bitjagdash

NavMesh preventing me from Launching Test

Recommended Posts

Hey guys,

I've read in another thread that someone was having an error with an animal class or something in their object list. However, this is not the case I've looked in my assets and there isn't anything like that.

Now, if I build after I've removed the navmesh entirely, the game launches and I can move around the map. So I know the navmesh is conflicting with something when ever I add it in. I've been going through every object and removing them but I seriously cannot find the source of this issue. Am I missing something? I've removed over 90% of my map and narrowed in towards 0.0 but still keeps freezing when I go to load it with the navmesh. Here's a screenshot of the "affected" area.

https://imgur.com/7tFBwkQ https://imgur.com/7tFBwkQ https://imgur.com/7tFBwkQ

Share this post


Link to post
Share on other sites

Okay removed everything except the terrain, navmesh, and the player spawn
Could it be this line here?

https://imgur.com/qLtVU2R qLtVU2R.png

[159252]  14:57:12.049   Generate Map Portals succeeded.
[159253]  14:57:12.067   [CGameEditor::SaveGameModule] start
[159254]  14:57:12.068   [CLevel::SaveChunks] grid saved
[159255]  14:57:12.068   [CLevel::SaveChunks] terrain end
[159256]  14:57:12.068   [CLevel::SaveChunks] trees
[159257]  14:57:12.068   [CLevel::SaveChunks] trees end
[159258]  14:57:12.068   [CLevel::SaveChunks] mesh visibility parameters start
[159259]  14:57:12.078   [CLevel::SaveChunks] mesh visibility parameters end
[159260]  14:57:12.078   [CLevel::SaveChunks] grid objects sort
[159261]  14:57:12.078   [CLevel::SaveChunks] grid objects save
[159262]  14:57:12.078   [CLevel::SaveChunks] gs objects sort
[159263]  14:57:12.078   [CLevel::SaveChunks] gs objects save
[159264]  14:57:12.078   [CLevel::SaveChunks] gs objects saved
[159265]  14:57:12.078   [CLevel::SaveChunks] movies
[159266]  14:57:12.078   [CLevel::SaveChunks] movies end
[159267]  14:57:12.078   [CLevel::SaveChunks] occluders
[159268]  14:57:12.078   [CLevel::SaveChunks] terrain v.2
[159269]  14:57:12.078   [CLevel::SaveChunks] Terrain v.2 end
[159270]  14:57:12.078   [CLevel::SaveChunks] roads
[159271]  14:57:12.079   [CLevel::SaveChunks] roads end
[159272]  14:57:12.079   [CLevel::SaveChunks] decals end
[159273]  14:57:12.079   [CLevel::SaveChunks] shapes
[159274]  14:57:12.079   [CLevel::SaveChunks] shapes end
[159275]  14:57:12.079   [CLevel::SaveChunks] lofter
[159276]  14:57:12.079   [CLevel::SaveChunks] lofter end
[159277]  14:57:12.079   [CLevel::SaveChunks] CGSObject data
[159278]  14:57:12.079   [CLevel::SaveChunks] CGSObject data
[159279]  14:57:12.079   [CLevel::SaveChunks] Envprobes
[159280]  14:57:12.079   [CGameEditor::SaveGameModule] end
[159281]  14:57:12.104   Save module succeeded.
[159282]  14:57:13.945   Generate Map Portals succeeded.
[159283]  14:57:13.947   Quest Hubs succeeded.
[159284]  14:57:14.032   [CGameEditor::SaveGameModule] start
[159285]  14:57:14.032   [CLevel::SaveChunks] grid saved
[159286]  14:57:14.032   [CLevel::SaveChunks] terrain end
[159287]  14:57:14.032   [CLevel::SaveChunks] trees
[159288]  14:57:14.032   [CLevel::SaveChunks] trees end
[159289]  14:57:14.032   [CLevel::SaveChunks] mesh visibility parameters start
[159290]  14:57:14.037   [CLevel::SaveChunks] mesh visibility parameters end
[159291]  14:57:14.037   [CLevel::SaveChunks] grid objects sort
[159292]  14:57:14.037   [CLevel::SaveChunks] grid objects save
[159293]  14:57:14.037   [CLevel::SaveChunks] gs objects sort
[159294]  14:57:14.037   [CLevel::SaveChunks] gs objects save
[159295]  14:57:14.037   [CLevel::SaveChunks] gs objects saved
[159296]  14:57:14.037   [CLevel::SaveChunks] movies
[159297]  14:57:14.037   [CLevel::SaveChunks] movies end
[159298]  14:57:14.038   [CLevel::SaveChunks] occluders
[159299]  14:57:14.038   [CLevel::SaveChunks] terrain v.2
[159300]  14:57:14.038   [CLevel::SaveChunks] Terrain v.2 end
[159301]  14:57:14.038   [CLevel::SaveChunks] roads
[159302]  14:57:14.039   [CLevel::SaveChunks] roads end
[159303]  14:57:14.039   [CLevel::SaveChunks] decals end
[159304]  14:57:14.039   [CLevel::SaveChunks] shapes
[159305]  14:57:14.039   [CLevel::SaveChunks] shapes end
[159306]  14:57:14.039   [CLevel::SaveChunks] lofter end
[159307]  14:57:14.039   [CLevel::SaveChunks] CGSObject data
[159308]  14:57:14.039   [CLevel::SaveChunks] CGSObject data
[159309]  14:57:14.039   [CLevel::SaveChunks] Envprobes
[159310]  14:57:14.039   [CGameEditor::SaveGameModule] end
[159311]  14:57:14.052   Save module succeeded.
[159312]  14:57:14.053   Compile map succeeded.
[159313]  14:57:14.055   [CSocket::Send]: <send> error: WSAECONNRESET
[159314]  14:57:14.055     [CEventServer::BroadcastEvent] : lost connection to: 192.168.0.10:64828

