PC Error that crashes game during boss fights

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.

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)
 
I would like to double this report as well. That seems to be the exact stack trace of a crash we are encountering in our multiplayer playthrough. Unfortunately my friend (who is the host for the world) seems reluctant to post a bug report so I can't give too many specifics if I am asked, but I do know the following details.
- We are playing vanilla 1.4 with no texture packs whatsoever.
- We have crashed at least four times already, usually during boss fights but it has happened during invasions as well (Old vOne's Army).
- When the crash happens on his machine, he doesn't click OK yet on the crash popup, allowing me and another player a little bit more time to play before we get marked as "Lost Connection".
- The host has also tried just turning off Windows defender. It did not help.

As I mentioned, I likely wouldn't be able to provide more helpful info as I'm not the host, but I just wanted to point out that this issue does not seem to be an isolated one. Thus far it has not been overly bothersome, because we are at mechanical bosses whose summoning items are not difficult to craft, but fingers crossed it gets fixed when we start doing Plantera.
 
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.

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)
I am no programmer. I understand practically nothing but the words it shows. Looks from the first line (which is usually the starting issue in crash logs) that the Texture Pack is the wrong size. I have seen lots of people talking about how Texture Packs need to be a specific size now. Try unloading any and all texture packs you might have and try again.
 
I had same issue yesterday during fight with Moon Lord. In my case solution was to switch from borderless window to fullscreen in display settings. Enabling frame skipping could also help.
 
I would like to double this report as well. That seems to be the exact stack trace of a crash we are encountering in our multiplayer playthrough. Unfortunately my friend (who is the host for the world) seems reluctant to post a bug report so I can't give too many specifics if I am asked, but I do know the following details.
- We are playing vanilla 1.4 with no texture packs whatsoever.
- We have crashed at least four times already, usually during boss fights but it has happened during invasions as well (Old vOne's Army).
- When the crash happens on his machine, he doesn't click OK yet on the crash popup, allowing me and another player a little bit more time to play before we get marked as "Lost Connection".
- The host has also tried just turning off Windows defender. It did not help.

As I mentioned, I likely wouldn't be able to provide more helpful info as I'm not the host, but I just wanted to point out that this issue does not seem to be an isolated one. Thus far it has not been overly bothersome, because we are at mechanical bosses whose summoning items are not difficult to craft, but fingers crossed it gets fixed when we start doing Plantera.

Multiplayer games should not be hosted with the client executable, to avoid a crash on the host killing everyone else's connection. Use the separate server executable. Always.
This seems like a driver/compatibility issue, as such some workaround, as witekk_ mentioned above, may solve the issue for now.
 
I have the same error, happens in multiplayer of 2 players, my friend have Xenit and I have Terraprisma with Caleidoscope , when we are attacking the game crash with the same Crash log... Hope Relogic fix that bug in the 1.4.5 version!!! :D
Note: im the host of the server and my game crash but the game of my friend doesnt crash... that's interesting to investigate...
 
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