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[1.172 DEV] Can not load OFFLINE worlds

Discussion in 'Bug Reports' started by Vicizlat, Jan 26, 2017.

Thread Status:
This last post in this thread was made more than 31 days old.
  1. Vicizlat

    Vicizlat Apprentice Engineer

    Messages:
    174
    I can't load an existing world. It doesn't matter if it has mods in it or if it's a clean world.
    I can start a new one but any old world is offering me to respawn (not showing my existing medical rooms) and when I respawn the game crashes to tesktop.

    Code:
    2017-01-26 20:07:26.960 - Thread:  1 ->  Session loaded
    2017-01-26 20:07:26.960 - Thread:  1 ->  RunLoadingAction - END
    2017-01-26 20:07:26.960 - Thread:  1 ->  MyGuiScreenGamePlay.LoadData - START
    2017-01-26 20:07:26.960 - Thread:  1 ->  MyGuiScreenGamePlay.LoadData - END
    2017-01-26 20:07:26.960 - Thread:  1 ->  MyGuiScreenGamePlay.LoadContent - START
    2017-01-26 20:07:26.960 - Thread:  1 ->  MyGuiScreenGamePlay.LoadContent - END
    2017-01-26 20:07:32.800 - Thread:  1 ->  Exception occured: System.NullReferenceException: Object reference not set to an instance of an object.
      at VRage.Sync.Sync`2.SetValue(T& newValue, Boolean validate)
      at Sandbox.Game.MyInventory.RefreshVolumeAndMass()
      at Sandbox.Game.MyInventory.Clear(Boolean sync)
      at Sandbox.Game.MyInventory.Init(MyObjectBuilder_Inventory objectBuilder)
      at Sandbox.Game.Entities.Character.MyCharacter.InitInventory(MyObjectBuilder_Character characterOb)
      at Sandbox.Game.Entities.Character.MyCharacter.Init(MyObjectBuilder_EntityBase objectBuilder)
      at Sandbox.Game.Entities.Character.MyCharacter.CreateCharacterBase(MatrixD worldMatrix, Vector3& velocity, String characterName, String model, Nullable`1 colorMask, Boolean AIMode, Boolean useInventory, MyBotDefinition botDefinition)
      at Sandbox.Game.Entities.Character.MyCharacter.CreateCharacter(MatrixD worldMatrix, Vector3 velocity, String characterName, String model, Nullable`1 colorMask, MyBotDefinition botDefinition, Boolean findNearPos, Boolean AIMode, MyCockpit cockpit, Boolean useInventory, UInt64 playerSteamId)
      at SpaceEngineers.Game.World.MySpaceRespawnComponent.SpawnInSuit(MyPlayer player, MyEntity spawnedBy, MyBotDefinition botDefinition)
      at SpaceEngineers.Game.World.MySpaceRespawnComponent.SpawnAsNewPlayer(MyPlayer player, Vector3D currentPosition, String respawnShipId, Boolean resetIdentity, MyBotDefinition botDefinition)
      at SpaceEngineers.Game.World.MySpaceRespawnComponent.HandleRespawnRequest(Boolean joinGame, Boolean newIdentity, Int64 medicalRoomId, String respawnShipId, PlayerId playerId, Nullable`1 spawnPosition, Nullable`1 botDefinitionId)
      at Sandbox.Game.Multiplayer.MyPlayerCollection.OnRespawnRequest(RespawnMsg msg)
      at lambda_method(Closure , IMyEventOwner , RespawnMsg , DBNull , DBNull , DBNull , DBNull , DBNull )
      at VRage.Network.MyReplicationLayerBase.InvokeLocally[T1,T2,T3,T4,T5,T6,T7](CallSite`7 site, T1 arg1, T2 arg2, T3 arg3, T4 arg4, T5 arg5, T6 arg6, T7 arg7)
      at VRage.Network.MyReplicationSingle.DispatchEvent[T1,T2,T3,T4,T5,T6,T7,T8](CallSite callSite, EndpointId recipient, Single unreliablePriority, T1& arg1, T2& arg2, T3& arg3, T4& arg4, T5& arg5, T6& arg6, T7& arg7, T8& arg8)
      at VRage.Network.MyReplicationLayerBase.RaiseEvent[T1,T2,T3](T1 arg1, T3 arg3, Func`2 action, T2 arg2, EndpointId endpointId, Single unreliablePriority)
      at Sandbox.Game.Multiplayer.MyPlayerCollection.RespawnRequest(Boolean joinGame, Boolean newIdentity, Int64 respawnEntityId, String shipPrefabId, Int32 playerSerialId, Nullable`1 spawnPosition, Nullable`1 botDefinitionId)
      at SpaceEngineers.Game.GUI.MyGuiScreenMedicals.RespawnShipImmediately(String shipPrefabId)
      at SpaceEngineers.Game.GUI.MyGuiScreenMedicals.RespawnShip(String shipPrefabId)
      at SpaceEngineers.Game.GUI.MyGuiScreenMedicals.CheckPermaDeathAndRespawn(String shipPrefabId)
      at SpaceEngineers.Game.GUI.MyGuiScreenMedicals.onRespawnClick(MyGuiControlButton sender)
      at Sandbox.Graphics.GUI.MyGuiControlButton.HandleInput()
      at Sandbox.Graphics.GUI.MyGuiScreenBase.HandleControlsInput(Boolean receivedFocusInThisUpdate)
      at Sandbox.Graphics.GUI.MyGuiScreenBase.HandleInput(Boolean receivedFocusInThisUpdate)
      at SpaceEngineers.Game.GUI.MyGuiScreenMedicals.HandleInput(Boolean receivedFocusInThisUpdate)
      at Sandbox.Graphics.GUI.MyScreenManager.HandleInput()
      at Sandbox.Graphics.GUI.MyDX9Gui.HandleInput()
      at Sandbox.MySandboxGame.Update()
      at Sandbox.Engine.Platform.Game.UpdateInternal()
      at Sandbox.Engine.Platform.Game.RunSingleFrame()
      at Sandbox.Engine.Platform.FixedLoop.<>c__DisplayClass1.<Run>b__0()
      at Sandbox.Engine.Platform.GenericLoop.Run(VoidAction tickCallback)
      at Sandbox.Engine.Platform.Game.RunLoop()
      at Sandbox.MySandboxGame.Run(Boolean customRenderLoop, Action disposeSplashScreen)
      at SpaceEngineers.MyProgram.Main(String[] args)
    2017-01-26 20:07:32.801 - Thread:  1 ->  Hiding window
    2017-01-26 20:07:32.802 - Thread:  27 ->  External debugger: interrupted.
    2017-01-26 20:07:32.884 - Thread:  1 ->  Hiding window done
    2017-01-26 20:07:32.884 - Thread:  1 ->  Showing message
    --- Automerge ---
    A small correction - it seems the problem is caused by the OFFLINE setting for any world, old or new.
     
