Game Crash - When watching a ship battle
Moderator: MOD_DW2
Game Crash - When watching a ship battle
I started a new game as humans and as soon as the pirates attack me the game will crash if I'm zoomed in and watching the fight.
Pre Patch the game would drop and that's it. After patch it completely froze my entire computer with a very loud buzzing sound. I had to unplug my pc to turn it off.
Windows
Intel(R) Core(TM) i7-6800K CPU @ 3.40GHz 3.40 GHz
16.0 GB RAM
64-bit operating system, x64-based processor
AMD Radeon R9 200 Series
Mutliple crash logs, I posted two of them in reply.
Pre Patch the game would drop and that's it. After patch it completely froze my entire computer with a very loud buzzing sound. I had to unplug my pc to turn it off.
Windows
Intel(R) Core(TM) i7-6800K CPU @ 3.40GHz 3.40 GHz
16.0 GB RAM
64-bit operating system, x64-based processor
AMD Radeon R9 200 Series
Mutliple crash logs, I posted two of them in reply.
Last edited by Tkins on Fri Mar 11, 2022 6:24 pm, edited 1 time in total.
Flavor Clothing
Re: Game Crash - When watching a ship battle
/**************************
***** Compiler Parameters *****
***************************
@P EffectName: FiringArcShader
***************************
**** ConstantBuffers ****
***************************
cbuffer Globals [Size: 224]
@C World_id14 => FiringArc.World
@C View_id15 => FiringArc.View
@C Projection_id16 => FiringArc.Projection
@C Color_id17 => FiringArc.Color
@C Color2_id18 => FiringArc.Color2
***************************
****** Resources ******
***************************
@R Globals => Globals [Stage: Vertex, Slot: (0-0)]
@R Globals => Globals [Stage: Pixel, Slot: (0-0)]
***************************
***** Sources *****
***************************
@S FiringArc => 3c9c51f81134cbb8e8976c97cfc37cac
@S ShaderBase => acbe3d4d44a046eede871176bee9c754
@S ShaderBaseStream => a3a5bf8185f2a3d89972293f806430d3
***************************
***** Stages *****
***************************
@G Vertex => 245615c199b88ffe169f0c16ce43ea02
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
// Buffer Definitions:
//
// cbuffer Globals
// {
//
// float4x4 World_id14; // Offset: 0 Size: 64
// float4x4 View_id15; // Offset: 64 Size: 64
// float4x4 Projection_id16; // Offset: 128 Size: 64
// float4 Color_id17; // Offset: 192 Size: 16 [unused]
// float4 Color2_id18; // Offset: 208 Size: 16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim HLSL Bind Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// Globals cbuffer NA NA cb0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyz
// TEXCOORD 0 xy 1 NONE float xy
// NORMAL 0 xyzw 2 NONE float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xy 0 NONE float xy
// SV_Position 0 xyzw 1 POS float xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[12], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_output o0.xy
dcl_output_siv o1.xyzw, position
dcl_temps 2
//
// Initial variable locations:
// v0.x <- __input__.Position_id19.x; v0.y <- __input__.Position_id19.y; v0.z <- __input__.Position_id19.z; v0.w <- __input__.Position_id19.w;
// v1.x <- __input__.TextureCoordinate_id21.x; v1.y <- __input__.TextureCoordinate_id21.y;
// v2.x <- __input__.Normal_id20.x; v2.y <- __input__.Normal_id20.y; v2.z <- __input__.Normal_id20.z; v2.w <- __input__.Normal_id20.w;
// o1.x <- <VSMain return value>.ShadingPosition_id0.x; o1.y <- <VSMain return value>.ShadingPosition_id0.y; o1.z <- <VSMain return value>.ShadingPosition_id0.z; o1.w <- <VSMain return value>.ShadingPosition_id0.w;
// o0.x <- <VSMain return value>.TextureCoordinate_id21.x; o0.y <- <VSMain return value>.TextureCoordinate_id21.y
//
#line 71 "C:\Program Files (x86)\Steam\steamapps\common\Distant Worlds 2\log\shader_FiringArcShader_f6a8bae971c43e40b136bc9428483813.hlsl"
mov o0.xy, v1.xyxx
#line 62
mov r0.xyz, v0.xyzx
mov r0.w, l(1.000000)
dp4 r1.x, r0.xyzw, cb0[0].xyzw // r1.x <- worldPosition.x
dp4 r1.y, r0.xyzw, cb0[1].xyzw // r1.y <- worldPosition.y
dp4 r1.z, r0.xyzw, cb0[2].xyzw // r1.z <- worldPosition.z
dp4 r1.w, r0.xyzw, cb0[3].xyzw // r1.w <- worldPosition.w
#line 63
dp4 r0.x, r1.xyzw, cb0[4].xyzw // r0.x <- position.x
dp4 r0.y, r1.xyzw, cb0[5].xyzw // r0.y <- position.y
dp4 r0.z, r1.xyzw, cb0[6].xyzw // r0.z <- position.z
dp4 r0.w, r1.xyzw, cb0[7].xyzw // r0.w <- position.w
#line 64
dp4 o1.x, r0.xyzw, cb0[8].xyzw
dp4 o1.y, r0.xyzw, cb0[9].xyzw
dp4 o1.z, r0.xyzw, cb0[10].xyzw
dp4 o1.w, r0.xyzw, cb0[11].xyzw
#line 71
ret
// Approximately 16 instruction slots used
@G Pixel => de01450247b1adcafaebdff2aa9ee17e
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
// Buffer Definitions:
//
// cbuffer Globals
// {
//
// float4x4 World_id14; // Offset: 0 Size: 64 [unused]
// float4x4 View_id15; // Offset: 64 Size: 64 [unused]
// float4x4 Projection_id16; // Offset: 128 Size: 64 [unused]
// float4 Color_id17; // Offset: 192 Size: 16
// float4 Color2_id18; // Offset: 208 Size: 16
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim HLSL Bind Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// Globals cbuffer NA NA cb0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xy 0 NONE float y
// SV_Position 0 xyzw 1 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[14], immediateIndexed
dcl_input_ps linear v0.y
dcl_output o0.xyzw
dcl_temps 2
//
// Initial variable locations:
// v0.x <- __input__.TextureCoordinate_id21.x; v0.y <- __input__.TextureCoordinate_id21.y;
// v1.x <- __input__.ShadingPosition_id0.x; v1.y <- __input__.ShadingPosition_id0.y; v1.z <- __input__.ShadingPosition_id0.z; v1.w <- __input__.ShadingPosition_id0.w;
// o0.x <- <PSMain return value>.ColorTarget_id2.x; o0.y <- <PSMain return value>.ColorTarget_id2.y; o0.z <- <PSMain return value>.ColorTarget_id2.z; o0.w <- <PSMain return value>.ColorTarget_id2.w
//
#line 45 "C:\Program Files (x86)\Steam\steamapps\common\Distant Worlds 2\log\shader_FiringArcShader_f6a8bae971c43e40b136bc9428483813.hlsl"
add r0.x, v0.y, l(-0.500000)
add r0.x, -|r0.x|, l(0.500000)
add r0.x, r0.x, r0.x // r0.x <- proximityY
#line 46
mul r0.x, r0.x, r0.x
#line 47
mul r0.x, r0.x, r0.x
#line 48
mul r0.x, r0.x, r0.x
#line 49
add r1.xyzw, cb0[12].xyzw, -cb0[13].xyzw
mad o0.xyzw, r0.xxxx, r1.xyzw, cb0[13].xyzw
#line 53
ret
// Approximately 9 instruction slots used
***************************
*************************/
struct PS_STREAMS
{
float2 TextureCoordinate_id21;
float4 ColorTarget_id2;
};
struct PS_OUTPUT
{
float4 ColorTarget_id2 : SV_Target0;
};
struct PS_INPUT
{
float2 TextureCoordinate_id21 : TEXCOORD0;
float4 ShadingPosition_id0 : SV_Position;
};
struct VS_STREAMS
{
float4 Position_id19;
float2 TextureCoordinate_id21;
float4 Normal_id20;
float4 ShadingPosition_id0;
};
struct VS_OUTPUT
{
float2 TextureCoordinate_id21 : TEXCOORD0;
float4 ShadingPosition_id0 : SV_Position;
};
struct VS_INPUT
{
float4 Position_id19 : POSITION0;
float2 TextureCoordinate_id21 : TEXCOORD0;
float4 Normal_id20 : NORMAL0;
};
cbuffer Globals
{
float4x4 World_id14 : WORLD;
float4x4 View_id15 : VIEW;
float4x4 Projection_id16 : PROJECTION;
float4 Color_id17;
float4 Color2_id18;
};
PS_OUTPUT PSMain(PS_INPUT __input__)
{
PS_STREAMS streams = (PS_STREAMS)0;
streams.TextureCoordinate_id21 = __input__.TextureCoordinate_id21;
float proximityY = (2 * (0.5 - abs(streams.TextureCoordinate_id21.y - 0.5)));
proximityY *= proximityY;
proximityY *= proximityY;
proximityY *= proximityY;
float4 finalColor = lerp(Color2_id18, Color_id17, proximityY);
streams.ColorTarget_id2 = finalColor;
PS_OUTPUT __output__ = (PS_OUTPUT)0;
__output__.ColorTarget_id2 = streams.ColorTarget_id2;
return __output__;
}
VS_OUTPUT VSMain(VS_INPUT __input__)
{
VS_STREAMS streams = (VS_STREAMS)0;
streams.Position_id19 = __input__.Position_id19;
streams.TextureCoordinate_id21 = __input__.TextureCoordinate_id21;
streams.Normal_id20 = __input__.Normal_id20;
float4 inputPosition = float4(streams.Position_id19.xyz, 1);
float4 worldPosition = mul(inputPosition, World_id14);
float4 position = mul(worldPosition, View_id15);
streams.Position_id19 = mul(position, Projection_id16);
streams.TextureCoordinate_id21 = streams.TextureCoordinate_id21;
streams.Normal_id20 = float4(normalize(mul(streams.Normal_id20.xyz, (float3x3)World_id14)), 0);
streams.ShadingPosition_id0 = streams.Position_id19;
VS_OUTPUT __output__ = (VS_OUTPUT)0;
__output__.TextureCoordinate_id21 = streams.TextureCoordinate_id21;
__output__.ShadingPosition_id0 = streams.ShadingPosition_id0;
return __output__;
}
***** Compiler Parameters *****
***************************
@P EffectName: FiringArcShader
***************************
**** ConstantBuffers ****
***************************
cbuffer Globals [Size: 224]
@C World_id14 => FiringArc.World
@C View_id15 => FiringArc.View
@C Projection_id16 => FiringArc.Projection
@C Color_id17 => FiringArc.Color
@C Color2_id18 => FiringArc.Color2
***************************
****** Resources ******
***************************
@R Globals => Globals [Stage: Vertex, Slot: (0-0)]
@R Globals => Globals [Stage: Pixel, Slot: (0-0)]
***************************
***** Sources *****
***************************
@S FiringArc => 3c9c51f81134cbb8e8976c97cfc37cac
@S ShaderBase => acbe3d4d44a046eede871176bee9c754
@S ShaderBaseStream => a3a5bf8185f2a3d89972293f806430d3
***************************
***** Stages *****
***************************
@G Vertex => 245615c199b88ffe169f0c16ce43ea02
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
// Buffer Definitions:
//
// cbuffer Globals
// {
//
// float4x4 World_id14; // Offset: 0 Size: 64
// float4x4 View_id15; // Offset: 64 Size: 64
// float4x4 Projection_id16; // Offset: 128 Size: 64
// float4 Color_id17; // Offset: 192 Size: 16 [unused]
// float4 Color2_id18; // Offset: 208 Size: 16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim HLSL Bind Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// Globals cbuffer NA NA cb0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyz
// TEXCOORD 0 xy 1 NONE float xy
// NORMAL 0 xyzw 2 NONE float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xy 0 NONE float xy
// SV_Position 0 xyzw 1 POS float xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[12], immediateIndexed
dcl_input v0.xyz
dcl_input v1.xy
dcl_output o0.xy
dcl_output_siv o1.xyzw, position
dcl_temps 2
//
// Initial variable locations:
// v0.x <- __input__.Position_id19.x; v0.y <- __input__.Position_id19.y; v0.z <- __input__.Position_id19.z; v0.w <- __input__.Position_id19.w;
// v1.x <- __input__.TextureCoordinate_id21.x; v1.y <- __input__.TextureCoordinate_id21.y;
// v2.x <- __input__.Normal_id20.x; v2.y <- __input__.Normal_id20.y; v2.z <- __input__.Normal_id20.z; v2.w <- __input__.Normal_id20.w;
// o1.x <- <VSMain return value>.ShadingPosition_id0.x; o1.y <- <VSMain return value>.ShadingPosition_id0.y; o1.z <- <VSMain return value>.ShadingPosition_id0.z; o1.w <- <VSMain return value>.ShadingPosition_id0.w;
// o0.x <- <VSMain return value>.TextureCoordinate_id21.x; o0.y <- <VSMain return value>.TextureCoordinate_id21.y
//
#line 71 "C:\Program Files (x86)\Steam\steamapps\common\Distant Worlds 2\log\shader_FiringArcShader_f6a8bae971c43e40b136bc9428483813.hlsl"
mov o0.xy, v1.xyxx
#line 62
mov r0.xyz, v0.xyzx
mov r0.w, l(1.000000)
dp4 r1.x, r0.xyzw, cb0[0].xyzw // r1.x <- worldPosition.x
dp4 r1.y, r0.xyzw, cb0[1].xyzw // r1.y <- worldPosition.y
dp4 r1.z, r0.xyzw, cb0[2].xyzw // r1.z <- worldPosition.z
dp4 r1.w, r0.xyzw, cb0[3].xyzw // r1.w <- worldPosition.w
#line 63
dp4 r0.x, r1.xyzw, cb0[4].xyzw // r0.x <- position.x
dp4 r0.y, r1.xyzw, cb0[5].xyzw // r0.y <- position.y
dp4 r0.z, r1.xyzw, cb0[6].xyzw // r0.z <- position.z
dp4 r0.w, r1.xyzw, cb0[7].xyzw // r0.w <- position.w
#line 64
dp4 o1.x, r0.xyzw, cb0[8].xyzw
dp4 o1.y, r0.xyzw, cb0[9].xyzw
dp4 o1.z, r0.xyzw, cb0[10].xyzw
dp4 o1.w, r0.xyzw, cb0[11].xyzw
#line 71
ret
// Approximately 16 instruction slots used
@G Pixel => de01450247b1adcafaebdff2aa9ee17e
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
// Buffer Definitions:
//
// cbuffer Globals
// {
//
// float4x4 World_id14; // Offset: 0 Size: 64 [unused]
// float4x4 View_id15; // Offset: 64 Size: 64 [unused]
// float4x4 Projection_id16; // Offset: 128 Size: 64 [unused]
// float4 Color_id17; // Offset: 192 Size: 16
// float4 Color2_id18; // Offset: 208 Size: 16
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim HLSL Bind Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// Globals cbuffer NA NA cb0 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// TEXCOORD 0 xy 0 NONE float y
// SV_Position 0 xyzw 1 POS float
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_Target 0 xyzw 0 TARGET float xyzw
//
ps_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[14], immediateIndexed
dcl_input_ps linear v0.y
dcl_output o0.xyzw
dcl_temps 2
//
// Initial variable locations:
// v0.x <- __input__.TextureCoordinate_id21.x; v0.y <- __input__.TextureCoordinate_id21.y;
// v1.x <- __input__.ShadingPosition_id0.x; v1.y <- __input__.ShadingPosition_id0.y; v1.z <- __input__.ShadingPosition_id0.z; v1.w <- __input__.ShadingPosition_id0.w;
// o0.x <- <PSMain return value>.ColorTarget_id2.x; o0.y <- <PSMain return value>.ColorTarget_id2.y; o0.z <- <PSMain return value>.ColorTarget_id2.z; o0.w <- <PSMain return value>.ColorTarget_id2.w
//
#line 45 "C:\Program Files (x86)\Steam\steamapps\common\Distant Worlds 2\log\shader_FiringArcShader_f6a8bae971c43e40b136bc9428483813.hlsl"
add r0.x, v0.y, l(-0.500000)
add r0.x, -|r0.x|, l(0.500000)
add r0.x, r0.x, r0.x // r0.x <- proximityY
#line 46
mul r0.x, r0.x, r0.x
#line 47
mul r0.x, r0.x, r0.x
#line 48
mul r0.x, r0.x, r0.x
#line 49
add r1.xyzw, cb0[12].xyzw, -cb0[13].xyzw
mad o0.xyzw, r0.xxxx, r1.xyzw, cb0[13].xyzw
#line 53
ret
// Approximately 9 instruction slots used
***************************
*************************/
struct PS_STREAMS
{
float2 TextureCoordinate_id21;
float4 ColorTarget_id2;
};
struct PS_OUTPUT
{
float4 ColorTarget_id2 : SV_Target0;
};
struct PS_INPUT
{
float2 TextureCoordinate_id21 : TEXCOORD0;
float4 ShadingPosition_id0 : SV_Position;
};
struct VS_STREAMS
{
float4 Position_id19;
float2 TextureCoordinate_id21;
float4 Normal_id20;
float4 ShadingPosition_id0;
};
struct VS_OUTPUT
{
float2 TextureCoordinate_id21 : TEXCOORD0;
float4 ShadingPosition_id0 : SV_Position;
};
struct VS_INPUT
{
float4 Position_id19 : POSITION0;
float2 TextureCoordinate_id21 : TEXCOORD0;
float4 Normal_id20 : NORMAL0;
};
cbuffer Globals
{
float4x4 World_id14 : WORLD;
float4x4 View_id15 : VIEW;
float4x4 Projection_id16 : PROJECTION;
float4 Color_id17;
float4 Color2_id18;
};
PS_OUTPUT PSMain(PS_INPUT __input__)
{
PS_STREAMS streams = (PS_STREAMS)0;
streams.TextureCoordinate_id21 = __input__.TextureCoordinate_id21;
float proximityY = (2 * (0.5 - abs(streams.TextureCoordinate_id21.y - 0.5)));
proximityY *= proximityY;
proximityY *= proximityY;
proximityY *= proximityY;
float4 finalColor = lerp(Color2_id18, Color_id17, proximityY);
streams.ColorTarget_id2 = finalColor;