 

Removed the terrain, replaced it with new blocks, still not working.

Share this post


Link to post
Share on other sites

ahhh the navmesh gets corrupted when I add a crowd spawner.

So, started a new map, everything worked when I added a navmesh, but then added a crowd spawner and it crashes again.

Added generic spawners, and it is still crashing.

x77Wrs2.png

Share this post


Link to post
Share on other sites

im getting crashes too, when hitting test map.

only thing i got on the newly created map is two AISpawners and player spawn.

 

but ive been having crashes all day, with crowds and water.

 

trying this last post fix attempt as we speak.

 

edit: didn't work :S

Edited by doomguy

Share this post


Link to post
Share on other sites

You're not the only ones. I've been working on my Workshop map 'till the Dev Tools got an update. After the update everything went straight to hell. If I want to reach a part of the map, the game drops to 2 fps (even tho I have an rtx 2080) and then dies. In the editing part if works flawlessly however when testing it simply crashes. I can't take this anymore and I tried everything. Hopefully Techland does something regarding this breaking bug. just sent a support ticket, hopefully they'll do something about it.

Edited by SolDayClashYT

Share this post


Link to post
Share on other sites
14 hours ago, doomguy said:

hopefully techland gets aware of this. in the meantime, i've sent in a support ticket with crash logs and .dmp files. you and your friend perhaps should do the same so this doesn't just go unnoticed.

 

http://dyinglight.support.techland.pl/en/support/tickets/new

 

Maybe because of the recent update. IDK it was like 2 weeks before (or something like that). I was like, ok cool a new update. Apparently that must be the cause of all these nuissances.

Share this post


Link to post
Share on other sites

i've received some instructions from support. maybe anyone else can try these if having the issue and not got a support ticket reply.

 

If you use two or more display devices/monitors/TV sets, disconnect them and use just one, please, as the game does not support multiple displays.

The issue may also be partially connected with some of the MS Visual C++ being corrupted or missing.
Re-install the latest packets, please. Official Microsoft Visual C++ 2013 installation files can be downloaded at: https://www.microsoft.com/en-us/download/details.aspx?id=40784

Additionally, update your .NET Framework, please: http://www.microsoft.com/en-us/download/details.aspx?id=30653

Please note, however, that Windows® 10 is not officially supported by Dying Light, as the game had been created earlier and supports 64-bit Windows® 7/8/8.1.

You can also try re-installing the game, making sure you have deleted any files related to Dying Light, such as C:\Users\USER_NAME\My Documents\DyingLight.

i've done this all except reinstalling the game, which i am doing now. will update with more info. until now, no other thing helped with the issue.

Edited by doomguy

Share this post


Link to post
Share on other sites

k so I re-installed the game and apparently it still isn't working. Guess I'll have to go for the 2 other options. (Windows 10 btw)

 

Ok, I did literally everything that was avaible on the table and it still crashes when getting near any ai's in-game. I don't know what to do now, hopefully Techland will release a small update for the dev Tools ASAP.

Edited by SolDayClashYT

Share this post


Link to post
Share on other sites

this is a bit of a bullsh*t answer by the support. the tools have working in windows 10. but still. 

this was the first answer i got from support. y'all might wanna send it in as well.

Dear doomguy,

Use the "attach a file" option to send us a DirectX Diagnostic file generated on your system and the game's latest Crash Log files, please. 

DxDiag stands for DirectX Diagnostic tool, which collects information about your computer hardware, operating system and installed drivers.
Whenever you meet a crash, low performance or some graphical issues - this information is important for troubleshooting.
 
