Crashes on startup after splash screen - Brand new laptop 2020!
Hi,
Recently bought a new Surface Book 3 to get more out of this game but it refuses to get past the splash screen. Splash screen will disappear and shortly after so will the taskbar icon.
Surface Book 3 13.5"
OS: Windows 10 (64-bit)
RAM: 16GB
CPU: Intel Core i7 10th Gen
GPU: NVIDIA GeForce GTX 1650 with Max-Q Design
I've seen you need an output log sometimes so here it is:
Game Version:
Steam Public
Platform:
Windows
Hello Mozz78, Chris and Mael,
I'm pleased to report that this issue should now be fixed in the upcoming Patch 2.0.8 which is currently on our beta branch. Please give it a go and let us know if you have any problems. How to: Access the Debug Branch on Steam
We're hoping to roll it out broad spectrum in the coming weeks as we tidy up a few things.
Cheers,
Lee
Hello,
I tried the modification and everything works perfectly! Except for some latency at times.
Thanks again for your help!
Sounds like good news!
Since the game didn't work - it was a $30 piece of software that blanks my screen briefly and crashes - I returned it for a full refund a long time ago. However, I would like to play this game. So, if you test it out on a Surface Book 3 and verify it works, I will buy it again.
Hello Mozz78, Chris and Mael,
I'm pleased to report that this issue should now be fixed in the upcoming Patch 2.0.8 which is currently on our beta branch. Please give it a go and let us know if you have any problems. How to: Access the Debug Branch on Steam
We're hoping to roll it out broad spectrum in the coming weeks as we tidy up a few things.
Cheers,
Lee
Bonjour Mael Foruny,
Thanks for getting in touch and I'm sorry that you're affected by this issue as well. I updated our knowledgebase article on this topic today following some investigations we did over the weekend now that we have our hands on an affected hardware.
We've been able to confirm that this is a problem in Unity 5.4.6f3 which is the version of Unity WFTO is built on. We tested this with a blank project and confirmed the same behaviour in not just a built version of the game but also with the Unity Editor itself. Which is a huge problem for troubleshooting. We're investigating options now and will inform everyone affected once we have a concrete solution.
Thanks,
Lee
Bonjour,
J'ai exactement le même problème avec un alienware aurora r12
Processeur 11th Gen Intel(R) Core(TM) i7-11700F @ 2.50GHz, 2496 MHz, 8 cœur(s), 16 processeur(s) logique(s)
Nvidia GeForce RTX 3080
Intel wireless Bluetooth
Killer E3100G 2.5 Gigabit Ethernet
Pour lancer le jeu, je dois :
-mettre en mode avions
-débrancher le câble Ethernet
-lancer le jeu en hors ligne
-Si je rebranche internet, le jeu ce coupe en 3 seconde
Additionally although we previously recommended that users try to disable their Intel GPU if they have a backup dedicated GPU we no longer recommend this as it has no effect on the issue.
There should be no significant harm caused by disabling your device driver for your GPU as windows will automatically rollback to the generic display driver. (This is exactly what it does while booting in safe mode.Without display drivers) E.g. I confirmed this behaviour before I recommended it by disabling my only display adapter on my PC. But either way it should be a simple matter to recover from safe mode. But of course all steps are done at the user's own risk.
Still, we no longer recommend this anyway and we only recommended it in the case where two GPUs were present.
We've updated our knowledgebase article on this issue Game does not start. Crash after splash screen on start up. [Windows 10 - 10th Gen Intel Iris Laptop, Microsoft Surface 7] with a known working solution to this.
It should be noted that we're still unsure as to what the root cause is. But it is exclusive to devices running the latest mobile intel platform. No other platforms desktop or AMD are affected.
You are correct that Unity does work with Intel GPUs and this is the case for all Intel platforms prior to this one. The game does run on for example Intel's UHD graphics though we do not recommend it. But at the moment all affected devices have this platform in common. That is to say this crash is unique to devices built on the 10th Gen Mobile Intel CPUs.
For now the workaround is to disable your connection to the internet. We don't know why this works as we're not utilising anything that calls back at all during this time, interestingly if you restore internet access during play the whole engine crashes out within moments, which is the exact issue you encounter at the start (it just occurs before the game even truly starts to load). As soon as Unity begins to boot it crashes which is why the output_log unceremoniously ends before even WFTO's version string can be called or the UI can be initialised to render the loading screen.
What's interesting is that the user has to be completely disconnected from the internet, blocking WFTO.exe or WFTOGame.exe via the firewall does not work.
To be clear everything you see in the output_log at that point is Unity's code and not WFTO. You'll find consistent code across all Unity based applications.
For now we're expecting it'll be in one of two places. The GUI Middleware that the game runs which is effectively a web browser (This is next in the boot order) or something which Unity does to call home, perhaps unity analytics which could be resolved in a later engine version but we're at the end of our particul.ar branch.
Either way we will be investigation this issue in more depth in the future.
I have the exact same problem. Brand new Surface Book 3. Plenty of games work great on it. This game just crashes with no meaningful crash log. Just:
\WFTOGame_Data\Managed\System.Xml.dll (this message is harmless)
Initializing input.
Input initialized.
desktop: 3240x2160 60Hz; virtual: 3240x2160 at 0,0
Initialized touch support.
UnloadTime: 1.522100 ms
And that's it.
This advice that you wreck the computer by disabling the Intel side of the graphics is very bad advice - DON'T DO THIS. The Surface Book 3 is designed as a tablet-half with an Intel Iris GPU in it, which is detachable from the base - that contains the nVidia GPU. Disabling the Intel GPU risks leaving you with no working graphics card. DO NOT FOLLOW THIS HARMFUL ADVICE.
The team needs to fix their software. Unity supports Intel GPUs:
https://software.intel.com/content/www/us/en/develop/articles/optimize-your-unity-games-with-intel-graphics-performance-analyzers.html
So this is a problem with the actual War for the Overworld software. Don't blame it on Unity.
Hey Mozz78,
I hope you have been keeping well. I wanted to drop in a message as another user has recently reported a similar issue with the same hardware profile. Interestingly this user was able to reach the game on the affected system while it was in Airplane mode. I've yet to confirm this works for other affected users so I thought you might like to give it a go. It's truly a peculiar one as we wouldn't have anticipated a networking issue.
Here's a few steps you can try:
Let us know if any of these work!
Cheers,
Lee