PS_OUTPUT __output__ = (PS_OUTPUT)0;
__output__.ColorTarget_id2 = streams.ColorTarget_id2;
return __output__;
}
VS_OUTPUT VSMain(VS_INPUT __input__)
{
VS_STREAMS streams = (VS_STREAMS)0;
streams.Position_id19 = __input__.Position_id19;
streams.TextureCoordinate_id21 = __input__.TextureCoordinate_id21;
streams.Normal_id20 = __input__.Normal_id20;
float4 inputPosition = float4(streams.Position_id19.xyz, 1);
float4 worldPosition = mul(inputPosition, World_id14);
float4 position = mul(worldPosition, View_id15);
streams.Position_id19 = mul(position, Projection_id16);
streams.TextureCoordinate_id21 = streams.TextureCoordinate_id21;
streams.Normal_id20 = float4(normalize(mul(streams.Normal_id20.xyz, (float3x3)World_id14)), 0);
streams.ShadingPosition_id0 = streams.Position_id19;
VS_OUTPUT __output__ = (VS_OUTPUT)0;
__output__.TextureCoordinate_id21 = streams.TextureCoordinate_id21;
__output__.ShadingPosition_id0 = streams.ShadingPosition_id0;
return __output__;
}
Flavor Clothing
Re: Game Crash - When watching a ship battle
/**************************
***** Compiler Parameters *****
***************************
@P EffectName: DW_ForwardShader.ShadowMapCaster
@P - Material.PixelStageSurfaceShaders: mixin MaterialSurfaceArray [{layers = [mixin MaterialSurfaceDiffuse [{diffuseMap = ComputeColorConstantColorLink<Material.DiffuseValue>}], mixin MaterialSurfaceSetStreamFromComputeColor<matEmissive,rgba> [{computeColorSource = ComputeColorConstantColorLink<Material.EmissiveValue>}], mixin MaterialSurfaceSetStreamFromComputeColor<matEmissiveIntensity,r> [{computeColorSource = ComputeColorConstantFloatLink<Material.EmissiveIntensity>}], mixin MaterialSurfaceLightingAndShading [{surfaces = [MaterialSurfaceShadingDiffuseLambert<false>]}], MaterialSurfaceEmissiveShading<false>]}]
@P Material.PixelStageStreamInitializer: mixin MaterialStream, MaterialPixelShadingStream
***************************
**** ConstantBuffers ****
***************************
cbuffer PerDraw [Size: 512]
@C World_id31 => Transformation.World
@C WorldInverse_id32 => Transformation.WorldInverse
@C WorldInverseTranspose_id33 => Transformation.WorldInverseTranspose
@C WorldView_id34 => Transformation.WorldView
@C WorldViewInverse_id35 => Transformation.WorldViewInverse
@C WorldViewProjection_id36 => Transformation.WorldViewProjection
@C WorldScale_id37 => Transformation.WorldScale
@C EyeMS_id38 => Transformation.EyeMS
@C DW_NoiseOffset_id96 => DamageOverlay.DW_NoiseOffset
@C DW_NoiseScale_id97 => DamageOverlay.DW_NoiseScale
@C DW_DamageLevel_id98 => DamageOverlay.DW_DamageLevel
@C DW_NoiseOffsetFactor_id99 => DamageOverlay.DW_NoiseOffsetFactor
@C DW_ConstructionLevel_id100 => DamageOverlay.DW_ConstructionLevel
@C DW_TimeValue_id101 => DamageOverlay.DW_TimeValue
@C DW_NoiseColorLow_id102 => DamageOverlay.DW_NoiseColorLow
@C DW_NoiseColorLowAdd_id103 => DamageOverlay.DW_NoiseColorLowAdd
@C DW_NoiseColorHigh_id104 => DamageOverlay.DW_NoiseColorHigh
@C DW_NoiseColorHighAdd_id105 => DamageOverlay.DW_NoiseColorHighAdd
cbuffer PerView [Size: 352]
@C View_id24 => Transformation.View
@C ViewInverse_id25 => Transformation.ViewInverse
@C Projection_id26 => Transformation.Projection
@C ProjectionInverse_id27 => Transformation.ProjectionInverse
@C ViewProjection_id28 => Transformation.ViewProjection
@C ProjScreenRay_id29 => Transformation.ProjScreenRay
@C Eye_id30 => Transformation.Eye
***************************
****** Resources ******
***************************
@R PerDraw => PerDraw [Stage: Vertex, Slot: (0-0)]
@R PerView => PerView [Stage: Vertex, Slot: (1-1)]
***************************
***** Sources *****
***************************
@S ShaderBase => acbe3d4d44a046eede871176bee9c754
@S ShaderBaseStream => a3a5bf8185f2a3d89972293f806430d3
@S ShadingBase => a56c21640e78c756e8d56651480eb9f5
@S ComputeColor => ded06879812e042b84d284d2272e4b4a
@S TransformationBase => be8628f6067b518dd5c7b3fe338b9320
@S NormalStream => b59c6ee174b93be981cc113a7a70d70b
@S TransformationWAndVP => 37eaa3c16c9e83fd77e04c47c6794803
@S PositionStream4 => b1f2243b30eb87e6e40bc6af56b4fd18
@S PositionHStream4 => 0c0bb9059a8e3199d9ec950f3a7d2b66
@S Transformation => ce8c4a6980d1f949f5f9aed15679c96d
@S NormalFromMesh => 7e93d74a2c2c59456ebca897ee2c4bdb
@S NormalBase => 118edc0075e4c3a87c3cb4570a808039
@S NormalUpdate => 9bf3758fe45b1105750554fed463a15e
@S MaterialSurfacePixelStageCompositor => cb7b21ca902e1b289c9d765318058f5a
@S PositionStream => d767885dace5d697c6532bb4f0f5b3f8
@S MaterialPixelShadingStream => ce423644e4da2371ef9e6b451c39edf7
@S MaterialPixelStream => 83c4d63f50d89eb133457f26bcc25822
@S MaterialStream => f4c30b25d4f10a4a3809b97598bfca17
@S IStreamInitializer => 37d0ab08af9e2896a54aa43c0ea2ad0f
@S LightStream => 622a7adc4e53980a3d0e0fecffc76661
@S DirectLightGroupArray => b6017f14fd58343b7a54fefa2ca81610
@S DirectLightGroup => 08ae1198dfb5788ff8584d747c3b8368
@S ShadowGroup => 05cfb339de033879838a6606f047a866
@S ShadowStream => 38650f3182fa7d3cab3bae43f9398f4e
@S TextureProjectionGroup => 47f8334211d8d5ae6d98f32a923759cc
@S EnvironmentLightArray => 4129555ea2051a98f5cf5e315d791d3e
@S EnvironmentLight => 6aceaad54f2057382904d7f6dfa58e4f
@S IMaterialSurface => d56637e1116951bd72b1817daa1a6158
@S ShadowMapCasterNoPixelShader => 42afd0e2e40c8b7405a2f30cef7739da
@S CommonFunctions => c74d74b28168c2ce34652455914178d9
@S NoiseFunctions => f2b7f59cae0e3f7d048e30a560e67073
@S DamageOverlay => 8f0c2f0b88557c66f1d070c286889753
@S MaterialSurfaceArray => ca7a8b492198ae093d4f490c2ba6aaec
@S MaterialSurfaceDiffuse => c60d7ca8058e062fcba77cc9b4c7d496
@S IMaterialSurfacePixel => b5f583c7b871b6a4ebe5c7411883503e
@S ComputeColorConstantColorLink => a30d6cd76f7c0875cdeffdb3ae8bae33
@S MaterialSurfaceSetStreamFromComputeColor => c2d77b2aa35d9f24b852eb4a5fdc9872
@S IMaterialSurfaceVertex => 0c5c73d45a721c87c347ae02954665ce
@S MaterialVertexStream => 88c18bd25810bbb05cdd7c08ebc8c4a2
@S MaterialDisplacementStream => 2f1b0f776096589363e85354152ef62e
@S IMaterialSurfaceDomain => f21c77ffcac748537e778154fecb0921
@S MaterialDomainStream => cf19dcc996d2d1de16031ccad6eafac0
@S MaterialTessellationStream => fc291f489bf9de3c2dd85f2960efacc9
@S Texturing => e6daef0dd90a55f9549c6f5d291e61a5
@S ComputeColorConstantFloatLink => 12410f8b57e4015ff1a3fce241440b62
@S MaterialSurfaceLightingAndShading => 68ac8c9f25624fdc15ea262fbc868030
@S Math => 49d7f7706890095f248caeaf232f4db4
@S IMaterialSurfaceShading => 43b5938a14c30cfc19b2ddcb76824cbe
@S MaterialSurfaceShadingDiffuseLambert => ebe9647a0e11903ef16a793ffdbdd34c
@S MaterialSurfaceEmissiveShading => 013ca1293b7b72150881283c25b3c88c
***************************
***** Stages *****
***************************
@G Vertex => 9e8347237f0ebb53f366c9e364d83546
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
// Buffer Definitions:
//
// cbuffer PerDraw
// {
//
// float4x4 World_id31; // Offset: 0 Size: 64
// float4x4 WorldInverse_id32; // Offset: 64 Size: 64 [unused]
// float4x4 WorldInverseTranspose_id33;// Offset: 128 Size: 64
// float4x4 WorldView_id34; // Offset: 192 Size: 64 [unused]
// float4x4 WorldViewInverse_id35; // Offset: 256 Size: 64 [unused]
// float4x4 WorldViewProjection_id36; // Offset: 320 Size: 64 [unused]
// float3 WorldScale_id37; // Offset: 384 Size: 12 [unused]
// float4 EyeMS_id38; // Offset: 400 Size: 16 [unused]
// float3 DW_NoiseOffset_id96; // Offset: 416 Size: 12 [unused]
// = 0x00000000 0x00000000 0x00000000
// float DW_NoiseScale_id97; // Offset: 428 Size: 4 [unused]
