Can not create nor enter any worlds in SE2.2 or later, but can in SE2.0
Any time I try to load a world of any type (including empty) the game crashes during the loading screen.
I noticed in the ProcessOutput logs mentions of the D: drive (D:\a\_work\1\s\src\coreclr\vm\ceemain.cpp), which is what my external drive was. Tried ejecting and unplugging it but still the same issue.
I've uninstalled SE1 (which was installed on H:) before ever even installing SE2 for the first time, this occurred even when I first downloaded the game and persists when I re-install the game too. I've also cleared SE1's files in appdata, full reboot the system and re-installed SE2 to try to clear any potential broken linkages but no dice.
Installing SE2.0, via the game's properties in steam > game versions & beta > se2version_2_0, the game launches worlds just fine.
I have the same bug
Fixed it.
Most likely the issue is in SE2.2 (or maybe 2.1) something was added which is not sanitizing (nor at the very least validating) paths on the CPU before making resource requests to the GPU via DirectStorage; which does not handle dynamic paths because it explicitly does not allow enumeration nor validation of paths.
Most likely something that is hoping the root is 5 paths deep since steam installs are usually on the root of a drive.
Instead of using a method that will just give you the root directory, or even simpler; use string manipulation - for example:theDirectoryString.split(":\")[0] + ":\" // then append the rest of the pathI.e. for less technical: When the steamLibrary folder is located within a folder like the 'C:\someRandomFolder\' directory (in my case a folder on desktop, so C:\Users\...) it likely incorrectly assumes the actual folder directory position and layout (like a standard 'ProgramFiles' structure).
Granted I can't easily test this without moving the entire steamLibrary folder as you can not have 2 library folders on the same drive and that folder has ~2TB total of game installs in it … just simply moving the install to a non-main drive is easier.
--
Also for those curious:
The "D:\a\_work\1\s\src\coreclr\vm\ceemain.cpp" is an artifact from microsofts own build servers. lol
Apparently "D:\a\_work\1\s" is 'the standard directory structure used by Microsoft's Azure DevOps pipelines for building .NET'.
Also don't ask how I managed to put my steam install on my desktop with steam actually recognizing it, did it ages ago and I do not remember how or if you even still can lmao.
Fixed it.
Most likely the issue is in SE2.2 (or maybe 2.1) something was added which is not sanitizing (nor at the very least validating) paths on the CPU before making resource requests to the GPU via DirectStorage; which does not handle dynamic paths because it explicitly does not allow enumeration nor validation of paths.
Most likely something that is hoping the root is 5 paths deep since steam installs are usually on the root of a drive.
Instead of using a method that will just give you the root directory, or even simpler; use string manipulation - for example:theDirectoryString.split(":\")[0] + ":\" // then append the rest of the pathI.e. for less technical: When the steamLibrary folder is located within a folder like the 'C:\someRandomFolder\' directory (in my case a folder on desktop, so C:\Users\...) it likely incorrectly assumes the actual folder directory position and layout (like a standard 'ProgramFiles' structure).
Granted I can't easily test this without moving the entire steamLibrary folder as you can not have 2 library folders on the same drive and that folder has ~2TB total of game installs in it … just simply moving the install to a non-main drive is easier.
--
Also for those curious:
The "D:\a\_work\1\s\src\coreclr\vm\ceemain.cpp" is an artifact from microsofts own build servers. lol
Apparently "D:\a\_work\1\s" is 'the standard directory structure used by Microsoft's Azure DevOps pipelines for building .NET'.
Also don't ask how I managed to put my steam install on my desktop with steam actually recognizing it, did it ages ago and I do not remember how or if you even still can lmao.
Hello 8Bit Shadow,
Have you tried verifying Game files through Steam after downloading the latest 2.3 version? Some of the logs also point to the GPU crashing. Is your GPU overclocked by any chance?
Kind Regards,
Bartosz
Keen Software House
Hello 8Bit Shadow,
Have you tried verifying Game files through Steam after downloading the latest 2.3 version? Some of the logs also point to the GPU crashing. Is your GPU overclocked by any chance?
Kind Regards,
Bartosz
Keen Software House
I've verified the game files after every crash, including for SE2.2.
I'm not sure where you're seeing the GPU is crashing? The only issues I can find in any of the logs are fatal exceptions; all of which are because the game is trying to fetch files that don't exist.
Adrenaline hasn't reported any crashes nor given the usual dialog for the GPU crashing - there hasn't been any visual indication either that it crashes at any point in the game being open at all. In fact after the game pushes its own error dialog (before opening the cmd prompt) the loading visual still continues at 60fps only briefly stopping before continuing its animation - no visual issues at all.
The GPU (PowerColor Red Devil Radeon RX 9070XT) isn't overclocked, or underclocked, anyways its all on default profiles and never goes over 60c either. The power supply is a silverstone 1500W titanium, I've not had any issues with it in any game.
