PC System.NotSupportedException When doing Old One's Army Event (possibly uncorrelated)

NoCtrl

Terrarian
Steam or GOG
Steam
Single Player/Multiplayer
Multi
Operating System
Windows 10
Terraria Version
1.4.4.9
Controls Used
Keyboard/Mouse
I have been playing consistently for the past few months, and have only just now been thrown the same NotSupportedException when trying to defeat the Old One's Army event (error log included). With the help of a friend, I have been trying to find what potential texture problem has been causing this (I'm not too well versed in C# but it seems to be a texture error), but have come up empty-handed. It doesn't crash at a specific moment or after a certain enemy spawns, just randomly during waves. It hasn't crashed all the while I've been playing on the same server, only just starting today well into hardmode, and it only seems to happen during the event.

I have removed all texture packs, verified the game files twice, changed the game's install location, reinstalled the XNA Framework, reinstalled the game, and have tried running it as administrator, none of which have solved the issue.

11/5/2023 2:45:59 PM
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 Terraria.DataStructures.SpriteDrawBuffer.DrawRange(Int32 index, Int32 count)
at Terraria.DataStructures.SpriteDrawBuffer.DrawSingle(Int32 index)
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.RunGame()
 
Back
Top Bottom