// = 0x41200000
// float DW_DamageLevel_id98; // Offset: 432 Size: 4 [unused]
// = 0x00000000
// float DW_NoiseOffsetFactor_id99; // Offset: 436 Size: 4 [unused]
// = 0x3f800000
// float DW_ConstructionLevel_id100; // Offset: 440 Size: 4 [unused]
// = 0x3f800000
// float DW_TimeValue_id101; // Offset: 444 Size: 4 [unused]
// float4 DW_NoiseColorLow_id102; // Offset: 448 Size: 16 [unused]
// = 0x3f000000 0x00000000 0x00000000 0x3f800000
// float4 DW_NoiseColorLowAdd_id103; // Offset: 464 Size: 16 [unused]
// = 0x3f99999a 0x3f19999a 0x00000000 0x3f800000
// float4 DW_NoiseColorHigh_id104; // Offset: 480 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x00000000 0x3f800000
// float4 DW_NoiseColorHighAdd_id105; // Offset: 496 Size: 16 [unused]
// = 0x40333333 0x40000000 0x3ff33333 0x3f800000
//
// }
//
// cbuffer PerView
// {
//
// float4x4 View_id24; // Offset: 0 Size: 64 [unused]
// float4x4 ViewInverse_id25; // Offset: 64 Size: 64 [unused]
// float4x4 Projection_id26; // Offset: 128 Size: 64 [unused]
// float4x4 ProjectionInverse_id27; // Offset: 192 Size: 64 [unused]
// float4x4 ViewProjection_id28; // Offset: 256 Size: 64
// float2 ProjScreenRay_id29; // Offset: 320 Size: 8 [unused]
// float4 Eye_id30; // Offset: 336 Size: 16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim HLSL Bind Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// PerDraw cbuffer NA NA cb0 1
// PerView cbuffer NA NA cb1 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyzw
// NORMAL 0 xyz 1 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION_WS 0 xyzw 0 NONE float xyzw
// SV_Position 0 xyzw 1 POS float xyzw
// POSITIONH 0 xyzw 2 NONE float xyzw
// DEPTH_VS 0 x 3 NONE float x
// MESHNORMALWS_ID16_SEM 0 yzw 3 NONE float yzw
// NORMALWS 0 xyz 4 NONE float xyz
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[11], immediateIndexed
dcl_constantbuffer CB1[20], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyz
dcl_output o0.xyzw
dcl_output_siv o1.xyzw, position
dcl_output o2.xyzw
dcl_output o3.x
dcl_output o3.yzw
dcl_output o4.xyz
dcl_temps 2
//
// Initial variable locations:
// v0.x <- __input__.Position_id20.x; v0.y <- __input__.Position_id20.y; v0.z <- __input__.Position_id20.z; v0.w <- __input__.Position_id20.w;
// v1.x <- __input__.meshNormal_id15.x; v1.y <- __input__.meshNormal_id15.y; v1.z <- __input__.meshNormal_id15.z;
// o4.x <- <VSMain return value>.normalWS_id18.x; o4.y <- <VSMain return value>.normalWS_id18.y; o4.z <- <VSMain return value>.normalWS_id18.z;
// o3.x <- <VSMain return value>.DepthVS_id22; o3.y <- <VSMain return value>.meshNormalWS_id16.x; o3.z <- <VSMain return value>.meshNormalWS_id16.y; o3.w <- <VSMain return value>.meshNormalWS_id16.z;
// o2.x <- <VSMain return value>.PositionH_id23.x; o2.y <- <VSMain return value>.PositionH_id23.y; o2.z <- <VSMain return value>.PositionH_id23.z; o2.w <- <VSMain return value>.PositionH_id23.w;
// o1.x <- <VSMain return value>.ShadingPosition_id0.x; o1.y <- <VSMain return value>.ShadingPosition_id0.y; o1.z <- <VSMain return value>.ShadingPosition_id0.z; o1.w <- <VSMain return value>.ShadingPosition_id0.w;
// o0.x <- <VSMain return value>.PositionWS_id21.x; o0.y <- <VSMain return value>.PositionWS_id21.y; o0.z <- <VSMain return value>.PositionWS_id21.z; o0.w <- <VSMain return value>.PositionWS_id21.w
//
#line 189 "C:\Program Files (x86)\Steam\steamapps\common\Distant Worlds 2\log\shader_DW_ForwardShader_ShadowMapCaster_bca1091b9cdcfd992052138721c69d36.hlsl"
dp4 r0.x, v0.xyzw, cb0[0].xyzw // r0.x <- streams.PositionWS_id21.x
dp4 r0.y, v0.xyzw, cb0[1].xyzw // r0.y <- streams.PositionWS_id21.y
dp4 r0.z, v0.xyzw, cb0[2].xyzw // r0.z <- streams.PositionWS_id21.z
dp4 r0.w, v0.xyzw, cb0[3].xyzw // r0.w <- streams.PositionWS_id21.w
#line 224
mov o0.xyzw, r0.xyzw
#line 168
dp4 r1.x, r0.xyzw, cb1[16].xyzw // r1.x <- <ComputeShadingPosition_id11 return value>.x
dp4 r1.y, r0.xyzw, cb1[17].xyzw // r1.y <- <ComputeShadingPosition_id11 return value>.y
dp4 r1.z, r0.xyzw, cb1[18].xyzw // r1.z <- <ComputeShadingPosition_id11 return value>.z
dp4 r1.w, r0.xyzw, cb1[19].xyzw // r1.w <- <ComputeShadingPosition_id11 return value>.w
#line 224
mov o1.xyzw, r1.xyzw
mov o2.xyzw, r1.xyzw
mov o3.x, r1.w
#line 202
dp3 r0.y, v1.xyzx, cb0[8].xyzx // r0.y <- streams.meshNormalWS_id16.x
dp3 r0.z, v1.xyzx, cb0[9].xyzx // r0.z <- streams.meshNormalWS_id16.y
dp3 r0.w, v1.xyzx, cb0[10].xyzx // r0.w <- streams.meshNormalWS_id16.z
#line 224
mov o3.yzw, r0.yyzw
mov o4.xyz, r0.yzwy
ret
// Approximately 18 instruction slots used
***************************
*************************/
struct VS_STREAMS
{
float4 Position_id20;
float3 meshNormal_id15;
float4 PositionWS_id21;
float4 ShadingPosition_id0;
float4 PositionH_id23;
float DepthVS_id22;
float3 meshNormalWS_id16;
float3 normalWS_id18;
};
struct VS_OUTPUT
{
float4 PositionWS_id21 : POSITION_WS;
float4 ShadingPosition_id0 : SV_Position;
float4 PositionH_id23 : POSITIONH;
float DepthVS_id22 : DEPTH_VS;
float3 meshNormalWS_id16 : MESHNORMALWS_ID16_SEM;
float3 normalWS_id18 : NORMALWS;
};
struct VS_INPUT
{
float4 Position_id20 : POSITION;
float3 meshNormal_id15 : NORMAL;
};
cbuffer PerDraw
{
float4x4 World_id31;
float4x4 WorldInverse_id32;
float4x4 WorldInverseTranspose_id33;
float4x4 WorldView_id34;
float4x4 WorldViewInverse_id35;
float4x4 WorldViewProjection_id36;
float3 WorldScale_id37;
float4 EyeMS_id38;
float3 DW_NoiseOffset_id96 = float3(0, 0, 0);
float DW_NoiseScale_id97 = 10.0f;
float DW_DamageLevel_id98 = 0;
float DW_NoiseOffsetFactor_id99 = 1;
float DW_ConstructionLevel_id100 = 1;
float DW_TimeValue_id101;
float4 DW_NoiseColorLow_id102 = float4(0.5f, 0, 0, 1);
float4 DW_NoiseColorLowAdd_id103 = float4(1.2f, 0.6f, 0, 1);
float4 DW_NoiseColorHigh_id104 = float4(1, 1, 0, 1);
float4 DW_NoiseColorHighAdd_id105 = float4(2.8f, 2.0f, 1.9f, 1);
};
cbuffer PerMaterial
{
float4 constantColor_id106;
float4 constantColor_id169;
float constantFloat_id171;
};
cbuffer PerView
{
float4x4 View_id24;
float4x4 ViewInverse_id25;
float4x4 Projection_id26;
float4x4 ProjectionInverse_id27;
float4x4 ViewProjection_id28;
float2 ProjScreenRay_id29;
float4 Eye_id30;
};
cbuffer Globals
{
float2 Texture0TexelSize_id112;
float2 Texture1TexelSize_id114;
float2 Texture2TexelSize_id116;
float2 Texture3TexelSize_id118;
float2 Texture4TexelSize_id120;
float2 Texture5TexelSize_id122;
float2 Texture6TexelSize_id124;
float2 Texture7TexelSize_id126;
float2 Texture8TexelSize_id128;
float2 Texture9TexelSize_id130;
};
Texture3D NoiseTextureCoarse3D_id84;
SamplerState NoiseTextureCoarse3DSampler_id85;
Texture3D NoiseTextureFine3D_id86;
SamplerState NoiseTextureFine3DSampler_id87;
Texture3D NoiseTextureVeryFine3D_id88;
SamplerState NoiseTextureVeryFine3DSampler_id89;
Texture2D NoiseTextureFine_id90;
SamplerState NoiseTextureFineSampler_id91;
Texture2D NoiseTextureCoarse_id92;
SamplerState NoiseTextureCoarseSampler_id93;
Texture2D NoiseTextureVeryFine_id94;
SamplerState NoiseTextureVeryFineSampler_id95;
Texture2D Texture0_id111;
Texture2D Texture1_id113;
Texture2D Texture2_id115;
Texture2D Texture3_id117;
Texture2D Texture4_id119;
Texture2D Texture5_id121;
Texture2D Texture6_id123;
Texture2D Texture7_id125;
Texture2D Texture8_id127;
Texture2D Texture9_id129;
TextureCube TextureCube0_id131;
TextureCube TextureCube1_id132;
TextureCube TextureCube2_id133;
TextureCube TextureCube3_id134;
Texture3D Texture3D0_id135;
Texture3D Texture3D1_id136;
Texture3D Texture3D2_id137;
