoveNext()
System.Threading.Tasks.Task:WhenAll(IEnumerable`1)
Colossal.IO.AssetDatabase.<<CacheAssets>b__1>d:MoveNext()
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:Start(<<CacheAssets>b__1>d&)
Colossal.IO.AssetDatabase.<>c__DisplayClass96_0:<CacheAssets>b__1()
System.Threading.Tasks.Task`1:InnerInvoke()
System.Threading.Tasks.Task:Execute()
System.Threading.Tasks.Task:ExecutionContextCallback(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.Tasks.Task:ExecuteWithThreadLocal(Task&)
System.Threading.Tasks.Task:ExecuteEntry(Boolean)
System.Threading.Tasks.Task:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
System.Threading.ThreadPoolWorkQueue:Dispatch()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback()
Here's a picture:
https://steamcommunity.com/sharedfiles/filedetails/?id=3447474290
Betaville is the name of one of my save files.
Ta Gra to istna Porażka !! to Kolejny Raz !! This Game is a real Failure!! it's Once Again!!
Zamiast Grać to ciągłe problemy. Kupiona Pełna wersja w przedsprzedaży = Wyrzucone pieniądze !!
Instead of Playing it is constant problems. Bought Full version in pre-order = Money wasted
I like the game, but so many recurring bugs are a real shame!
It's going to drive people away
InvalidOperationException: Collection was modified; enumeration operation may not execute.
at System.Collections.Generic.HashSet`1+Enumerator[T].MoveNext () [0x00013] in <c03468d2fee641abba39a2eec40e96b6>:0
at Colossal.IO.AssetDatabase.AssetDatabase+<GetAssets>d__89`1[T].MoveNext () [0x00137] in <83ab2467216c4a94834dc2201631b170>:0
at Colossal.IO.AssetDatabase.AssetDatabase.<SaveSettings>b__92_0 () [0x000d9] in <83ab2467216c4a94834dc2201631b170>:0
at Colossal.IO.AssetDatabase.AssetDatabase.<SaveSettings>b__92_0 () [0x001a5] in <83ab2467216c4a94834dc2201631b170>:0
at Colossal.TaskManager+TaskQueue.RunNextTask (System.String name) [0x000b5] in <0563fbdd09a94ad8a503082b1bc79703>:0
Colossal.Logging.CustomLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:LogFormat(LogType, String, Object[])
Colossal.Logging.UnityLogger:Log(Level, String, Exception)
Colossal.Logging.UnityLogger:Error(Exception)
Colossal.<RunNextTask>d__11:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.AwaitTaskContinuation:InvokeAction(Object)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task:FinishStageThree()
System.Threading.Tasks.Task:FinishStageTwo()
System.Threading.Tasks.Task:Finish(Boolean)
System.Threading.Tasks.Task:TrySetException(Object)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetException(Exception)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetException(Exception)
Colossal.IO.AssetDatabase.<<SaveSettings>b__92_0>d:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.AwaitTaskContinuation:InvokeAction(Object)
System.Threading.Tasks.AwaitTaskContinuation:RunCallback(ContextCallback, Object, Task&)
System.Threading.Tasks.SynchronizationContextAwaitTaskContinuation:Run(Task, Boolean)
System.Threading.Tasks.Task:FinishContinuations()
System.Threading.Tasks.Task:FinishStageThree()
System.Threading.Tasks.Task`1:TrySetResult(VoidTaskResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(VoidTaskResult)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1:SetResult(Task`1)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult()
System.Runtime.CompilerServices.AsyncValueTaskMethodBuilder:SetResult()
Colossal.IO.AssetDatabase.Internal.<DisposeAsync>d__5:MoveNext()
System.Runtime.CompilerServices.MoveNextRunner:InvokeMoveNext(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Runtime.CompilerServices.MoveNextRunner:Run()
System.Threading.Tasks.<>c:<.cctor>b__7_0(Object)
UnityEngine.WorkRequest:Invoke()
UnityEngine.UnitySynchronizationContext:Exec()
UnityEngine.UnitySynchronizationContext:ExecuteTasks()
I use three different profiles with my machines running CS2.
When you add new profiles to CS2 this creates uniquely different numbered save folders within the main save folder. I had a hunch the game was getting confused with which folder to use on launch and sent up the error.
My solution started by moving the folders out of saves and back them up on a drive other than "C".
I then started each profile separately and followed the game prompts to start a new game of which I saved immediately.
After each new save folder was generated I then replaced the saves in the correct folders.
The names (all digits) of the new folders were exactly the same as the originals. The process just put them back in the correct path per profile.
Everything works normally now.
If you are experiencing the same problem but only have one profile this may be worth a try
I am french so if I understand well :
Moving saves files out of C (copy)
Launching a game + recreating a save folder
Copy on the new folder ?
Ty
PROBLÈME RÉSOLU
J'utilise trois profils différents sur mes machines exécutant CS2.
L'ajout de nouveaux profils à CS2 crée des dossiers de sauvegarde numérotés de manière unique dans le dossier principal. J'avais l'impression que le jeu ne savait plus quel dossier utiliser au lancement, ce qui a généré l'erreur.
Ma solution a commencé par déplacer les dossiers hors des sauvegardes et les sauvegarder sur un autre lecteur que « C ».
J'ai ensuite démarré chaque profil séparément et suivi les instructions du jeu pour démarrer une nouvelle partie, que j'ai sauvegardée immédiatement.
Après la création de chaque nouveau dossier de sauvegarde, j'ai replacé les sauvegardes dans les dossiers appropriés.
Les noms (tous les chiffres) des nouveaux dossiers étaient identiques aux originaux. Le processus les a simplement replacés dans le bon chemin par profil.
Tout fonctionne normalement maintenant.
Si vous rencontrez le même problème mais que vous n'avez qu'un seul profil, cela peut valoir le coup d'essayer.
Merci de marquer ce sujet comme solution s'il a fonctionné pour vous. Cela aidera également d'autres personnes.
Please mark this thread as solution if it worked for you.
That way others will be also helped.
Simply shortening the ones that did not work corrected that problem.
Incidentally none of my files had any extra periods in them.
Some folks have said the update introduced an extra period that affected the extension. My problem was not that.