Also I forgot to mention; because I could load a world in SE2.0 I was able to try and load the pre-created world in both SE2.2 and latest, the same issue occurs there with the exact same logs in the ProcessOutput as the others. Doesn't seem to a world creation step issue.
I've also tried loading with minimum settings and making sure FSR is turned off (in case it was causing issues, doesn't look like it), running the game in windowed at a lower resolution than native and disabling v-sync. Nothing's changed with the error.
Also cleared SE2's folders entirely from both local>temp and appdata, hasn't made a difference.
I've verified the game files after every crash, including for SE2.2.
I'm not sure where you're seeing the GPU is crashing? The only issues I can find in any of the logs are fatal exceptions; all of which are because the game is trying to fetch files that don't exist.
Adrenaline hasn't reported any crashes nor given the usual dialog for the GPU crashing - there hasn't been any visual indication either that it crashes at any point in the game being open at all. In fact after the game pushes its own error dialog (before opening the cmd prompt) the loading visual still continues at 60fps only briefly stopping before continuing its animation - no visual issues at all.
The GPU (PowerColor Red Devil Radeon RX 9070XT) isn't overclocked, or underclocked, anyways its all on default profiles and never goes over 60c either. The power supply is a silverstone 1500W titanium, I've not had any issues with it in any game.
Also I forgot to mention; because I could load a world in SE2.0 I was able to try and load the pre-created world in both SE2.2 and latest, the same issue occurs there with the exact same logs in the ProcessOutput as the others. Doesn't seem to a world creation step issue.
I've also tried loading with minimum settings and making sure FSR is turned off (in case it was causing issues, doesn't look like it), running the game in windowed at a lower resolution than native and disabling v-sync. Nothing's changed with the error.
Also cleared SE2's folders entirely from both local>temp and appdata, hasn't made a difference.
Fixed it.
Most likely the issue is in SE2.2 (or maybe 2.1) something was added which is not sanitizing (nor at the very least validating) paths on the CPU before making resource requests to the GPU via DirectStorage; which does not handle dynamic paths because it explicitly does not allow enumeration nor validation of paths.
Most likely something that is hoping the root is 5 paths deep since steam installs are usually on the root of a drive.
Instead of using a method that will just give you the root directory, or even simpler; use string manipulation - for example:theDirectoryString.split(":\")[0] + ":\" // then append the rest of the pathI.e. for less technical: When the steamLibrary folder is located within a folder like the 'C:\someRandomFolder\' directory (in my case a folder on desktop, so C:\Users\...) it likely incorrectly assumes the actual folder directory position and layout (like a standard 'ProgramFiles' structure).
Granted I can't easily test this without moving the entire steamLibrary folder as you can not have 2 library folders on the same drive and that folder has ~2TB total of game installs in it … just simply moving the install to a non-main drive is easier.
--
Also for those curious:
The "D:\a\_work\1\s\src\coreclr\vm\ceemain.cpp" is an artifact from microsofts own build servers. lol
Apparently "D:\a\_work\1\s" is 'the standard directory structure used by Microsoft's Azure DevOps pipelines for building .NET'.
Also don't ask how I managed to put my steam install on my desktop with steam actually recognizing it, did it ages ago and I do not remember how or if you even still can lmao.
Fixed it.
Most likely the issue is in SE2.2 (or maybe 2.1) something was added which is not sanitizing (nor at the very least validating) paths on the CPU before making resource requests to the GPU via DirectStorage; which does not handle dynamic paths because it explicitly does not allow enumeration nor validation of paths.
Most likely something that is hoping the root is 5 paths deep since steam installs are usually on the root of a drive.
Instead of using a method that will just give you the root directory, or even simpler; use string manipulation - for example:theDirectoryString.split(":\")[0] + ":\" // then append the rest of the pathI.e. for less technical: When the steamLibrary folder is located within a folder like the 'C:\someRandomFolder\' directory (in my case a folder on desktop, so C:\Users\...) it likely incorrectly assumes the actual folder directory position and layout (like a standard 'ProgramFiles' structure).
Granted I can't easily test this without moving the entire steamLibrary folder as you can not have 2 library folders on the same drive and that folder has ~2TB total of game installs in it … just simply moving the install to a non-main drive is easier.
--
Also for those curious:
The "D:\a\_work\1\s\src\coreclr\vm\ceemain.cpp" is an artifact from microsofts own build servers. lol
Apparently "D:\a\_work\1\s" is 'the standard directory structure used by Microsoft's Azure DevOps pipelines for building .NET'.
Also don't ask how I managed to put my steam install on my desktop with steam actually recognizing it, did it ages ago and I do not remember how or if you even still can lmao.
Hello 8Bit Shadow,
Roger, I'm glad to hear that the issue was solved. Thank you for describing the fix.
As such I will close this thread.
Kind Regards,
Bartosz
Keen Software House
Hello 8Bit Shadow,
Roger, I'm glad to hear that the issue was solved. Thank you for describing the fix.
As such I will close this thread.
Kind Regards,
Bartosz
Keen Software House
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