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Author Topic:  Crash when quitting to the main menu.  (Read 1086 times)

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Storm_Surge

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Crash when quitting to the main menu.
« on: February 27, 2021, 02:23:58 PM »
I got a crash when exiting the world I was in to go back to the main menu. Not sure if it's to do with this specifically but I though it would be worth mentioning that I chose quit without saving, and then this came up on a blue screen:

   System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException' was thrown.
   at System.Threading.Thread.StartInternal(IPrincipal principal, StackCrawlMark& stackMark)
   at System.Threading.Thread.Start(StackCrawlMark& stackMark)
   at System.Threading.Thread.Start(Object parameter)
   at StudioForge.TotalMiner.Globals2.SaveGamertagDataThreaded(Boolean saveHighScores, Boolean merge)
   at StudioForge.TotalMiner.TotalMinerGame.ExitBackToMainMenu()
   at StudioForge.TotalMiner.Screens.PauseMenuScreen.ExitGameCore()
   at StudioForge.TotalMiner.Screens.PauseMenuScreen.ExitGame(Object sender, PlayerIndexEventArgs e)
   at StudioForge.Engine.GameState.MessageBoxScreen.ButtonXHandler(Object sender, EventArgs e)
   at StudioForge.Engine.GameState.GameScreen.HandleWinRectInput()
   at StudioForge.Engine.GameState.GameScreen.HandleInput(InputState input)
   at StudioForge.Engine.GameState.MessageBoxScreen.HandleInput(InputState input)
   at StudioForge.Engine.GameState.ScreenManager.Update(Int32 index, Boolean otherScreenHasFocus)
   at StudioForge.Engine.GameState.ScreenManager.Update(GameTime donotuse)
   at Microsoft.Xna.Framework.Game.Update(GameTime gameTime)
   at StudioForge.Engine.Game.BaseGame.Update(GameTime gameTime)
   at StudioForge.TotalMiner.TotalMinerGame.Update(GameTime gameTime)
   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 StudioForge.Engine.Game.BaseGame.Run[T]()
« Last Edit: February 27, 2021, 03:04:34 PM by Storm_Surge »
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