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Game Crashes with High DPI Screen when moving equipment?


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Hello,

I just installed the game after playing it at a friend's, but have found that it crashes whenever I release a weapon on the equipment screen (that is if I am holding down the left mouse button on my laptop to move a piece of equipment to my soldier's inventory, then release it) -- or if it does not crash, refreshes very slowly starting with an all black background, and then crashes if I try again.

I am playing with a resolution of 3200 x 1800 on a 14" screen. I've tried stepping the resolution down from there, but no luck. I have a Razor Blade 2014, so the rest of my specs can be found here: http://www.razerzone.com/gaming-systems/razer-blade

I am playing with the latest drivers from NVIDIA installed. Has anyone else had this issue? Is there anything else I can supply to help troubleshoot? I would really like to play this game.

Thanks!

EDIT: Here are some steps I've taken while troubleshooting:

-Tried stepping down to 1920 x 1080 no luck.

-Attempted to run it in both windowed mode and non-windowed mode in both 1920 x 1080 and 3200 x 1800

Edited by zalack
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I've actually never heard of that issue before, although the combination of a small screen and a high resolution seems pretty much tailor made to cause problems for the dated engine Xenonauts uses :)

Have you tried all the basic stuff like verifying the game on Steam? Also, try switching to the Experimental branch and see if that helps: http://www.goldhawkinteractive.com/forums/showthread.php/5958-Xenonauts-Experimental-Builds-Instructions

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I've actually never heard of that issue before, although the combination of a small screen and a high resolution seems pretty much tailor made to cause problems for the dated engine Xenonauts uses :)

Have you tried all the basic stuff like verifying the game on Steam? Also, try switching to the Experimental branch and see if that helps: http://www.goldhawkinteractive.com/forums/showthread.php/5958-Xenonauts-Experimental-Builds-Instructions

Moving to the experimental build appears to have resolved the issue. Thanks so much for your help!

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