![]() More reports from other users would be helpful. Having both as 64 bit versions did not work neither did both as 32 bit. led to the same parser not found error described in the last post. I am far from sure, actually I have no inkling why this mix of 32bit and 64bit dll's is needed and if my wild screening of a working dll via winecfg has something to do with that? Furthermore, activating d3dcompiler_46 and _47 via winecfg. So, I downloaded d3dcompiler_46.dll (32 bit version) and d3dcompiler_47.dll (64 bit version) and put them in the FTLGame.exe folder where the hyperspace.dll and xinput1_4.dll files reside. That did not work but maybe explains why surprisingly in one logfile I once had d3dcompiler_46.dll loaded. I ran several instances with different versions of d3dcompiler_?.dll (? stands for 34 to 47) enabled via winecfg. my last post where d3dcompiler threw the fatal error) is used. Inspecting that I sought out which version of d3dcompiler (cf. Running the game via terminal and aborting via SIGTERM (ctl+c) generates a list of loaded modules in a log file. Reloading the game and assessing the shop again crashes at a different time or not at all.ĮDIT: apparently the shop crash is connected to drones. The solution is far from pretty, is in my opinion haphazard and probably unreliable and still generates warnings but the game with hyperspace.ftl enabled loads (seed entering and showing functions, correct main screen displays) and multiverse without hyperspace.ftl enabled loads, saving and loading works, custom functions (separatist Engi's nano function) works too. Well, after some trials and reading the very succinct and helpful stack-trace (as found in the crashlogs folder) I managed to solve the problem. The game now runs in -directx mode by default - to switch to OpenGL, open the game with the -opengl launch command Fixed a crash when crew with an animBase transform Fixed a vanilla bug with map generation that made names inconsistently change the random state, causing different outcomes for the same seed Fixed bombs sometimes not damaging your own systems Fixed exit beacon fleet dives having an ion storm Fixed ship arrows not working for mods with 100+ ships Fixed crash when going to the stats screen after a run Fix for nebula crashes in large mods (can cause weird generation though) Crew can no longer transform while teleporting Vanilla race definitions have been added to hyperspace.xml (but commented out by default to mantain vanilla functionality) Hotkeys have been added for the console, speedhack key and more info button New "extra info mode" which gives extra information about certain aspects of the game (also has a UI button) Added quests that can only spawn in the current sector Added quests in nebula beacons and the Last Stand Items you get in an event can now be hovered over to see their stats Can now force ships to be/not be auto ships Enemy ships can now have icons displaying certain properties Ships without a weapon system can have a drone system without broken UI Ships with 2 or fewer weapon slots now have an autofire button Custom store categories can have custom titles Can choose to remove hull repair/resource purchasing Items have custom characteristics, such as: Custom stores can have infinite pages of items You can now make an event generate a custom store Can now transform crew by name (for some reason) Changed and to be health/sec instead of medbays/sec > Modifier sources include: augments, passive crew abilities and temporary crew abilities > These modifiers have many conditions to choose from Cyberpunk 2077 dlss mirror.> Modifiers can now be applied to certain crew stats
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