    • Agree Agree x 8
  2. henkbein

    henkbein Apprentice Engineer

    Messages:
    234
    Confirmed for SP offline.
    Starting 'Start System' or 'The First Jump' or an existing save Game always shows the Respawn Screen (even if the corresponding option is disabled in Advanced settings)

    Seting game to private does work.
     
    • Agree Agree x 1
  3. Epiktetus

    Epiktetus Trainee Engineer

    Messages:
    1
    Thanks OP, you've saved me. :)
    All I had to do was switch from offline to private on my save game
     
  4. xpgx1

    xpgx1 Trainee Engineer

    Messages:
    10
    Since I ALWAYS play in offline only mode - I was affected as well. Thanks, this workaround works like a charm. Thx @Eikester in the stream ^^
    Tested with a very (like..VERY) old vanilla save from even before planets and a recent one fully loaded with mods.
     
  5. Vicizlat

    Vicizlat Apprentice Engineer

    Messages:
    174
    While setting the game to Private works, it is limited as you can't load local mods. It makes testing of said local mods very difficult and tedious (having to upload them to Steam just for some testing). I hope this gets resolved quickly.
     
  6. Forgottn

    Forgottn Trainee Engineer

    Messages:
    2
    The workaround works indeed, but since this is still considered as multiplayer, I cannot pause anymore. Makes me sad.
     
  7. Mr Engineer

    Mr Engineer Apprentice Engineer

    Messages:
    467
    Agreed. Glad there's a work around.
     
  8. Crash

    Crash Trainee Engineer

    Messages:
    13
    I can't test this workaround as the game requires all mods used in online worlds be on the workshop. I use locally edited mods that aren't. I also need to be able to pause my game at times. Another game breaker for me 2 weeks straight. Hopefully this is fixed in tomorrow's patch.
     
  9. hlws

    hlws Tester Staff

    Messages:
    269
    Hi guys,
    Thank you for your feedback. This crash should be fixed in today's hotfixes.
    Have a nice day :)
     
    • Like Like x 2
    • Friendly Friendly x 1
  10. Vicizlat

    Vicizlat Apprentice Engineer

    Messages:
    174
    Thanks hlws, I will test later and report back.
     
  11. darth_crunchus

    darth_crunchus Apprentice Engineer

    Messages:
    239
    Indeed, thank you, hlws, and thank you, KEEN.

    Edit: Hotfix just installed when I quit a few minutes ago, and I can confirm that offline worlds load properly!
     
    Last edited: Jan 27, 2017
  12. Vicizlat

    Vicizlat Apprentice Engineer

    Messages:
    174
    The fix worked. Thank you!
     
  13. captainstumble

    captainstumble Trainee Engineer

    Messages:
    3
    Sadly this is still an issue for me in Development Branch, anyone know how to fix it?
     
Thread Status:
This last post in this thread was made more than 31 days old.