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  1. sinkpoint

    In Progress Crash a high number of world scene entities

    Hey, we do not offer support for the mods and the modded games. Do you experience the issue on a new campaign after manually deleting all the mod files and verifying the integrity of the game files? If so, please let me know.
    Yeah I understand you won't support mods. I'm just pointing out that this maybe a game engine related bug, as the program CTD with no stack traces even in tools like DnSpy. The usage case I've produced is more like a boundary test-condition of the engine.

    I noticed that the same large scene.xscene opened fine in the modding toolkit, but CTD in-game, so something is going on.
    This problem did not exist prior to 1.7, so I suspect it has to do with how scene capsules are handled.

    So essentially something happened between 1.6.3 and 1.7 that has lowered the upper-limit of scene entities in-game. Maybe it's a design trade-off, maybe it's accidental, just wondering if the internal dev team is aware of this.
  2. sinkpoint

    In Progress Crash a high number of world scene entities

    Summary: I encountered this crash while debugging for adding towns to the world scene with Calradia Expanded. I believe this points to some kind of bug in the game engine. The mod has a very high number of scene entities, and when adding more town game entities to the scene xml, loading the...
  3. sinkpoint

    Is there a limit to number of entities in the world scene?

    Hi I'm debugging a crash when adding towns to the world scene with Calradia Expanded. The mod has 145 towns, when adding more town game entities to the scene xml, loading the Sandbox mode in game will simply crash with access violation, indicating some type of memory error. I noticed it has...
  4. sinkpoint

    campaign_icon_capsule broke all world map mods, why?

    I'm the creator of Sinkpint's World Map Scene Merger, I'm just need to rant. 1.6.4 world map scene xml changes just broke all the existing world map mods. For some reason TW decided to group existing entities like castles and towns under a number of new campaign_icon_capsule_* entity nodes...
  5. sinkpoint

    Resolved Scene Editor Black screen when rotate view after navmesh manipulation in face mode

    This has been happening for 1.5.8 and 1.5.9 editors. When try to edit navmeshes for Main_map, if one is under face selection mode, and say select a face. Then try to rotate the view (alt+right click) (but not pan), the entire screen will go black. Console message says "Could not set listener...
  6. sinkpoint

    How is bow string mesh deformed?

    I'm working on custom bows, just wondering how bow string is deformed in the game. On first glance the string seems to deform based on vertex colors. With bow body red (255,0,0), and bow string different weights of yellow (255,241,0) for example. On some bows, on the anchor point is yellow. On...
  7. sinkpoint

    CreateEncyclopediaPages crash on loading saved game with custom kingdom and settlements

    Ok I solved it.
    It's because there are missing culture definitions on some mintor NPCCharacter defs.
    Double-check that all ids have actual definitions referring to them.
  8. sinkpoint

    CreateEncyclopediaPages crash on loading saved game with custom kingdom and settlements

    Hi all, I'm creating a mod ( 1.5.8 ) with a new custom kingdom and new settlements on the Main_map. So far everything works fine on creating a new game, but as soon as I load a saved game, it crashes. I've been scratching my head, as I've compared with multiple custom kingdom mods and I can't...
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