Texture3D Texture3D3_id138;
SamplerState Sampler_id139;
SamplerState PointSampler_id140
{
Filter = MIN_MAG_MIP_POINT;
};
SamplerState LinearSampler_id141
{
Filter = MIN_MAG_MIP_LINEAR;
};
SamplerState LinearBorderSampler_id142
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Border;
AddressV = Border;
};
SamplerComparisonState LinearClampCompareLessEqualSampler_id143
{
Filter = COMPARISON_MIN_MAG_LINEAR_MIP_POINT;
AddressU = Clamp;
AddressV = Clamp;
ComparisonFunc = LessEqual;
};
SamplerState AnisotropicSampler_id144
{
Filter = ANISOTROPIC;
};
SamplerState AnisotropicRepeatSampler_id145
{
Filter = ANISOTROPIC;
AddressU = Wrap;
AddressV = Wrap;
MaxAnisotropy = 16;
};
SamplerState PointRepeatSampler_id146
{
Filter = MIN_MAG_MIP_POINT;
AddressU = Wrap;
AddressV = Wrap;
};
SamplerState LinearRepeatSampler_id147
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Wrap;
AddressV = Wrap;
};
SamplerState RepeatSampler_id148
{
AddressU = Wrap;
AddressV = Wrap;
};
SamplerState Sampler0_id149;
SamplerState Sampler1_id150;
SamplerState Sampler2_id151;
SamplerState Sampler3_id152;
SamplerState Sampler4_id153;
SamplerState Sampler5_id154;
SamplerState Sampler6_id155;
SamplerState Sampler7_id156;
SamplerState Sampler8_id157;
SamplerState Sampler9_id158;
float4 ComputeShadingPosition_id11(float4 world)
{
return mul(world, ViewProjection_id28);
}
void PostTransformPosition_id6()
{
}
void PreTransformPosition_id4()
{
}
void PostTransformPosition_id12(inout VS_STREAMS streams)
{
PostTransformPosition_id6();
streams.ShadingPosition_id0 = ComputeShadingPosition_id11(streams.PositionWS_id21);
streams.PositionH_id23 = streams.ShadingPosition_id0;
streams.DepthVS_id22 = streams.ShadingPosition_id0.w;
}
void TransformPosition_id5()
{
}
void PreTransformPosition_id10(inout VS_STREAMS streams)
{
PreTransformPosition_id4();
streams.PositionWS_id21 = mul(streams.Position_id20, World_id31);
}
void BaseTransformVS_id8(inout VS_STREAMS streams)
{
PreTransformPosition_id10(streams);
TransformPosition_id5();
PostTransformPosition_id12(streams);
}
void VSMain_id0()
{
}
void GenerateNormal_VS_id20(inout VS_STREAMS streams)
{
streams.meshNormalWS_id16 = mul(streams.meshNormal_id15, (float3x3)WorldInverseTranspose_id33);
streams.normalWS_id18 = streams.meshNormalWS_id16;
}
void VSMain_id9(inout VS_STREAMS streams)
{
VSMain_id0();
BaseTransformVS_id8(streams);
}
VS_OUTPUT VSMain(VS_INPUT __input__)
{
VS_STREAMS streams = (VS_STREAMS)0;
streams.Position_id20 = __input__.Position_id20;
streams.meshNormal_id15 = __input__.meshNormal_id15;
VSMain_id9(streams);
GenerateNormal_VS_id20(streams);
VS_OUTPUT __output__ = (VS_OUTPUT)0;
__output__.PositionWS_id21 = streams.PositionWS_id21;
__output__.ShadingPosition_id0 = streams.ShadingPosition_id0;
__output__.PositionH_id23 = streams.PositionH_id23;
__output__.DepthVS_id22 = streams.DepthVS_id22;
__output__.meshNormalWS_id16 = streams.meshNormalWS_id16;
__output__.normalWS_id18 = streams.normalWS_id18;
return __output__;
}
***** Compiler Parameters *****
***************************
@P EffectName: DW_ForwardShader.ShadowMapCaster
@P - Material.PixelStageSurfaceShaders: mixin MaterialSurfaceArray [{layers = [mixin MaterialSurfaceDiffuse [{diffuseMap = ComputeColorConstantColorLink<Material.DiffuseValue>}], mixin MaterialSurfaceSetStreamFromComputeColor<matEmissive,rgba> [{computeColorSource = ComputeColorConstantColorLink<Material.EmissiveValue>}], mixin MaterialSurfaceSetStreamFromComputeColor<matEmissiveIntensity,r> [{computeColorSource = ComputeColorConstantFloatLink<Material.EmissiveIntensity>}], mixin MaterialSurfaceLightingAndShading [{surfaces = [MaterialSurfaceShadingDiffuseLambert<false>]}], MaterialSurfaceEmissiveShading<false>]}]
@P Material.PixelStageStreamInitializer: mixin MaterialStream, MaterialPixelShadingStream
***************************
**** ConstantBuffers ****
***************************
cbuffer PerDraw [Size: 512]
@C World_id31 => Transformation.World
@C WorldInverse_id32 => Transformation.WorldInverse
@C WorldInverseTranspose_id33 => Transformation.WorldInverseTranspose
@C WorldView_id34 => Transformation.WorldView
@C WorldViewInverse_id35 => Transformation.WorldViewInverse
@C WorldViewProjection_id36 => Transformation.WorldViewProjection
@C WorldScale_id37 => Transformation.WorldScale
@C EyeMS_id38 => Transformation.EyeMS
@C DW_NoiseOffset_id96 => DamageOverlay.DW_NoiseOffset
@C DW_NoiseScale_id97 => DamageOverlay.DW_NoiseScale
@C DW_DamageLevel_id98 => DamageOverlay.DW_DamageLevel
@C DW_NoiseOffsetFactor_id99 => DamageOverlay.DW_NoiseOffsetFactor
@C DW_ConstructionLevel_id100 => DamageOverlay.DW_ConstructionLevel
@C DW_TimeValue_id101 => DamageOverlay.DW_TimeValue
@C DW_NoiseColorLow_id102 => DamageOverlay.DW_NoiseColorLow
@C DW_NoiseColorLowAdd_id103 => DamageOverlay.DW_NoiseColorLowAdd
@C DW_NoiseColorHigh_id104 => DamageOverlay.DW_NoiseColorHigh
@C DW_NoiseColorHighAdd_id105 => DamageOverlay.DW_NoiseColorHighAdd
cbuffer PerView [Size: 352]
@C View_id24 => Transformation.View
@C ViewInverse_id25 => Transformation.ViewInverse
@C Projection_id26 => Transformation.Projection
@C ProjectionInverse_id27 => Transformation.ProjectionInverse
@C ViewProjection_id28 => Transformation.ViewProjection
@C ProjScreenRay_id29 => Transformation.ProjScreenRay
@C Eye_id30 => Transformation.Eye
***************************
****** Resources ******
***************************
@R PerDraw => PerDraw [Stage: Vertex, Slot: (0-0)]
@R PerView => PerView [Stage: Vertex, Slot: (1-1)]
***************************
***** Sources *****
***************************
@S ShaderBase => acbe3d4d44a046eede871176bee9c754
@S ShaderBaseStream => a3a5bf8185f2a3d89972293f806430d3
@S ShadingBase => a56c21640e78c756e8d56651480eb9f5
@S ComputeColor => ded06879812e042b84d284d2272e4b4a
@S TransformationBase => be8628f6067b518dd5c7b3fe338b9320
@S NormalStream => b59c6ee174b93be981cc113a7a70d70b
@S TransformationWAndVP => 37eaa3c16c9e83fd77e04c47c6794803
@S PositionStream4 => b1f2243b30eb87e6e40bc6af56b4fd18
@S PositionHStream4 => 0c0bb9059a8e3199d9ec950f3a7d2b66
@S Transformation => ce8c4a6980d1f949f5f9aed15679c96d
@S NormalFromMesh => 7e93d74a2c2c59456ebca897ee2c4bdb
@S NormalBase => 118edc0075e4c3a87c3cb4570a808039
@S NormalUpdate => 9bf3758fe45b1105750554fed463a15e
@S MaterialSurfacePixelStageCompositor => cb7b21ca902e1b289c9d765318058f5a
@S PositionStream => d767885dace5d697c6532bb4f0f5b3f8
@S MaterialPixelShadingStream => ce423644e4da2371ef9e6b451c39edf7
@S MaterialPixelStream => 83c4d63f50d89eb133457f26bcc25822
@S MaterialStream => f4c30b25d4f10a4a3809b97598bfca17
@S IStreamInitializer => 37d0ab08af9e2896a54aa43c0ea2ad0f
@S LightStream => 622a7adc4e53980a3d0e0fecffc76661
@S DirectLightGroupArray => b6017f14fd58343b7a54fefa2ca81610
@S DirectLightGroup => 08ae1198dfb5788ff8584d747c3b8368
@S ShadowGroup => 05cfb339de033879838a6606f047a866
@S ShadowStream => 38650f3182fa7d3cab3bae43f9398f4e
@S TextureProjectionGroup => 47f8334211d8d5ae6d98f32a923759cc
@S EnvironmentLightArray => 4129555ea2051a98f5cf5e315d791d3e
@S EnvironmentLight => 6aceaad54f2057382904d7f6dfa58e4f
@S IMaterialSurface => d56637e1116951bd72b1817daa1a6158
@S ShadowMapCasterNoPixelShader => 42afd0e2e40c8b7405a2f30cef7739da
@S CommonFunctions => c74d74b28168c2ce34652455914178d9
@S NoiseFunctions => f2b7f59cae0e3f7d048e30a560e67073
@S DamageOverlay => 8f0c2f0b88557c66f1d070c286889753
@S MaterialSurfaceArray => ca7a8b492198ae093d4f490c2ba6aaec
@S MaterialSurfaceDiffuse => c60d7ca8058e062fcba77cc9b4c7d496
