Are you able to send a save game that reproduces?
Haven't so far myself
Edit: Nvm. I see it is just the loading screen for the sewers at the start you use
Hello.
I'm not sure if I should create another topic or edit the OP (I can do it if it's better) but just wanted to point out that the game won't run with version 2.7. The .exe runs for a few seconds and closes on it's own, no error message, no game window. It creates a logfile, but it is completely empty.
On another note, this same issue can observed with Oblivion (classic) and 2.7.
dxvk 2.7 upped the driver requirements and i am not sure if AMD's Windows driver on pre RDNA GPUs fulfill them (don't think so). It should say it in the log if that is the issue, not sure why it would be empty.
Running fine for me:
dxvk 2.7 upped the driver requirements and i am not sure if AMD's Windows driver on pre RDNA GPUs fulfill them (don't think so). It should say it in the log if that is the issue, not sure why it would be empty.
I see. This could be the case. My GPU is quite old indeed. But no idea why it's generating a blank log file.
Running fine for me:
Hello! The latest version probably doesn't run for me because my GPU does not fulfill the new requirements.
But let me know a few things. Were you playing the game on the older DXVK versions? Did you have to configure your dxvk.conf in a specific way for this game to run?
But let me know a few things. Were you playing the game on the older DXVK versions?
Screenshot was made on DXVK v2.7 under linux (using 6700XT GPU) but I've also checked on Windows 10 with DXVK v2.7 (on 7900XTX) and it was fine there as well. But yeah, I've played it a bit on v2.6 recently and had played original non-steam "Gold" version (2005 year one which was before 2012's MMXII) with some ancient DXVK versions in the past.
Did you have to configure your dxvk.conf in a specific way for this game to run?
No, aside from the fact that steam version currently has two issues:
Additionally the MMXII edition also had severe graphical glitches on both DXVK and WINED3D. 2005 version on contrary was mostly fine aside from occasional lighting weirdness (but maybe it was like that even on native back in the day). But I don't remember ever encountering crashes on area transitions.
Dxvk master have gotten a change that should hopefully prevent empty logs.
In regards to the game issue then yes we suspect maybe some use after free is going on which can be racy and so is not consistent to reproduce between setups. While I could reproduce the crash on save issue I have not been able to make it crash in loading screens and transitions.
@CkNoSFeRaTU thank you so much for the feedback.
Dxvk master have gotten a change that should hopefully prevent empty logs.
In regards to the game issue then yes we suspect maybe some use after free is going on which can be racy and so is not consistent to reproduce between setups. While I could reproduce the crash on save issue I have not been able to make it crash in loading screens and transitions.
So, just to make sure, you had no trouble during transitions on 2.6.2 (since 2.7 is simply out of the question for me), on Windows 10 and Steam version of the game? Are you using only "d3d9.textureMemory = 0" on dxvk.conf?
I'm leaning on the hypothesis that 2.6.2 is actually fine with the game on modern AMD GPUs, but 2.6.2 + most recent drivers for my old GPU isn't working so well.
Windows 11 and Linux using the Steam version of the game with only that config. But yes i have not reproduced any trouble during transitions.
Nothing extracted yet.
Hello.
This is a follow-up to the manual save crash issue. With DXVK v2.6.2 and the d3d9.textureMemory = 0 workaround applied, manual saving now works correctly. However, I just found out a new crash occurs when transitioning between game areas.
When the player initiates an area change (e.g., using a door or lever), the game creates an autosave as intended, but then crashes during the subsequent loading screen. This is 100% reproducible on the first area transition in the game (from the Wilderness to the Sewers).
Technical Details
DXVK v2.6.2 (with d3d9.textureMemory = 0): Crashes during the loading screen after an area-change autosave.
DXVK v1.10.3: Works correctly. The game transitions between areas without crashing, regardless of whether d3d9.textureMemory = 0 is used.
This confirms that while the textureMemory setting fixes the manual save crash, a separate regression in recent DXVK versions is causing instability during loading screens.
System Information
Game: Dungeon Lords Steam Edition
GPU: AMD RX 570 8GB
Driver Version: Adrenalin 25.5.1
Operating System: Windows 10 22H2 (OS Build 19045.5965)
DXVK Versions Tested: 2.6.2 (Crashes after autosaving while loading new area), 1.10.3 (Works correctly)
Logs and Traces
DLSteamEdition.7z
Note: The crash could not be reproduced while generating the Apitrace. Although game performance was extremely low during the trace, it did not crash upon loading the new area after autosaving.
DXVK Logs:
2.6.2
1.10.3
Note: "d3d9.textureMemory = 0" was applied to both versions.