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Topic: Consistent Crashing to Desktop
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- This topic has 3 replies, 1 voice, and was last updated 6 years ago by MH0065.
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2. December 2018 at 11:00 #23511MH0065Participant
Hello, I started a thread a few months ago to attempt to resolve my crashing issue. With the new updates and the new DLC I hoped the issue would resolve but it has not. So I am opening a new thread as I have new information that may or may not help.
My issue being that regardless of party composition, map seed, or settings, my game crashes at the same time in the morning of the second day of gameplay. Always the morning of the second day, regardless of camping or traveling.
I will upload my files as outlined in the bug report section…
Attachments:
2. December 2018 at 11:01 #23513MH0065ParticipantHere is what the HTML log file says since it refuses to allow me to upload it…
Battle Brothers 1.2.0.17
04:09:55Platform
Setting video mode
04:09:56Platform
Finished setting video mode
04:09:56Core
Using write path: C:\Users\Lucy IV\Documents\Battle Brothers
04:09:56Core
Initializing Resource Manager
04:09:56Core
Initializing Input Manager
04:09:56Core
Initializing Render Manager
04:09:56Renderer
Allocated Renderbuffer in excess of 3072kb.
04:09:56Renderer
Vendor: NVIDIA Corporation
04:09:56Renderer
Device: GeForce GT 635/PCIe/SSE2
04:09:56Renderer
Version: 4.6.0 NVIDIA 399.24
04:09:56Renderer
Shader Version: 4.60 NVIDIA
04:09:56Renderer
Framebuffer Support: Yes
04:09:56Core
Initializing Sound Manager
04:09:56Core
Initializing Scene Manager
04:09:56Resource
Unloading: shaders/solid.vs
04:09:56Resource
Unloading: shaders/solid_pass0.fs
04:09:56Resource
Unloading: shaders/simple.vs
04:09:56Resource
Unloading: shaders/simple.fs
04:09:56Resource
Unloading: shaders/sprite.vs
04:09:56Resource
Unloading: shaders/sprite.fs
04:09:56Resource
Unloading: shaders/sprite_dof.vs
04:09:56Resource
Unloading: shaders/sprite_dof.fs
04:09:56Core
Initializing Script Manager
04:09:56Core
Initializing UI Manager
04:09:56Resource
Unloading: shaders/ui.vs
04:09:56Resource
Unloading: shaders/ui.fs
04:09:56Core
Initializing Input Action Manager
04:09:56Core
Initializing State Manager
04:09:56Core
Initializing Persistence Manager
04:09:56Resource
Unloading: brushes/debug.brush
04:09:56Resource
Unloading: brushes/detail.brush
04:09:56Resource
Unloading: brushes/effects_0.brush
04:09:56Resource
Unloading: brushes/entity_0.brush
04:09:56Resource
Unloading: brushes/entity_1.brush
04:09:56Resource
Unloading: brushes/entity_2.brush
04:09:56Resource
Unloading: brushes/entity_3.brush
04:09:56Resource
Unloading: brushes/entity_4.brush
04:09:56Resource
Unloading: brushes/entity_icons.brush
04:09:56Resource
Unloading: brushes/object_0.brush
04:09:56Resource
Unloading: brushes/orientation_overlay.brush
04:09:56Resource
Unloading: brushes/terrain.brush
04:09:56Resource
Unloading: brushes/transitions.brush
04:09:56Resource
Unloading: brushes/ui.brush
04:09:56Resource
Unloading: brushes/world_decals.brush
04:09:56Resource
Unloading: brushes/world_detail.brush
04:09:56Resource
Unloading: brushes/world_entity_0.brush
04:09:56Resource
Unloading: brushes/world_settlement.brush
04:09:56Resource
Unloading: brushes/world_special.brush
04:09:56Resource
Unloading: brushes/world_tiles.brush
04:09:56Resource
Unloading: brushes/world_weather.brush
04:09:56Resource
Unloading: shaders/fow.vs
04:09:56Resource
Unloading: shaders/fow.fs
04:09:56Texture
Texture “gfx/fow.png” (ID: 5) took up approximately 16384kb in video memory.
