Falcon256
New Member
Yes, I've been in microgravity. No, I didn't puke.
Posts: 32
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Post by Falcon256 on Oct 1, 2022 22:04:46 GMT
Hello, I bought the game recently and I have the same problem. Did the same things as Falcon256 and the game still crashes on launch. I figured it out. Several games have had issues with the most recent Nvidia drivers. Roll back your drivers to 472.12. I'm specifically using 472.12-desktop-win10-win11-64bit-international-whql.exe
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Falcon256
New Member
Yes, I've been in microgravity. No, I didn't puke.
Posts: 32
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Post by Falcon256 on Sept 16, 2022 22:06:41 GMT
SOLVED! Roll back Nvidia drivers to 472.12
Hey guys, ancient player back again. Just did a fresh windows 10 pro install, installed steam, installed COADE and... Hit play and nothing. Here's what I've gone through.
Manually set fullscreen in prefs : done. Reinstalled OpenAL : done. Verified game integrity through steam: done. Tried various windows compatibility modes and run as administrator : done. Reinstalled VC runtimes : done. Wiped the CDE folder and turned off steam cloud : done. GPU drivers check, and other drivers : done. (fresh windows install even) Likely other stuff that doesn't come to mind : done.
Computer is... Somewhat abnormal. 3990x, 128gb ddr4, 3080ti.
Crashlog doesn't show anything obvious.
"Version: CDE 1.2.1.3 Windows
Assertion at \mac\home\documents\code\engine\system\steam.cpp(211): Steam API failed to restart. Success
Error: EXCEPTION_BREAKPOINT
0 0x77344692 DebugBreak Line Info Error 487
1 0x0093e344 ??0GameManager@@qae@XZ Line Info Error 487
2 0x00939d04 ?EngineMain@@yaxhqapbd@Z Line Info Error 487
3 0x0057bc43 _main Line Info Error 487
4 0x009c3227 __scrt_common_main_seh f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl(283)
5 0x7659fa29 BaseThreadInitThunk Line Info Error 487
6 0x77b67b5e RtlGetAppContainerNamedObjectPath Line Info Error 487
7 0x77b67b2e RtlGetAppContainerNamedObjectPath Line Info Error 487"
Steam is running and works fine for everything else. Game files are unmodified right from steam, so no funky stuff there. Any ideas?
Also, long time no see. Looking forward to the next work we see from QSwitched.
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Falcon256
New Member
Yes, I've been in microgravity. No, I didn't puke.
Posts: 32
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Post by Falcon256 on Jun 27, 2017 11:23:58 GMT
This is a good idea, my utility just ran around the room with its hair on fire if there were duplicate names to let the user know he/she should go fix it.
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Falcon256
New Member
Yes, I've been in microgravity. No, I didn't puke.
Posts: 32
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Post by Falcon256 on Jun 27, 2017 11:07:30 GMT
If this project got open sourced I would probably die at my desk after a couple weeks of developing a strategic game out of it. If it had more of an exposed modding api we could do some really fun stuff with it also without requiring Qswitched to let us dismantle his baby.
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Falcon256
New Member
Yes, I've been in microgravity. No, I didn't puke.
Posts: 32
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Post by Falcon256 on Jun 27, 2017 10:56:42 GMT
This is something I suggested and would still be interested in doing as an external utility. That is, after my company's project goes up next month, currently in crunch mode. See my suggestion at: childrenofadeadearth.boards.net/post/6765/thread
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Falcon256
New Member
Yes, I've been in microgravity. No, I didn't puke.
Posts: 32
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Post by Falcon256 on Mar 20, 2017 22:33:34 GMT
Not meaning to nitpick, but just wanted to point out that most heavy military aircraft do carry maintenance crew on board when they aren't doing a local mission. I've seen up to three individuals travel with a single aircraft before, but one was usually in training or a specialist. Very common for helicopters that have room also. Those maintainers or flight engineers are very limited in what they can actually do unless the plane or destination has CTKs. My comment was aimed at long-term maintenance, like subs have. I can amend what you quoted with "planes don't carry an avionics guy, hydro troop, engine backshop bubba, or sheet metals tech" True point, we aren't going to be doing an A check or C check with a TDY box alone. At least on a spacecraft it is likely we can fabricate most tools that we may need. I'm having images of astronauts with PT belts.
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Falcon256
New Member
Yes, I've been in microgravity. No, I didn't puke.
Posts: 32
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Post by Falcon256 on Mar 19, 2017 7:52:14 GMT
Of course, aircraft don't carry maintenance crews on board. Not meaning to nitpick, but just wanted to point out that most heavy military aircraft do carry maintenance crew on board when they aren't doing a local mission. I've seen up to three individuals travel with a single aircraft before, but one was usually in training or a specialist. Very common for helicopters that have room also.
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Falcon256
New Member
Yes, I've been in microgravity. No, I didn't puke.
Posts: 32
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Post by Falcon256 on Mar 4, 2017 0:33:48 GMT
But that's sort of the point though, to make the ships look flashier. That's an artifact of the import system. I'll upload the userdesigns file instead. I actually still prefer Falcon256 's exporter since it can do whole fleets without duplicates. (off topic a bit) It is still working pretty well for you in this version? I actually haven't had time to test it.
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Falcon256
New Member
Yes, I've been in microgravity. No, I didn't puke.
Posts: 32
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Post by Falcon256 on Jan 11, 2017 23:59:17 GMT
Okay perfectly legit question, how hard do you guys think it would be to hook up all 130 drones with... Very, very easy. And when it comes to arming them, I've got a multicopter sitting behind me that could easily carry multiple rpg7 style shaped charges. Scaling these drones up even 2x makes them little fixed wing tank killing machines. This same technology can even be applied to submersible drones. Also, minefields that optimize their own shape as individuals are activated and controlling urban areas with passable terrain using small conventional arms.
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Falcon256
New Member
Yes, I've been in microgravity. No, I didn't puke.
Posts: 32
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Post by Falcon256 on Dec 3, 2016 20:52:31 GMT
Exe file: www.dropbox.com/s/atlsvaozg8t191b/CDEExporter.exe?dl=0Still needs a recent JRE installed, 1.8. I have not considered contacting him about this, but I imagine his path would be steam workshop integration. I appreciate any feedback on the usability of this. We all know that stuff always works on our own machine. But when someone else touches things the whole world catches fire.
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Falcon256
New Member
Yes, I've been in microgravity. No, I didn't puke.
Posts: 32
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Post by Falcon256 on Dec 3, 2016 11:39:59 GMT
Updated my export design tool. V2 available at the same links. Changes: Added ability to import designs directly into a selected UserDesigns.txt. Import only happens if backup succeeds. Added conflict checking and duplicate resolution. It won't create duplicates of modules if you already have them in your UserDesigns. If the modules are different with the same name then it fails and tells you to go fix it. Might implement a renaming option soon. Stopped the utility from adding characters that are invalid for file names to the suggested export file name. It was a direct copy of the module's name, and thus often contained illegal characters. Added ability for the utility to gracefully handle some instances of empty designs. As in, you go into ship designer, hit new, and hit save. I have not heavily tested against this.
Planned addition: Ability to prefix imported ships/module with a short string. This should make it easy to identify items you just imported and their dependencies.
Edit: If anyone wants this as an exe file, just let me know and I will package one.
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Falcon256
New Member
Yes, I've been in microgravity. No, I didn't puke.
Posts: 32
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Post by Falcon256 on Dec 2, 2016 14:28:40 GMT
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