Game keeps crashing and crashing

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Valerius
Posts: 9
Joined: Sun Mar 31, 2019 1:49 am

Sun Mar 31, 2019 2:29 am

Well, hello altogether. I bought the game on the 23th and as plenty of other ppl, apparently, I have the same issue like the game crashing again and again. i donno what's the problem entirely, but within the "Stopped working" error msgs it's displayed to be either the MDVCR100.dll and another time the OgreMainx64.dll.

No matter what, this is no way to play a game, it's just annoying. What's wrong with that engine?

From what I've read there seem to be some basic mesh problems like:
14:43:46: WARNING: Human Male RIGHT_LEG.mesh is an older format ([MeshSerializer_v1.8]); you should upgrade it as soon as possible using the OgreMeshUpgrade tool.

Sry, I don't get it... How in the world could a right leg's mesh be outdated? There's no mod that ever modified that thing... As there's no

So what else...
  • I also verified the game files and every damn time I do that it only replaces some DDS files. After that the game happily keeps on crashing like nothing changed, so apparently the file integrity check works great...
  • While having turned off "fast load" option ingame and added the 50% lower clutter mod.
  • I Re-imported the savegame
Guess the result as I'm here now..

For every game players are experiencing a feeling of overall stability. And playing this game is like building a house of cards, like every move could be your last with the game process and I'm not talking about a character's death... You have the insecure feeling of an incoming CTD every minute meanwhile, which is absolutely game breaking over time, because it's just happening for sure.

Fact is, that the game makes it by design hard to love it, - but drives users to hate it when disfunctioning - despite the circumstance, that it's been made with a lot of effort and indepth progression potential. (as far as I experienced it from my first "new game" round)

PC specs:
i7-5820K
CPU@3.3GHz
32Gb RAM

AMD Radeon R9 290
res: 2560x1440px

Any intel missing => Just poke me...
- Edit: Just deleted the uploaded dump files, because there's (and apparently never was) use for them to be here.
Last edited by Valerius on Fri Apr 05, 2019 4:46 pm, edited 3 times in total.

prd
Posts: 15
Joined: Wed Mar 27, 2019 9:42 am

Sun Mar 31, 2019 3:53 pm

Crud, idk bud. Here's a leg for your trouble though. Try replacing the one in the pic I guess. I am not a professional, but I do have a file that doesn't crash my game?

https://mega.nz/#!ITIhVAzA!lbW_o7HVzKvI ... ePKJvnAt3A
Attachments
a bunch of people parts.jpg
a bunch of people parts.jpg (316.54 KiB) Viewed 890 times

Valerius
Posts: 9
Joined: Sun Mar 31, 2019 1:49 am

Mon Apr 01, 2019 3:00 pm

As it's just a small piece, causing a "warning", the leg thing was just a guess-picked example. Nevertheless thanks.


Observation and analysis
Part 2: The issue?

Not quite sure yet how things are handled here, if the support is dead because of a sequel or if it just takes longer to get on topics, even with all provided intel...

Meanwhile I ran some tests and recognized, that apparently the engine has a late "checksum related" problem, that isn't displayed as such. Because as soon as I replace texture paths, the game happily starts the CTD-fireworks nonstop. So if you're altering textures within the game path itself, outside the modding structure, it literally breaks the game.
I dunno why, because the DDS do work and are displayed correctly... the seconds/short time you'd see them at least.

Why do I think it's a "checksum" thing? Because I never saw a game with exposed texture data downloading single textures that fanatically. So it seem to recognize that those texture files have been altered and thus are marked as "damaged".

So now you think...
Normally replacing vanilla files wouldn't be necessary at all, just use the mod method! Would do happily!
But apparently some texture changes aren't that efficient with mods to do, because they just don't replace anything that way and still take the original textures as source! So I overwrote the vanilla textures once with this good news/bad news-outcome. I generated a mod file myself on ~24rd with the 'forgotten construction set', looked for the DDS-paths I wanted to alter and linked them to the DDS files I've put into the mod's folder before.

So the question is: Is there a process running after the mods, checking if i.e. DDS integrity is correct and automatically sorting them out if not? (Only explanation about why some textures in mods don't work.) Because as I did not export them myself, I cannot be 100% sure that the mod creator didn't make a mistake while exporting...
If that's the case then there should be at least a hint within the crashdump... would save a lot of time for all of us.

So with specifying this further, perhaps there's some experience to be shared with me on this here.
Thanks in advance.

