Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit)

Hi there — thanks for the report, sorry it’s broken.

This is a new one for me, and apparently for googling “winrt::hresult_error godot” as well. We upgraded to godot 4.7 between the two builds, which is where I bet such a low-level sounding error is coming from.

Looking at the engine’s changelog, it looks like that WinRT (some sort of generic windows driver error?) might have come from changes in accessibility or audio interfacing – if you have any hardware drivers like tablets, screen readers, screen overlays, or complex audio setups that might be the contributing factor.

From what I’m reading it sounds like we might be able to get more information from running that console version of the game in verbose mode (I should probably add a shortcut that lets you do it automatically). If you open up a terminal at the game’s folder (shift+right click an empty space in the folder and pick “open in terminal”), you can run it in verbose mode with this:

.\LancerTactics.console.exe --verbose

And we might get some more hints with that?

(1 edit)

Unfortunately, no new details have emerged here.

---

PS C:\Users\User\Desktop\LT\1.0> .\LancerTactics.console.exe verbose

Godot Engine v4.7.stable.official.5b4e0cb0f - https://godotengine.org

terminate called after throwing an instance of 'winrt::hresult_error'

---

I have headphones that support Dolby Atmos. But even when I disconnect them and use the built-in speakers (with Windows Sonic turned off), the result is the same. I can't say for sure what the problem might be.