Corrupted Saves

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HELL ON EARTH.Save 15.octsav.gz

working save - name change maybe a issue?


Just one of MANY randomly corrupted saves.

I have lost many, many hours of game play having to start over and over :(

I also have 100's of good saves so I'm still a sucker for punishment I guess ;)

I've tried SOOooo many things to try resolve these issues through many different releases.

*Is there any way (besides just reading logs) and trying to investigate and or fix.

...for me to edit and or troubleshoot broken saves?

I hear you guys fix saves pretty easily, maybe I can? ;)

Anyways... thank you very much for your time and consideration.

SKINBUS

I did just notice....

Mono path[0] = 'E:/==Noble.Fates.v0.25.0.27/Noble Fates_Data/Managed'
Mono config path = 'E:/==Noble.Fates.v0.25.0.27/MonoBleedingEdge/etc'

^^^ I changed from that install folder some time ago...

Is it a problem? Can I fix it?

Player-prev.log

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Uploading Crash Report
ArgumentOutOfRangeException: Index and length must refer to a location within the string.
Parameter name: length
  at System.String.Substring (System.Int32 startIndex, System.Int32 length) [0x0006a] in <fb001e01371b4adca20013e0ac763896>:0
  at Place.PostLoad () [0x00000] in <a3802c2140014b74adc68628b9f0a00b>:0
  at OctSaveReader.PostLoad () [0x00011] in <a3802c2140014b74adc68628b9f0a00b>:0

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Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.

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Trying to reserve an actor reserved by someone else!

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GarbageCollector disposing of ComputeBuffer. Please use ComputeBuffer.Release() or .Dispose() to manually release the buffer.

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UnityUserReportingPlatform.Post: 0 Cannot connect to destination host
Couldn't create a Convex Mesh from source mesh "num03_Corn" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
(Filename:  Line: 91)

Couldn't create a Convex Mesh from source mesh "Backpack_Pack_Middle" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
(Filename:  Line: 91)

Couldn't create a Convex Mesh from source mesh "RopeCoil" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
(Filename:  Line: 91)

Couldn't create a Convex Mesh from source mesh "Hammer_Cheap_Head_Wacky" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
(Filename:  Line: 91)

Couldn't create a Convex Mesh from source mesh "CatapultBoulder" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
(Filename:  Line: 91)

Couldn't create a Convex Mesh from source mesh "CatapultArm" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
(Filename:  Line: 91)

Couldn't create a Convex Mesh from source mesh "PottedPlant" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
(Filename:  Line: 91)

Couldn't create a Convex Mesh from source mesh "Stones" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
(Filename:  Line: 91)

Couldn't create a Convex Mesh from source mesh "TableBottle" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
(Filename:  Line: 91)

Couldn't create a Convex Mesh from source mesh "TableBottle_01" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
(Filename:  Line: 91)

Couldn't create a Convex Mesh from source mesh "TableBottle_03" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
(Filename:  Line: 91)

Couldn't create a Convex Mesh from source mesh "Keg" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh.
(Filename:  Line: 91)

HIDE
Bad shatter output mesh: Cylinder.002
End Initialize: 68.65312
Failed to create field map <allowedTypes>k__BackingField -> allowedTypes
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Error Loading OctDatGlobal: Oct.Items.Weapons.Bow.Attack

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Version:
Noble.Fates.v0.25.0.27
Fixed In:
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killabi

Try to validate on steam?

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killabi

You said you think name change could be the issue - can you elaborate?

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Michael Anderson

Heya, thank you. Sorry for the delay.

 Yeah, I've refreshed the files and I have a backup of a few of the current and previous builds in the event I hit a bug or save file issues.

As for the name change... 
In game name changes etc...

I remember one of the crash logs saying something about an actor name being in use already. Probably a prop vs a character name.

Thanks again,  Skin.
Avatar
Michael Anderson
Uploading Crash Report
NullReferenceException: Object reference not set to an instance of an object
  at ClimbUpPropPathingLinkInstance.FollowLink (PathingFacet pather, TilePos fromTile, TilePos toTile) [0x000d2] in <a3802c2140014b74adc68628b9f0a00b>:0
  at GotoVerb.Tick (System.Single dt) [0x00857] in <a3802c2140014b74adc68628b9f0a00b>:0
  at VerbCharacterFacet.Tick (System.Single dt) [0x00015] in <a3802c2140014b74adc68628b9f0a00b>:0
  at Actor.Tick (System.Single dt) [0x000f0] in <a3802c2140014b74adc68628b9f0a00b>:0
  at Character.Tick (System.Single dt) [0x00000] in <a3802c2140014b74adc68628b9f0a00b>:0
  at CharacterManager.Tick (System.Single dt) [0x00201] in <a3802c2140014b74adc68628b9f0a00b>:0
  at ManagerBehavior.Update () [0x004a6] in <a3802c2140014b74adc68628b9f0a00b>:0
 
(Filename: <a3802c2140014b74adc68628b9f0a00b> Line: 0)

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Michael Anderson
Uploading Crash Report
NullReferenceException: Object reference not set to an instance of an object
  at ClimbUpPropPathingLinkInstance.FollowLink (PathingFacet pather, TilePos fromTile, TilePos toTile) [0x000d2] in <2dff21fd51b34f979017b97cdeea3380>:0
  at GotoVerb.Tick (System.Single dt) [0x00857] in <2dff21fd51b34f979017b97cdeea3380>:0
  at VerbCharacterFacet.Tick (System.Single dt) [0x00015] in <2dff21fd51b34f979017b97cdeea3380>:0
  at Actor.Tick (System.Single dt) [0x000f0] in <2dff21fd51b34f979017b97cdeea3380>:0
  at Character.Tick (System.Single dt) [0x00000] in <2dff21fd51b34f979017b97cdeea3380>:0
  at CharacterManager.Tick (System.Single dt) [0x00201] in <2dff21fd51b34f979017b97cdeea3380>:0
  at ManagerBehavior.Update () [0x00492] in <2dff21fd51b34f979017b97cdeea3380>:0
 
(Filename: <2dff21fd51b34f979017b97cdeea3380> Line: 0)

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killabi

Can you attach the corrupted saves here?

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killabi

Found the name one - fixing that.

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killabi
  • Considering

Name fix is released.

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Michael Anderson

Thank you.

I am truly impressed with you guys. No joke.

I think you provide amazingly fast resolutions and quick responses to your fan base. It's commendable for sure :)

-mind blown-

With that said....

I posted one save:

HELL ON EARTH.Save 15.octsav.gz

-up on the top of my 1st post.

That one was corrupted but... I started it over and made an even better one. So far so good =) I know there's more but which ones...? I have hundreds of saves and a LOT of new starts... if I come across them or get any more I'll upload them ASAP.

Thank you again for your time.

SKiNBuS.

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Michael Anderson

Not sure if I should be creating a new ticket per item but...

Here's a couple more things.


1. Setting multiple lights to 'always' on.

- If you select multiple and choose 'always' it only changes one light and not the others.

2. Some 'visibility' options do not stay when switching layers.

- I think it's mainly 'canopy' and the 'In world UI' ones but could be more of them.

ie: if you set 'canopy' to 'off' then switch layers... the trees come back even if the check box is still off. You need to turn whichever on then back off again to set it proper again.

I think that's all for now.

Thanks again for your time and consideration.

SKINBUS