@S IMaterialSurfacePixel => b5f583c7b871b6a4ebe5c7411883503e
@S ComputeColorConstantColorLink => a30d6cd76f7c0875cdeffdb3ae8bae33
@S MaterialSurfaceSetStreamFromComputeColor => c2d77b2aa35d9f24b852eb4a5fdc9872
@S IMaterialSurfaceVertex => 0c5c73d45a721c87c347ae02954665ce
@S MaterialVertexStream => 88c18bd25810bbb05cdd7c08ebc8c4a2
@S MaterialDisplacementStream => 2f1b0f776096589363e85354152ef62e
@S IMaterialSurfaceDomain => f21c77ffcac748537e778154fecb0921
@S MaterialDomainStream => cf19dcc996d2d1de16031ccad6eafac0
@S MaterialTessellationStream => fc291f489bf9de3c2dd85f2960efacc9
@S Texturing => e6daef0dd90a55f9549c6f5d291e61a5
@S ComputeColorConstantFloatLink => 12410f8b57e4015ff1a3fce241440b62
@S MaterialSurfaceLightingAndShading => 68ac8c9f25624fdc15ea262fbc868030
@S Math => 49d7f7706890095f248caeaf232f4db4
@S IMaterialSurfaceShading => 43b5938a14c30cfc19b2ddcb76824cbe
@S MaterialSurfaceShadingDiffuseLambert => ebe9647a0e11903ef16a793ffdbdd34c
@S MaterialSurfaceEmissiveShading => 013ca1293b7b72150881283c25b3c88c
***************************
***** Stages *****
***************************
@G Vertex => 9e8347237f0ebb53f366c9e364d83546
//
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
// Buffer Definitions:
//
// cbuffer PerDraw
// {
//
// float4x4 World_id31; // Offset: 0 Size: 64
// float4x4 WorldInverse_id32; // Offset: 64 Size: 64 [unused]
// float4x4 WorldInverseTranspose_id33;// Offset: 128 Size: 64
// float4x4 WorldView_id34; // Offset: 192 Size: 64 [unused]
// float4x4 WorldViewInverse_id35; // Offset: 256 Size: 64 [unused]
// float4x4 WorldViewProjection_id36; // Offset: 320 Size: 64 [unused]
// float3 WorldScale_id37; // Offset: 384 Size: 12 [unused]
// float4 EyeMS_id38; // Offset: 400 Size: 16 [unused]
// float3 DW_NoiseOffset_id96; // Offset: 416 Size: 12 [unused]
// = 0x00000000 0x00000000 0x00000000
// float DW_NoiseScale_id97; // Offset: 428 Size: 4 [unused]
// = 0x41200000
// float DW_DamageLevel_id98; // Offset: 432 Size: 4 [unused]
// = 0x00000000
// float DW_NoiseOffsetFactor_id99; // Offset: 436 Size: 4 [unused]
// = 0x3f800000
// float DW_ConstructionLevel_id100; // Offset: 440 Size: 4 [unused]
// = 0x3f800000
// float DW_TimeValue_id101; // Offset: 444 Size: 4 [unused]
// float4 DW_NoiseColorLow_id102; // Offset: 448 Size: 16 [unused]
// = 0x3f000000 0x00000000 0x00000000 0x3f800000
// float4 DW_NoiseColorLowAdd_id103; // Offset: 464 Size: 16 [unused]
// = 0x3f99999a 0x3f19999a 0x00000000 0x3f800000
// float4 DW_NoiseColorHigh_id104; // Offset: 480 Size: 16 [unused]
// = 0x3f800000 0x3f800000 0x00000000 0x3f800000
// float4 DW_NoiseColorHighAdd_id105; // Offset: 496 Size: 16 [unused]
// = 0x40333333 0x40000000 0x3ff33333 0x3f800000
//
// }
//
// cbuffer PerView
// {
//
// float4x4 View_id24; // Offset: 0 Size: 64 [unused]
// float4x4 ViewInverse_id25; // Offset: 64 Size: 64 [unused]
// float4x4 Projection_id26; // Offset: 128 Size: 64 [unused]
// float4x4 ProjectionInverse_id27; // Offset: 192 Size: 64 [unused]
// float4x4 ViewProjection_id28; // Offset: 256 Size: 64
// float2 ProjScreenRay_id29; // Offset: 320 Size: 8 [unused]
// float4 Eye_id30; // Offset: 336 Size: 16 [unused]
//
// }
//
//
// Resource Bindings:
//
// Name Type Format Dim HLSL Bind Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// PerDraw cbuffer NA NA cb0 1
// PerView cbuffer NA NA cb1 1
//
//
//
// Input signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION 0 xyzw 0 NONE float xyzw
// NORMAL 0 xyz 1 NONE float xyz
//
//
// Output signature:
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// POSITION_WS 0 xyzw 0 NONE float xyzw
// SV_Position 0 xyzw 1 POS float xyzw
// POSITIONH 0 xyzw 2 NONE float xyzw
// DEPTH_VS 0 x 3 NONE float x
// MESHNORMALWS_ID16_SEM 0 yzw 3 NONE float yzw
// NORMALWS 0 xyz 4 NONE float xyz
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer CB0[11], immediateIndexed
dcl_constantbuffer CB1[20], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xyz
dcl_output o0.xyzw
dcl_output_siv o1.xyzw, position
dcl_output o2.xyzw
dcl_output o3.x
dcl_output o3.yzw
dcl_output o4.xyz
dcl_temps 2
//
// Initial variable locations:
// v0.x <- __input__.Position_id20.x; v0.y <- __input__.Position_id20.y; v0.z <- __input__.Position_id20.z; v0.w <- __input__.Position_id20.w;
// v1.x <- __input__.meshNormal_id15.x; v1.y <- __input__.meshNormal_id15.y; v1.z <- __input__.meshNormal_id15.z;
// o4.x <- <VSMain return value>.normalWS_id18.x; o4.y <- <VSMain return value>.normalWS_id18.y; o4.z <- <VSMain return value>.normalWS_id18.z;
// o3.x <- <VSMain return value>.DepthVS_id22; o3.y <- <VSMain return value>.meshNormalWS_id16.x; o3.z <- <VSMain return value>.meshNormalWS_id16.y; o3.w <- <VSMain return value>.meshNormalWS_id16.z;
// o2.x <- <VSMain return value>.PositionH_id23.x; o2.y <- <VSMain return value>.PositionH_id23.y; o2.z <- <VSMain return value>.PositionH_id23.z; o2.w <- <VSMain return value>.PositionH_id23.w;
// o1.x <- <VSMain return value>.ShadingPosition_id0.x; o1.y <- <VSMain return value>.ShadingPosition_id0.y; o1.z <- <VSMain return value>.ShadingPosition_id0.z; o1.w <- <VSMain return value>.ShadingPosition_id0.w;
// o0.x <- <VSMain return value>.PositionWS_id21.x; o0.y <- <VSMain return value>.PositionWS_id21.y; o0.z <- <VSMain return value>.PositionWS_id21.z; o0.w <- <VSMain return value>.PositionWS_id21.w
//
#line 189 "C:\Program Files (x86)\Steam\steamapps\common\Distant Worlds 2\log\shader_DW_ForwardShader_ShadowMapCaster_bca1091b9cdcfd992052138721c69d36.hlsl"
dp4 r0.x, v0.xyzw, cb0[0].xyzw // r0.x <- streams.PositionWS_id21.x
dp4 r0.y, v0.xyzw, cb0[1].xyzw // r0.y <- streams.PositionWS_id21.y
dp4 r0.z, v0.xyzw, cb0[2].xyzw // r0.z <- streams.PositionWS_id21.z
dp4 r0.w, v0.xyzw, cb0[3].xyzw // r0.w <- streams.PositionWS_id21.w
#line 224
mov o0.xyzw, r0.xyzw
#line 168
dp4 r1.x, r0.xyzw, cb1[16].xyzw // r1.x <- <ComputeShadingPosition_id11 return value>.x
dp4 r1.y, r0.xyzw, cb1[17].xyzw // r1.y <- <ComputeShadingPosition_id11 return value>.y
dp4 r1.z, r0.xyzw, cb1[18].xyzw // r1.z <- <ComputeShadingPosition_id11 return value>.z
dp4 r1.w, r0.xyzw, cb1[19].xyzw // r1.w <- <ComputeShadingPosition_id11 return value>.w
#line 224
mov o1.xyzw, r1.xyzw
mov o2.xyzw, r1.xyzw
mov o3.x, r1.w
#line 202
dp3 r0.y, v1.xyzx, cb0[8].xyzx // r0.y <- streams.meshNormalWS_id16.x
dp3 r0.z, v1.xyzx, cb0[9].xyzx // r0.z <- streams.meshNormalWS_id16.y
dp3 r0.w, v1.xyzx, cb0[10].xyzx // r0.w <- streams.meshNormalWS_id16.z
#line 224
mov o3.yzw, r0.yyzw
mov o4.xyz, r0.yzwy
ret
// Approximately 18 instruction slots used
***************************
*************************/
struct VS_STREAMS
{
float4 Position_id20;
float3 meshNormal_id15;
float4 PositionWS_id21;
float4 ShadingPosition_id0;
float4 PositionH_id23;
float DepthVS_id22;
float3 meshNormalWS_id16;
float3 normalWS_id18;
};
struct VS_OUTPUT
{
float4 PositionWS_id21 : POSITION_WS;
float4 ShadingPosition_id0 : SV_Position;
float4 PositionH_id23 : POSITIONH;
float DepthVS_id22 : DEPTH_VS;
float3 meshNormalWS_id16 : MESHNORMALWS_ID16_SEM;
float3 normalWS_id18 : NORMALWS;
};
struct VS_INPUT
{
float4 Position_id20 : POSITION;
float3 meshNormal_id15 : NORMAL;
};
cbuffer PerDraw
{
float4x4 World_id31;
float4x4 WorldInverse_id32;
float4x4 WorldInverseTranspose_id33;
float4x4 WorldView_id34;
float4x4 WorldViewInverse_id35;
float4x4 WorldViewProjection_id36;
float3 WorldScale_id37;
float4 EyeMS_id38;
float3 DW_NoiseOffset_id96 = float3(0, 0, 0);
