![]() ![]() ![]() If you get it each time you try to boot SFD then it's probably related in some way.Ī search for "ntdll.dll" gives vague troubleshooting tips ranging from updating your drivers to doing mem-tests and repairing windows (if this is the root-cause). If you see this error often, make sure your game is up-to-date, started correctly and all files are intact.įaulting application name: wmiprvse.exe, version: 4.1, time stamp: 0x53519375įaulting module name: ntdll.dll, version: 4.376, time stamp: 0圆0d78cf9 Please verify that you have the XNA Framework installed. > System.IO.FileNotFoundException: Failed to load XnaNative.dll. ContentLoadException: Error loading "Data\Misc\effect_00". System.IO.Stream PrepareStream(System.IO.Stream, System.String, Int32 ByRef)Īt .ContentReader.Create(ContentManager contentManager, Stream input, String assetName, Action`1 recordDisposableObject)Īt .ContentManager.ReadAsset(String assetName, Action`1 recordDisposableObject)Īt .ContentManager.Load(String assetName) System.IO.FileNotFoundException: Failed to load XnaNative.dll. Please verify that you have the XNA Framework installed.Īt ImportXnaNativeMethod((fnptr)* method, SByte* methodName)Īt .NativeMethods.CreateDecompressionContext()Īt .DecompressStream.ctor(Stream baseStream, Int32 compressedTodo, Int32 decompressedTodo)Īt .ContentReader.PrepareStream(Stream input, String assetName, Int32& graphicsProfile) Format differently if necessary.I also have the same problem. If your links do break, feel free to quote this post and update your thread with the direct links to the pack previews and their respective downloads. Which is a shame, because it contains all sorts of cool content, and letting it go to waste would indeed be a shame. ![]() While linking to the original threads is a good idea because it contains all the information the OCs decided was necessary to write down, when the site is gone this thread will be pretty much useless. I was thinking about this thread and just realized your links will lead nowhere once the old website finally goes down. Notice how you're never allowed to "upload" new tiles/textures, only change existing ones' properties. I'm assuming that's why custom maps are so light, and why pre-game loading is (relatively) short. ![]() I was wondering why players don't have to download custom maps to play them too, and the only explanation I could come up with is that every single tile/sprite every custom map is made of are there to begin with but their order/placement is changed from map to map, that's why when you join a game all you need to know is that "tile order" (kind of like reading a coordinate text file?) to see what everybody else is seeing, instead of literally downloading all those props all over again. I believe the reason for this is that installing custom textures requires you to change client-side, the otherwise-default files, and when you apply them the textures are only there on your own machine rather than everybody who plays on the server you're hosting. Wrote:Idkw, we can play with custom maps just fine but with texture packs it's one way, glitch maybe? ![]()
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