04:09:56Resource
Unloading: shaders/water.vs
04:09:56Resource
Unloading: shaders/water.fs
04:09:57Texture
Texture “gfx/water.png” (ID: 6) took up approximately 16384kb in video memory.
04:09:57Texture
Texture “gfx/world_tiles.png” (ID: 7) took up approximately 43680kb in video memory.
04:09:57Texture
Texture “gfx/world_special.png” (ID: 8) took up approximately 256kb in video memory.
04:09:57Texture
Texture “gfx/terrain.png” (ID: 9) took up approximately 10912kb in video memory.
04:09:57Texture
Texture “gfx/transitions.png” (ID: 10) took up approximately 5456kb in video memory.
04:09:57Resource
Parsed Resource Package “preload/on_start.txt” with 5 items.
04:09:57Resource
Started loading Resource Package “preload/on_start.txt”.
04:09:57Texture
Compressed texture “gfx/effects_0.png” from 16384kb to 4096kb.
04:09:58Texture
Compressed texture “gfx/world_weather.png” from 32768kb to 8192kb.
04:09:58Texture
Texture “gfx/ui.png” (ID: 13) took up approximately 10922kb in video memory.
04:09:58Texture
Texture “gfx/fonts/cinzel_bold_20.png” (ID: 14) took up approximately 512kb in video memory.
04:09:58Texture
Texture “gfx/fonts/cinzel_bold_100.png” (ID: 15) took up approximately 8192kb in video memory.
04:10:02UI
Screen ‘RootScreen’ successfully registered.
04:10:07UI
Screen ‘ConsoleScreen’ successfully registered.
04:10:07UI
Screen ‘LoadingScreen’ successfully registered.
04:10:07UI
Screen ‘TooltipScreen’ successfully registered.
04:10:07UI
Screen ‘DialogScreen’ successfully registered.
04:10:07UI
Screen ‘TacticalScreen’ successfully registered.
04:10:07UI
Screen ‘TacticalCombatResultScreen’ successfully registered.
04:10:07UI
Screen ‘TacticalDialogScreen’ successfully registered.
04:10:07UI
Screen ‘WorldScreen’ successfully registered.
04:10:07UI
Screen ‘WorldTownScreen’ successfully registered.
04:10:07UI
Screen ‘WorldGameFinishScreen’ successfully registered.
04:10:07UI
Screen ‘WorldEventPopupScreen’ successfully registered.
04:10:07UI
Screen ‘WorldEventScreen’ successfully registered.
04:10:07UI
Screen ‘WorldCombatDialog’ successfully registered.
04:10:07UI
Screen ‘WorldRelationsScreen’ successfully registered.
04:10:07UI
Screen ‘WorldObituaryScreen’ successfully registered.
04:10:07UI
Screen ‘MainMenuScreen’ successfully registered.
04:10:07UI
Screen ‘WorldMenuScreen’ successfully registered.
04:10:07UI
Screen ‘TacticalMenuScreen’ successfully registered.
04:10:07UI
Screen ‘WorldCharacterScreen’ successfully registered.
04:10:07UI
Screen ‘TacticalCharacterScreen’ successfully registered.
04:10:07SQ
RootState::onShow()
04:10:07Resource
Parsed Resource Package “preload/on_running.txt” with 37 items.
04:10:07Resource
Started loading Resource Package “preload/on_running.txt”.
04:10:08Texture
Texture “gfx/entity_0.png” (ID: 19) took up approximately 43690kb in video memory.
04:10:08Texture
Texture “gfx/entity_3.png” (ID: 23) took up approximately 10922kb in video memory.
04:10:08Texture
Texture “gfx/entity_icons.png” (ID: 41) took up approximately 43690kb in video memory.
04:10:09Texture
Texture “gfx/world_detail.png” (ID: 42) took up approximately 87381kb in video memory.