float DW_NoiseScale_id97 = 10.0f;
float DW_DamageLevel_id98 = 0;
float DW_NoiseOffsetFactor_id99 = 1;
float DW_ConstructionLevel_id100 = 1;
float DW_TimeValue_id101;
float4 DW_NoiseColorLow_id102 = float4(0.5f, 0, 0, 1);
float4 DW_NoiseColorLowAdd_id103 = float4(1.2f, 0.6f, 0, 1);
float4 DW_NoiseColorHigh_id104 = float4(1, 1, 0, 1);
float4 DW_NoiseColorHighAdd_id105 = float4(2.8f, 2.0f, 1.9f, 1);
};
cbuffer PerMaterial
{
float4 constantColor_id106;
float4 constantColor_id169;
float constantFloat_id171;
};
cbuffer PerView
{
float4x4 View_id24;
float4x4 ViewInverse_id25;
float4x4 Projection_id26;
float4x4 ProjectionInverse_id27;
float4x4 ViewProjection_id28;
float2 ProjScreenRay_id29;
float4 Eye_id30;
};
cbuffer Globals
{
float2 Texture0TexelSize_id112;
float2 Texture1TexelSize_id114;
float2 Texture2TexelSize_id116;
float2 Texture3TexelSize_id118;
float2 Texture4TexelSize_id120;
float2 Texture5TexelSize_id122;
float2 Texture6TexelSize_id124;
float2 Texture7TexelSize_id126;
float2 Texture8TexelSize_id128;
float2 Texture9TexelSize_id130;
};
Texture3D NoiseTextureCoarse3D_id84;
SamplerState NoiseTextureCoarse3DSampler_id85;
Texture3D NoiseTextureFine3D_id86;
SamplerState NoiseTextureFine3DSampler_id87;
Texture3D NoiseTextureVeryFine3D_id88;
SamplerState NoiseTextureVeryFine3DSampler_id89;
Texture2D NoiseTextureFine_id90;
SamplerState NoiseTextureFineSampler_id91;
Texture2D NoiseTextureCoarse_id92;
SamplerState NoiseTextureCoarseSampler_id93;
Texture2D NoiseTextureVeryFine_id94;
SamplerState NoiseTextureVeryFineSampler_id95;
Texture2D Texture0_id111;
Texture2D Texture1_id113;
Texture2D Texture2_id115;
Texture2D Texture3_id117;
Texture2D Texture4_id119;
Texture2D Texture5_id121;
Texture2D Texture6_id123;
Texture2D Texture7_id125;
Texture2D Texture8_id127;
Texture2D Texture9_id129;
TextureCube TextureCube0_id131;
TextureCube TextureCube1_id132;
TextureCube TextureCube2_id133;
TextureCube TextureCube3_id134;
Texture3D Texture3D0_id135;
Texture3D Texture3D1_id136;
Texture3D Texture3D2_id137;
Texture3D Texture3D3_id138;
SamplerState Sampler_id139;
SamplerState PointSampler_id140
{
Filter = MIN_MAG_MIP_POINT;
};
SamplerState LinearSampler_id141
{
Filter = MIN_MAG_MIP_LINEAR;
};
SamplerState LinearBorderSampler_id142
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Border;
AddressV = Border;
};
SamplerComparisonState LinearClampCompareLessEqualSampler_id143
{
Filter = COMPARISON_MIN_MAG_LINEAR_MIP_POINT;
AddressU = Clamp;
AddressV = Clamp;
ComparisonFunc = LessEqual;
};
SamplerState AnisotropicSampler_id144
{
Filter = ANISOTROPIC;
};
SamplerState AnisotropicRepeatSampler_id145
{
Filter = ANISOTROPIC;
AddressU = Wrap;
AddressV = Wrap;
MaxAnisotropy = 16;
};
SamplerState PointRepeatSampler_id146
{
Filter = MIN_MAG_MIP_POINT;
AddressU = Wrap;
AddressV = Wrap;
};
SamplerState LinearRepeatSampler_id147
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Wrap;
AddressV = Wrap;
};
SamplerState RepeatSampler_id148
{
AddressU = Wrap;
AddressV = Wrap;
};
SamplerState Sampler0_id149;
SamplerState Sampler1_id150;
SamplerState Sampler2_id151;
SamplerState Sampler3_id152;
SamplerState Sampler4_id153;
SamplerState Sampler5_id154;
SamplerState Sampler6_id155;
SamplerState Sampler7_id156;
SamplerState Sampler8_id157;
SamplerState Sampler9_id158;
float4 ComputeShadingPosition_id11(float4 world)
{
return mul(world, ViewProjection_id28);
}
void PostTransformPosition_id6()
{
}
void PreTransformPosition_id4()
{
}
void PostTransformPosition_id12(inout VS_STREAMS streams)
{
PostTransformPosition_id6();
streams.ShadingPosition_id0 = ComputeShadingPosition_id11(streams.PositionWS_id21);
streams.PositionH_id23 = streams.ShadingPosition_id0;
streams.DepthVS_id22 = streams.ShadingPosition_id0.w;
}
void TransformPosition_id5()
{
}
void PreTransformPosition_id10(inout VS_STREAMS streams)
{
PreTransformPosition_id4();
streams.PositionWS_id21 = mul(streams.Position_id20, World_id31);
}
void BaseTransformVS_id8(inout VS_STREAMS streams)
{
PreTransformPosition_id10(streams);
TransformPosition_id5();
PostTransformPosition_id12(streams);
}
void VSMain_id0()
{
}
void GenerateNormal_VS_id20(inout VS_STREAMS streams)
{
streams.meshNormalWS_id16 = mul(streams.meshNormal_id15, (float3x3)WorldInverseTranspose_id33);
streams.normalWS_id18 = streams.meshNormalWS_id16;
}
void VSMain_id9(inout VS_STREAMS streams)
{
VSMain_id0();
BaseTransformVS_id8(streams);
}
VS_OUTPUT VSMain(VS_INPUT __input__)
{
VS_STREAMS streams = (VS_STREAMS)0;
streams.Position_id20 = __input__.Position_id20;
streams.meshNormal_id15 = __input__.meshNormal_id15;
VSMain_id9(streams);
GenerateNormal_VS_id20(streams);
VS_OUTPUT __output__ = (VS_OUTPUT)0;
__output__.PositionWS_id21 = streams.PositionWS_id21;
__output__.ShadingPosition_id0 = streams.ShadingPosition_id0;
__output__.PositionH_id23 = streams.PositionH_id23;
__output__.DepthVS_id22 = streams.DepthVS_id22;
__output__.meshNormalWS_id16 = streams.meshNormalWS_id16;
__output__.normalWS_id18 = streams.normalWS_id18;
return __output__;
}
Flavor Clothing
Re: Game Crash - When watching a ship battle
I have same issue. I CTD every time in my early game that my ships battle a Kaledore. Every time. I was watching the battle and I an try and see if it only occurs if you are watching it.
Re: Game Crash - When watching a ship battle
I let the battle go for longer the last time I played and there were no issues until I zoomed in. Almost like a shader or particle effect is triggering a crash because it seems to only be an issue when it's visible.
Flavor Clothing
- imperialWorldX
- Posts: 52
- Joined: Thu Mar 10, 2022 3:00 pm
- Location: Canada
Re: Game Crash - When watching a ship battle
Same here, but it also happens when not in battle, gonna try the new hotfix
The Emperor's Peace will be maintained.


Re: Game Crash - When watching a ship battle
I too have an AMD R9 200 series and experience crashes when viewing ship battles. The crash ranges from a CTD with no error logs to a full system crash requiring a reboot. All instances have the display driver 'amdkmdag' stop responding and the system crashes are when it does not successfully recover.
I've also noticed that zooming in on the weapon shots themselves do not crash in my case, it is specifically viewing one of the pirate vessels or the station being attacked.
I've also noticed that zooming in on the weapon shots themselves do not crash in my case, it is specifically viewing one of the pirate vessels or the station being attacked.
Re: Game Crash - When watching a ship battle
I tested more yesterday and one of the space creatures with the laser also crashed when I zoomed in.
This was on a new save file.
This was on a new save file.
Flavor Clothing
Re: Game Crash - When watching a ship battle
I experience the same crash in battle.
As long as one of my Ships ( Human with Shields and Armor if thats matters ) get hit from enemy and i am Zoomed in, it crashes.
Attached are the Dxdiag file and the the generated Logs from the last Crash.
I have removed my Amd Driver 22.1.x with DDU and installed 22.2.3 the same outcome.
Happy hunting developers, exterminate these bugs so that i can do the same in my Human Republic in virtual Space
As long as one of my Ships ( Human with Shields and Armor if thats matters ) get hit from enemy and i am Zoomed in, it crashes.
Attached are the Dxdiag file and the the generated Logs from the last Crash.
I have removed my Amd Driver 22.1.x with DDU and installed 22.2.3 the same outcome.
