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This repository has been archived by the owner on Aug 22, 2018. It is now read-only.
... when opening a project built with a custom build of Paradox and the SiliconStudioParadoxDir environment variable is also pointing to this custom build:
Paradox Version: 1.0.0-beta02
GameStudio Version: 4
Error Message: Unexpected exception
User: Sean
Current Directory: C:\ProgramData\Silicon Studio Corp\Paradox\GamePackages\Paradox.1.0.0-beta02\Bin\Windows-Direct3D11
Command Line Args:
Exception type: InvalidCastException
Exception message: [A]SiliconStudio.Paradox.Effects.ParameterKey`1[SiliconStudio.Paradox.Graphics.SamplerState] cannot be cast to [B]SiliconStudio.Paradox.Effects.ParameterKey`1[SiliconStudio.Paradox.Graphics.SamplerState]. Type A originates from 'SiliconStudio.Paradox, Version=1.0.0.0, Culture=neutral, PublicKeyToken=bacacc89c3b6d556' in the context 'Default' at location 'C:\ProgramData\Silicon Studio Corp\Paradox\GamePackages\Paradox.1.0.0-beta02\Bin\Windows-Direct3D11\SiliconStudio.Paradox.dll'. Type B originates from 'SiliconStudio.Paradox, Version=1.0.0.0, Culture=neutral, PublicKeyToken=bacacc89c3b6d556' in the context 'Default' at location 'C:\ProgramData\Silicon Studio Corp\Paradox\GamePackages\Paradox.1.0.0-beta02\Bin\Windows-Direct3D11\SiliconStudio.Paradox.dll'.
Inner exception type:
Inner exception message:
StackTrace: at SiliconStudio.Paradox.Graphics.Effect.UpdateResourceBindingKey(EffectParameterResourceData& binding)
at SiliconStudio.Paradox.Graphics.Effect.LoadDefaultParameters()
at SiliconStudio.Paradox.Graphics.Effect.Initialize(GraphicsDevice device, EffectBytecode byteCode, ParameterCollection usedParameters)
at SiliconStudio.Paradox.Graphics.Effect..ctor(GraphicsDevice device, EffectBytecode bytecode, ParameterCollection usedParameters)
at SiliconStudio.Paradox.Graphics.SimpleEffect..ctor(GraphicsDevice graphicsDevice)
at SiliconStudio.Paradox.Graphics.GraphicsDevice..ctor(GraphicsAdapter adapter, GraphicsProfile[] profile, DeviceCreationFlags deviceCreationFlags, WindowHandle windowHandle)
at SiliconStudio.Paradox.Graphics.GraphicsDevice.New(GraphicsAdapter adapter, DeviceCreationFlags creationFlags, WindowHandle windowHandle, GraphicsProfile[] graphicsProfiles)
at SiliconStudio.Paradox.Games.GamePlatform.CreateDevice(GraphicsDeviceInformation deviceInformation)
at SiliconStudio.Paradox.Games.GamePlatform.ChangeOrCreateDevice(GraphicsDevice currentDevice, GraphicsDeviceInformation deviceInformation)
at SiliconStudio.Paradox.Games.GraphicsDeviceManager.CreateDevice(GraphicsDeviceInformation newInfo)
at SiliconStudio.Paradox.Games.GraphicsDeviceManager.ChangeOrCreateDevice(Boolean forceCreate)
at SiliconStudio.Paradox.Games.GraphicsDeviceManager.SiliconStudio.Paradox.Games.IGraphicsDeviceManager.CreateDevice()
at SiliconStudio.Paradox.Games.GameBase.InitializeBeforeRun()
at SiliconStudio.Paradox.Games.GamePlatform.OnInitCallback()
at SiliconStudio.Paradox.Games.GameWindowDesktop.Run()
at SiliconStudio.Paradox.Games.GamePlatform.Run(GameContext gameContext)
at SiliconStudio.Paradox.Games.GameBase.Run(GameContext gameContext)
at SiliconStudio.Paradox.GameStudio.ParadoxViewService.ParadoxUIThread(Object projectSession)
at SiliconStudio.Core.Diagnostics.SafeAction.<>c__DisplayClass4.<Wrap>b__3(Object obj)
Simply changing the SiliconStudioParadoxDir environment variable back to the installed build is not sufficient to avoid the crash. The project must then be rebuilt before it successfully opens in GameStudio.
The text was updated successfully, but these errors were encountered:
It is because editor assemblies are signed, but of course your custom-built Paradox is not (internally, we usually work with non-signed version of editor so we didn't realize).
We will discuss possible solutions and let you know.
... when opening a project built with a custom build of Paradox and the
SiliconStudioParadoxDir
environment variable is also pointing to this custom build:Simply changing the
SiliconStudioParadoxDir
environment variable back to the installed build is not sufficient to avoid the crash. The project must then be rebuilt before it successfully opens in GameStudio.The text was updated successfully, but these errors were encountered: