whiptail
Terrarian
- Steam or GOG
- Steam
- Single Player/Multiplayer
- Multi
- Operating System
- Windows 10
- Terraria Version
- 1.4.0.3
- Controls Used
- Keyboard/Mouse
Hello! I've been playing 1.4.0.3 on a server hosted on Windows, and it seems that I keep getting the same error during boss fights that crashes my game. No one else playing on the server has an issue. It has happened pretty much on every boss fight I've encountered. Not sure if this is isolated to boss fights, but I haven't had the crash while I wasn't fighting a boss yet. I am using Windows 10 with a RTX 2080 super.
I've tried reinstalling the game, running in compatibility mode for Windows 7, and running as admin with no luck. I also tried reinstalling XNA framework 3.1 and 4.0.
I've tried reinstalling the game, running in compatibility mode for Windows 7, and running as admin with no luck. I also tried reinstalling XNA framework 3.1 and 4.0.
Code:
5/21/2020 3:48:31 AM
System.NotSupportedException: XNA Framework Reach profile requires TextureAddressMode to be Clamp when using texture sizes that are not powers of two.
at Microsoft.Xna.Framework.Graphics.ProfileCapabilities.ThrowNotSupportedException(String message)
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.VerifyCanDraw(Boolean bUserPrimitives, Boolean bIndexedPrimitives)
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType primitiveType, Int32 baseVertex, Int32 minVertexIndex, Int32 numVertices, Int32 startIndex, Int32 primitiveCount)
at Microsoft.Xna.Framework.Graphics.SpriteBatch.PlatformRenderBatch(Texture2D texture, SpriteInfo[] sprites, Int32 offset, Int32 count)
at Microsoft.Xna.Framework.Graphics.SpriteBatch.RenderBatch(Texture2D texture, SpriteInfo[] sprites, Int32 offset, Int32 count)
at Microsoft.Xna.Framework.Graphics.SpriteBatch.InternalDraw(Texture2D texture, Vector4& destination, Boolean scaleDestination, Nullable`1& sourceRectangle, Color color, Single rotation, Vector2& origin, SpriteEffects effects, Single depth)
at Terraria.DataStructures.DrawData.Draw(SpriteBatch sb)
at Terraria.DataStructures.PlayerDrawLayers.DrawPlayer_RenderAllLayers(PlayerDrawSet& drawinfo)
at Terraria.Graphics.Renderers.LegacyPlayerRenderer.DrawPlayer(Camera camera, Player drawPlayer, Vector2 position, Single rotation, Vector2 rotationOrigin, Single shadow, Single scale)
at Terraria.Graphics.Renderers.LegacyPlayerRenderer.DrawPlayerFull(Camera camera, Player drawPlayer)
at Terraria.Graphics.Renderers.LegacyPlayerRenderer.DrawPlayers(Camera camera, IEnumerable`1 players)
at Terraria.Main.DrawPlayers_AfterProjectiles()
at Terraria.Main.DoDraw(GameTime gameTime)
at Terraria.Main.Draw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.DrawFrame()
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at Terraria.Program.LaunchGame(String[] args, Boolean monoArgs)
5/21/2020 4:12:30 AM
System.NotSupportedException: XNA Framework Reach profile requires TextureAddressMode to be Clamp when using texture sizes that are not powers of two.
at Microsoft.Xna.Framework.Graphics.ProfileCapabilities.ThrowNotSupportedException(String message)
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.VerifyCanDraw(Boolean bUserPrimitives, Boolean bIndexedPrimitives)
at Microsoft.Xna.Framework.Graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType primitiveType, Int32 baseVertex, Int32 minVertexIndex, Int32 numVertices, Int32 startIndex, Int32 primitiveCount)
at Microsoft.Xna.Framework.Graphics.SpriteBatch.PlatformRenderBatch(Texture2D texture, SpriteInfo[] sprites, Int32 offset, Int32 count)
at Microsoft.Xna.Framework.Graphics.SpriteBatch.RenderBatch(Texture2D texture, SpriteInfo[] sprites, Int32 offset, Int32 count)
at Microsoft.Xna.Framework.Graphics.SpriteBatch.InternalDraw(Texture2D texture, Vector4& destination, Boolean scaleDestination, Nullable`1& sourceRectangle, Color color, Single rotation, Vector2& origin, SpriteEffects effects, Single depth)
at Terraria.DataStructures.DrawData.Draw(SpriteBatch sb)
at Terraria.DataStructures.PlayerDrawLayers.DrawPlayer_RenderAllLayers(PlayerDrawSet& drawinfo)
at Terraria.Graphics.Renderers.LegacyPlayerRenderer.DrawPlayer(Camera camera, Player drawPlayer, Vector2 position, Single rotation, Vector2 rotationOrigin, Single shadow, Single scale)
at Terraria.Graphics.Renderers.LegacyPlayerRenderer.DrawPlayerFull(Camera camera, Player drawPlayer)
at Terraria.Graphics.Renderers.LegacyPlayerRenderer.DrawPlayers(Camera camera, IEnumerable`1 players)
at Terraria.Main.DrawPlayers_AfterProjectiles()
at Terraria.Main.DoDraw(GameTime gameTime)
at Terraria.Main.Draw(GameTime gameTime)
at Microsoft.Xna.Framework.Game.DrawFrame()
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
at Terraria.Program.LaunchGame(String[] args, Boolean monoArgs)