Happy hunting developers, exterminate these bugs so that i can do the same in my Human Republic in virtual Space

- Attachments
-
- Logfile.zip
- Last two generated Logfiles from the Crash
- (6.54 KiB) Downloaded 11 times
-
- DxDiag.txt
- (90.2 KiB) Downloaded 14 times
Re: Game Crash - When watching a ship battle
I have the same thing happen. Trying to watch battles causes a CTD. In my case it often does something to trip up the AMD Radeon drivers,the display drivers (yes...they are updated). Investigating further however in the Windows Event Viewer, I find that this might have something to do with the game pointing to the .NET Framework wrong. These are the details:
Application: DistantWorlds2.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.NullReferenceException
at DistantWorlds2.DWGame.EndLoadGame()
at DistantWorlds2.DWGame.Update(Xenko.Games.GameTime)
at Xenko.Games.GameBase.UpdateAndProfile(Xenko.Games.GameTime)
at Xenko.Games.GameBase.TickInternal()
at Xenko.Games.GameBase.Tick()
at Xenko.Games.GamePlatform.Tick()
at Xenko.Games.GamePlatform.OnRunCallback()
at Xenko.Games.WindowsMessageLoop.Run(System.Windows.Forms.Control, RenderCallback, Boolean)
at Xenko.Games.GameWindowWinforms.Run()
at Xenko.Games.GameBase.Run(Xenko.Games.GameContext)
at wloXycPd9d34u2Md6A.mCsd5U4u9fycSAQsZ3.hXyPvFspDZs7c3Z0ie4(System.Object, System.Object)
at wloXycPd9d34u2Md6A.mCsd5U4u9fycSAQsZ3.t1yE59MD8(System.Object)
at <PrivateImplementationDetails>{F41B7D11-ED3A-432A-A123-3F128B08AB89}.Main(System.String[])
This event causes a general application error:
Faulting application name: DistantWorlds2.exe, version: 1.0.1.6, time stamp: 0x88f9e3ef
Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000
Exception code: 0xc0000005
Fault offset: 0x000007fe7e356978
Faulting process id: 0xf74
Faulting application start time: 0x01d83592cee3e914
Faulting application path: C:\Program Files (x86)\GOG Galaxy\Games\Distant Worlds 2\DistantWorlds2.exe
Faulting module path: unknown
Report Id: 1bd6cd6e-a186-11ec-8b0e-d43d7e98a730
Application: DistantWorlds2.exe
Framework Version: v4.0.30319
Description: The process was terminated due to an unhandled exception.
Exception Info: System.NullReferenceException
at DistantWorlds2.DWGame.EndLoadGame()
at DistantWorlds2.DWGame.Update(Xenko.Games.GameTime)
at Xenko.Games.GameBase.UpdateAndProfile(Xenko.Games.GameTime)
at Xenko.Games.GameBase.TickInternal()
at Xenko.Games.GameBase.Tick()
at Xenko.Games.GamePlatform.Tick()
at Xenko.Games.GamePlatform.OnRunCallback()
at Xenko.Games.WindowsMessageLoop.Run(System.Windows.Forms.Control, RenderCallback, Boolean)
at Xenko.Games.GameWindowWinforms.Run()
at Xenko.Games.GameBase.Run(Xenko.Games.GameContext)
at wloXycPd9d34u2Md6A.mCsd5U4u9fycSAQsZ3.hXyPvFspDZs7c3Z0ie4(System.Object, System.Object)
at wloXycPd9d34u2Md6A.mCsd5U4u9fycSAQsZ3.t1yE59MD8(System.Object)
at <PrivateImplementationDetails>{F41B7D11-ED3A-432A-A123-3F128B08AB89}.Main(System.String[])
This event causes a general application error:
Faulting application name: DistantWorlds2.exe, version: 1.0.1.6, time stamp: 0x88f9e3ef
Faulting module name: unknown, version: 0.0.0.0, time stamp: 0x00000000
Exception code: 0xc0000005
Fault offset: 0x000007fe7e356978
Faulting process id: 0xf74
Faulting application start time: 0x01d83592cee3e914
Faulting application path: C:\Program Files (x86)\GOG Galaxy\Games\Distant Worlds 2\DistantWorlds2.exe
Faulting module path: unknown
Report Id: 1bd6cd6e-a186-11ec-8b0e-d43d7e98a730
Re: Game Crash - When watching a ship battle
Do any of you gentleman and/or ladies have still have this issue? We were discussing this as of 1.0.1.6 and it is still happening on 1.0.2.2. We must speak up to get this fixed.
- Erik Rutins
- Posts: 39653
- Joined: Tue Mar 28, 2000 4:00 pm
- Location: Vermont, USA
- Contact:
Re: Game Crash - When watching a ship battle
Please try the new 1.0.6.2 beta update, especially this new game setting which we think may resolve the remaining crashes, especially battle crashes:
IMPORTANT NOTE: If you still experience crashes with 1.0.6.2 or later, especially crashes in battle, please try the new DXVK rendering option in the game settings. This can be found under "Rendering Mode", which can be switched from DirectX 11 to DXVK. This will likely resolve many issues caused by driver bugs or incompatibilities. If you try this setting and the game does not launch, please note the command line option in the changes below to switch back to DirectX 11.
IMPORTANT NOTE: If you still experience crashes with 1.0.6.2 or later, especially crashes in battle, please try the new DXVK rendering option in the game settings. This can be found under "Rendering Mode", which can be switched from DirectX 11 to DXVK. This will likely resolve many issues caused by driver bugs or incompatibilities. If you try this setting and the game does not launch, please note the command line option in the changes below to switch back to DirectX 11.
Erik Rutins
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
CEO, Matrix Games LLC

For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/
Freedom is not Free.
-
- Posts: 89
- Joined: Mon Apr 22, 2013 4:15 am
Re: Game Crash - When watching a ship battle
Still happening same way.
How do I post crash report.
Im on version 1.0.8.6, changed gfx to Vulkan, but no luck.
DW2 crshdump
Distant Worlds - Crash Dump - Version 1.0.8.6
Stride Version 4.1.33.0-CodeForce
23:58:52 Wednesday, 04 January 2023
System.Exception: Failed to finish saving game!
---> System.AggregateException: One or more errors occurred. (Could not load file or assembly 'System.IO.FileSystem.DriveInfo, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. Det går inte att hitta filen.)
---> System.IO.FileNotFoundException: Could not load file or assembly 'System.IO.FileSystem.DriveInfo, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. Det går inte att hitta filen.
File name: 'System.IO.FileSystem.DriveInfo, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'
at bool DistantWorlds2.ScaledRenderer.CheckSaveSpace()
at void DistantWorlds2.DWGame.SaveGame(string filePath)+0x7
at void DistantWorlds2.DWGame.BeginSaveGame(string filePath)+() => { }+0x0
at void System.Threading.Tasks.Task.ExecuteWithThreadLocal(ref Task currentTaskSlot, Thread threadPoolThread)+0x12E
--- End of inner exception stack trace ---
--- End of inner exception stack trace ---
at void DistantWorlds2.DWGame.Update(GameTime gameTime)+0x2FC
Further info follows:
System.AggregateException: One or more errors occurred. (Could not load file or assembly 'System.IO.FileSystem.DriveInfo, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. Det går inte att hitta filen.)
---> System.IO.FileNotFoundException: Could not load file or assembly 'System.IO.FileSystem.DriveInfo, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. Det går inte att hitta filen.
File name: 'System.IO.FileSystem.DriveInfo, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'
at bool DistantWorlds2.ScaledRenderer.CheckSaveSpace()
at void DistantWorlds2.DWGame.SaveGame(string filePath)+0x7
at void DistantWorlds2.DWGame.BeginSaveGame(string filePath)+() => { }+0x0
at void System.Threading.Tasks.Task.ExecuteWithThreadLocal(ref Task currentTaskSlot, Thread threadPoolThread)+0x12E
--- End of inner exception stack trace ---
--- COMPLETE ---
How do I post crash report.
Im on version 1.0.8.6, changed gfx to Vulkan, but no luck.
DW2 crshdump
Distant Worlds - Crash Dump - Version 1.0.8.6
Stride Version 4.1.33.0-CodeForce
23:58:52 Wednesday, 04 January 2023
System.Exception: Failed to finish saving game!
---> System.AggregateException: One or more errors occurred. (Could not load file or assembly 'System.IO.FileSystem.DriveInfo, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. Det går inte att hitta filen.)
---> System.IO.FileNotFoundException: Could not load file or assembly 'System.IO.FileSystem.DriveInfo, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. Det går inte att hitta filen.
File name: 'System.IO.FileSystem.DriveInfo, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'
at bool DistantWorlds2.ScaledRenderer.CheckSaveSpace()
at void DistantWorlds2.DWGame.SaveGame(string filePath)+0x7
at void DistantWorlds2.DWGame.BeginSaveGame(string filePath)+() => { }+0x0
at void System.Threading.Tasks.Task.ExecuteWithThreadLocal(ref Task currentTaskSlot, Thread threadPoolThread)+0x12E
--- End of inner exception stack trace ---
--- End of inner exception stack trace ---
at void DistantWorlds2.DWGame.Update(GameTime gameTime)+0x2FC
Further info follows:
System.AggregateException: One or more errors occurred. (Could not load file or assembly 'System.IO.FileSystem.DriveInfo, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. Det går inte att hitta filen.)
---> System.IO.FileNotFoundException: Could not load file or assembly 'System.IO.FileSystem.DriveInfo, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'. Det går inte att hitta filen.
File name: 'System.IO.FileSystem.DriveInfo, Version=6.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a'
at bool DistantWorlds2.ScaledRenderer.CheckSaveSpace()
at void DistantWorlds2.DWGame.SaveGame(string filePath)+0x7
at void DistantWorlds2.DWGame.BeginSaveGame(string filePath)+() => { }+0x0
at void System.Threading.Tasks.Task.ExecuteWithThreadLocal(ref Task currentTaskSlot, Thread threadPoolThread)+0x12E
--- End of inner exception stack trace ---
--- COMPLETE ---
playing RTS, strategy and RPG games from ...ever?