The file does not contain any personal information, so it is fine to make it publicly available.
 
Here are the steps for you to follow in order to generate the dxdiag.txt file:
To obtain the DxDiag file
Open the Windows desktop.
Press Win+R (the Windows key and the R key together) to open the Run window.
In the "Open:" field of the Run window, type in dxdiag.
Click OK or the Enter key to open the DirectX Diagnostic Tool.
If prompted to check if your drivers are digitally signed, select Yes.
In the DirectX Diagnostic Tool window, click the Save All Information option.
In the "Save As" window, information should be saved as a text (.txt) file.
Choose a directory where the file will be saved and press the Save option.
It is usually more convenient to use an accessible directory, such as your Desktop.
Now you can send us your dxdiag.txt file in a ticket form.


Crash Log files, on the other hand, are created when launching the game. To find the Log files, go to:
C:\Users\USER_NAME\My Documents\DyingLight\out\logs\crash_??????_?????????.log

 

Share this post


Link to post
Share on other sites
9 minutes ago, doomguy said:

this is a bit of a bullsh*t answer by the support. the tools have working in windows 10. but still. 

this was the first answer i got from support. y'all might wanna send it in as well.


Dear doomguy,

Use the "attach a file" option to send us a DirectX Diagnostic file generated on your system and the game's latest Crash Log files, please. 

DxDiag stands for DirectX Diagnostic tool, which collects information about your computer hardware, operating system and installed drivers.
Whenever you meet a crash, low performance or some graphical issues - this information is important for troubleshooting.
 
The file does not contain any personal information, so it is fine to make it publicly available.
 
Here are the steps for you to follow in order to generate the dxdiag.txt file:
To obtain the DxDiag file
Open the Windows desktop.
Press Win+R (the Windows key and the R key together) to open the Run window.
In the "Open:" field of the Run window, type in dxdiag.
Click OK or the Enter key to open the DirectX Diagnostic Tool.
If prompted to check if your drivers are digitally signed, select Yes.
In the DirectX Diagnostic Tool window, click the Save All Information option.
In the "Save As" window, information should be saved as a text (.txt) file.
Choose a directory where the file will be saved and press the Save option.
It is usually more convenient to use an accessible directory, such as your Desktop.
Now you can send us your dxdiag.txt file in a ticket form.


Crash Log files, on the other hand, are created when launching the game. To find the Log files, go to:
C:\Users\USER_NAME\My Documents\DyingLight\out\logs\crash_??????_?????????.log

 

As I said, couldn't do anything. This is however a big pile of sh*t cuz the dev Tools used to work perfectly fine before the recent update.

Guys, I checked the integrity of the files from the tools and this is what it popped up. I'll inform you what happens next.

Screenshot_35.png

Share this post


Link to post
Share on other sites

i try after installing DL, but verified it twice. gonna verify the chupacabra out of DL and the tools. (chupacabra :D)

Edited by doomguy

Share this post


Link to post
Share on other sites

haven't finished downloading DL. i meant to say i verified the tools twice after reinstalling, once the game but before downloading tho..didnt help

 

Edited by doomguy

Share this post


Link to post
Share on other sites

it's definitely on their end.

but for the sake of it, i've redownloaded the game and the tools. just tested a map with two aispawners and a player spawner...hit play. loads a bit. crash - doesn't even start the map. it's a problem loading spawners it seems. but not only, cause i had the tools crash (not the player.exe like it does with the spawners) by simply disabling water rendering on a water box.

so something definitly broke.

 

gonna start a series of 5 validation test for each the game and the tools.

 

EDIT: useless. none of these suggestions helped.

 

Edited by doomguy

Share this post


Link to post
Share on other sites

"Dear doomguy,

Make sure you have the latest DirectX 11 installed. There is no standalone update package for DirectX 11.2. You can only install this DirectX version through Windows Update in Windows 8.1, Windows RT and Windows Server 2012 R2."

Share this post


Link to post
Share on other sites
23 minutes ago, doomguy said:

"Dear doomguy,

Make sure you have the latest DirectX 11 installed. There is no standalone update package for DirectX 11.2. You can only install this DirectX version through Windows Update in Windows 8.1, Windows RT and Windows Server 2012 R2."

now this is getting ridiculous.

Share this post


Link to post
Share on other sites

you think that's ridiculous?

 

"With respect to your Dying Light issue, unplug any external devices, such as a camera, from your USB ports, please. See if the game behaves correctly after that.

Additionally, try downgrading your video driver version to an older one, please. The latest video drivers are not fully compatible with older games, such as Dying Light (2015)."

 

i'm using the same external HDD and video driver for the longest time, way before the tools stopped working.

still, im following instructions. i do want to get the tools back working instead of creating confusion.

 

Edited by doomguy

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now