Valerius
Posts: 9
Joined: Sun Mar 31, 2019 1:49 am

Fri Apr 05, 2019 4:42 pm

As the topic is getting outa control, because of the overly frequent, ongoing discussions here, I'd rather get back to topic now...
[/irony]

Seriously, why even extra signing up for the forum, if the support is dead or not caring? Not uploading any system data's for fun, as I care for sensible data and trust them to be of use for support purpose, if even considering an upload. Thought it would be more efficient than steam forums are, but apparently that was wrong.

Thanks to prd for even trying to assist, I appreciate serious attempts, no matter what.

My solution...
In the end solved it myself with being forced to get into the game mechanics, endlessly switching mods to test if it's their fault... And all of it could've been solved, if the devs just add some intel, that not only you shouldn't, but you must not replace any vanilla files!

For anyone that's been dealing with the same issue I had, the solution was that you simply cannot replace vanilla textures without mods. Even if they invite to, because all of them are uncompressed to see. Don't alter them. Ingame there seem to start some kinda odd verification process that causes an engine error, if there's any texture.dds file within the original files that doesn't suit the expected checksum; causing the game to return a "Stopped working" message.
@DEVELOPERS
This "solution" (rather call it a warning) should be added to the "Known Solutions Thread"!
http://www.lofigames.com/phpBB3/viewtop ... 6050c35cbe
Apparently - as far as I can see it; can't read between any code's lines, as I needed to know the "healthy" looking codelines - this info isn't contained within the crash.dump as well, so it's a waste of private data and time to upload it online.

P.S.: As (magically) time-consuming as this game is, I rly like it, if finally running without crashes. It's the edge of open world games and I don't think I'd play a game that crosses that border even further, because you don't even recognize how much time passes, if you're lost within all that micro-managing of food gathering.

P.P.S.: This forum software is heavily outdated, worked with that kinda forum-PHP boards about 15 years ago. Doesn't has easy to add plugins like 'WYSIWYG-Editor' or 'Avatar auto scaling' function, not even mentioning the fact, that you can't seperate a bold-written word from normal ones. Practical... And if you strand here, like I did and don't get any feedback from devs/mods, it seems like it never was intended to comfort or invite ppl to sign up here. Just as a serious customer feedback...

LyranRenegade
Posts: 42
Joined: Fri Dec 01, 2017 11:57 pm

Fri Apr 05, 2019 9:52 pm

I understand the sentiment..
I'm experiencing similar issues and doing some research myself via modding, etc. I notice some really unstable behaviour..
A bit like a decks of cards indeed.
Or in programmer-terms.. spaghetti-code.
Which is to be expected with 10-yr long projects..
Especially if you've never built such a big project before..
I think at this stage, being LoFi, you're better off at re-writing certain parts of the game, screw in another engine or something, instead of patching stuff up endlessly.
It's less work in the end..
Hearing they are planning to start a new project sounds exactly like that, but instead of re-writing parts of Kenshi, they just want to rewrite the whole thing..
Which might be damn awesome, sadly, Kenshi will stop being modded beyond a certain point...
You can only make so many new weapons before it stop being interesting..
It seems all things that really test the code beyond vanilla gameplay can break it without it apparently being a case of some simple errors..
[Because else they would've fixed them by now..]

So, Lofi, I hope you're reading this,
please fix up Kenshi, it's an awesome game and just needs a new robot-limb here and there..
If the modding is fixed, extended a bit [better fcs ui, clear out some junk values], the possibility just to set and check custom variables in dialogues... Well. this game can become a cult-game that will last a long time.. I mean, the possibilies for modding are endless if you can create custom stories.. The world IS big.. there's so much more room for content..

Valerius
Posts: 9
Joined: Sun Mar 31, 2019 1:49 am

Sat Apr 06, 2019 2:07 am

As that darn outdated forum software bug-logs you out too fast, my intended text I wrote is gone ~

In short:

- Agreed in general
- They're hopefully now pushing their effort into the new game I hope, as support is questionable here meanwhile... regret signing up at all.
- Kenshi has a huge open world with a seamless attempt, some lag issues and a very grounded (kinda too slow for the harsh environment) character development, that makes you wonder what your grown up character did all time in his/her life when starting that weak and unskilled. Speaking of:
- Picking start stats was badly missed in Kenshi.
- Game has had a bonus with its modability.
- Hope they transfer mods into Vanilla when creating Kenshi 2.

So far...

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