04:10:09Texture
Texture “gfx/world_entity_0.png” (ID: 43) took up approximately 21845kb in video memory.
04:10:10Texture
Texture “gfx/world_settlement.png” (ID: 44) took up approximately 43690kb in video memory.
04:10:10Texture
Texture “gfx/world_decals.png” (ID: 45) took up approximately 10920kb in video memory.
04:10:23SQ
Load campaign: Stormbreakers_16036
04:10:23SQ
Save version: 44
04:10:25Scene
Finished loading scene.
04:10:25SQ
contract added: Obtain artifact
04:10:25SQ
contract added: Rebuilding
04:10:25SQ
contract added: Hunting Beasts
04:10:25SQ
contract added: Hunting Beasts
04:10:25SQ
contract added: Armed Courier
04:10:25SQ
contract added: Armed Courier
04:10:25SQ
contract added: Hunting Beasts
04:10:25SQ
contract added: Return Item
04:10:25SQ
contract activated: The %companyname% (id: 1)
04:10:26SQ
showing contract: The %companyname% (id: 1)
04:10:32SQ
contract added: Hunting Beasts
04:10:32SQ
contract added: Rebuilding
04:10:34SQ
contract added: Hunting Beasts
04:10:34SQ
contract added: Drive away brigands
04:10:34SQ
contract added: Hunting Beasts
04:10:34SQ
contract added: Return Item
04:10:34SQ
contract added: Find Location
04:10:36SQ
contract added: Drive away brigands
04:10:36SQ
contract added: Escort Caravan
04:10:37SQ
contract added: Return Item
04:10:38SQ
contract added: Find Location
04:10:43SQ
contract added: Escort Caravan
04:10:45SQ
contract added: Return Item
04:10:46SQ
contract added: Armed Courier
04:11:04Core
A critical exception occured.
04:11:04Core
Modules & Application Stacktrace:
SymInit: Symbol-SearchPath: ‘.;C:\Program Files (x86)\Steam\steamapps\common\Battle Brothers;C:\Program Files (x86)\Steam\steamapps\common\Battle Brothers\win32;C:\Windows;C:\Windows\system32;SRV*C:\websymbols*http://msdl.microsoft.com/download/symbols;’, symOptions: 530, UserName: ‘Lucy IV’
OS-Version: 6.1.7601 (Service Pack 1) 0x300-0x1
00AC7E8E (BattleBrothers): (filename not available): PHYSFS_writeUBE64
00ADAA50 (BattleBrothers): (filename not available): PHYSFS_writeUBE64
00ADA763 (BattleBrothers): (filename not available): PHYSFS_writeUBE64
00B3274C (BattleBrothers): (filename not available): PHYSFS_writeUBE64
00B48F63 (BattleBrothers): (filename not available): PHYSFS_writeUBE64
00BDBD4E (BattleBrothers): (filename not available): PHYSFS_writeUBE64
00BDC065 (BattleBrothers): (filename not available): PHYSFS_writeUBE64
766E343D (kernel32): (filename not available): BaseThreadInitThunk
77879802 (ntdll): (filename not available): RtlInitializeExceptionChain
778797D5 (ntdll): (filename not available): RtlInitializeExceptionChain
04:11:04Core
Script Stacktrace:3. December 2018 at 07:11 #23524MH0065ParticipantIf you tell me how, I will also upload or send y’all my save game if y’all would like to see if the issue is repeatable on your ends. As in the bug is save game transferable (I confess to not knowing if that is a concept or not). Please let me know anything else I can do or provide to give y’all the best chance at helping me.
4. December 2018 at 03:33 #23537MH0065ParticipantAnd for some reason, when it crashes, if I try to just go back to Battle Brothers, the game screen will have reset to a point during the opening battle, even though the crash came while on the main map. As shown in the image below EDIT: Nevermind. Apparently everything I try to post that may help fix the situation, screenshots, my save game, etc, is either to large or a security risk.
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