AAO25.com
Assist => Feedback & Suggestions => Bug Reports => Topic started by: ~=W!CK!D=~ on Sunday, August 11, 2013, 17:02:48 PM
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lol everytime i tab out of game like the old days lol
Build AmericasArmy_Build_[2004-06-01_02.01.01]
OS: Windows NT 6.1 (Build: 7601)
CPU: GenuineIntel PentiumPro-class processor @ 4218 MHz with 4095MB RAM
Video: AMD Radeon HD 6900 Series (1191)
General protection fault!
History: UObject::ProcessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_Tick) <- UInteractionMaster::MasterProcessTick <- TickLevel <- UGameEngine::Tick <- Level SF Hospital <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 706D7564 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
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lol everytime i tab out of game like the old days lol
(InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_Tick)
Sounds like it's related to the SAI.
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Sounds like it's related to the SAI.
so should i enable it again to avoid all this??
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o.O you have it disabled? Yea, I'd give it a shot to re-enable it. Maybe there's something wrong with the server wanting it enabled but the client disabled?
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o.O you have it disabled? Yea, I'd give it a shot to re-enable it. Maybe there's something wrong with the server wanting it enabled but the client disabled?
lol thx it worked, i just made it little as possiable so now it doesnt bother me
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Alright, that might be a serious issue for ELiZ to look at.
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History: UObject::ProcessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_Tick) <- UInteractionMaster::MasterProcessTick <- TickLevel <- UGameEngine::Tick <- Level Insurgent Camp <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 706D7564 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
got one too :D between map change, btw I TKed someone in the change process
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Also, I was playing earlier and jamming the F keys to switch through the menus. The first round that started, the SAI was fullscreen and it took me half the round to figure out how to undo that :) Might want to ignore keystrokes between rounds or while a player is dead.
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this can be:
-1 the code it self.
-2 AP does Remove the Interaction on map changes, original SAI code had nothing to remove the interaction.
-3 The way ELiZ stripped the source.
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I checked it out, it's great to have it back :D one thing though, default size seems a bit bigger than it used to be (i resized it by using the settings of course, so that's not a huge issue).
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Playing windowed, not at full screen. First critical error after about 1 hour and 45 mins.
Build AmericasArmy_Build_[2004-06-01_02.01.01]
OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD Unknown processor @ 2614 MHz with 2045MB RAM
Video: NVIDIA GeForce 9600 GT (9562)
General protection fault!
History: UObject::ProcessEvent <- (InteractionMaster Package.InteractionMaster, Function
Engine.InteractionMaster.Process_Tick) <- UInteractionMaster::MasterProcessTick <- TickLevel <- UGameEngine::Tick <- Level SF Hospital <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 706D7564 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
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SAI disabled critical error: (Win XP)
General protection fault!
History: UObject::ProcessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_Tick) <- UInteractionMaster::MasterProcessTick <- TickLevel <- UGameEngine::Tick <- Level SF Hospital <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 706D7564 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
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this can be:
-1 the code it self.
-2 AP does Remove the Interaction on map changes, original SAI code had nothing to remove the interaction.
-3 The way ELiZ stripped the source.
i suspect it's the last one
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When I watch my teammates on the small map their view-pointer is pointing another direction from which direction they're really looking to.
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When I watch my teammates on the small map their view-pointer is pointing another direction from which direction they're really looking to.
Happened to me too, but then their pointer is moving at all, I mean it doesn't change from direction
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I think its the direction their moving in, not where their looking? Could be wrong.
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I think its the direction their moving in, not where their looking? Could be wrong.
Should be the looking direction.
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It is the looking direction.
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Yup I confirm, direction they looking at. But its a bug cauz it happens suddenly and then all the directions are stuck
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Replication maybe. We can easily update the sai if ELiZ can fix it.
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I've tried to ask on several servers around, it seems a lot of players are still getting critical errors (even after today update).
I'll see if i can get some to post their own logs, at least.
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Also getting criticals, haven't had any for over a year till now.
Build AmericasArmy_Build_[2004-06-01_02.01.01]
OS: Windows NT 6.1 (Build: 7601)
CPU: AuthenticAMD Unknown processor @ 2612 MHz with 4095MB RAM
Video: AMD Radeon HD 6800 Series (1172)
General protection fault!
History: UObject::ProcessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_Tick) <- UInteractionMaster::MasterProcessTick <- TickLevel <- UGameEngine::Tick <- Level SF Hospital <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 706D7564 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
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I am hoping its not sai related. but I'm getting hella criticals lately, and so r tons of players in our servers. we can play no prob for like 15-30 mins and boom critical left and right. :(
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(https://aao25.com/forum/proxy.php?request=http%3A%2F%2Fimg196.imageshack.us%2Fimg196%2F3293%2Ff1en.png&hash=e1fdc05302018aa84500996332dffbb4)
Here is an example of the bug.
Also @Eliz/Jonny: I have no idea how you's have set up the SAI, however as I used to understand it, only some of the player info was available at a certain distance. So for example on hospital if a player is across the other side of the map, his indicator will not show the correct way he is facing. It will show the last way he was facing before he went out of range? I could be completely wrong but there's been a few times I have noticed that on hospital if you stay at spawn while people rush Garage all their indicators seem to point the exact same way even when they move through the hospital. I'll try get some screenshots when I'm on to visually explain what I mean.
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Actually, I need to report the player direction bug as well. I saw it a LOT on mAAp Pipeline. It seemed like once the players got a certain distance from me, they would no longer update their position as fast and their direction would stay constant. However, once they got close enough, it returned to normal. I'm wondering if this is due to AntiPortals or if it's just in the netcode to make things more efficient on the bandwidth end.
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IIRC in 2.8.5 players names used to fade away when they got far enough away, then reappear when they got within range.
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Actually, I need to report the player direction bug as well. I saw it a LOT on mAAp Pipeline. It seemed like once the players got a certain distance from me, they would no longer update their position as fast and their direction would stay constant. However, once they got close enough, it returned to normal. I'm wondering if this is due to AntiPortals or if it's just in the netcode to make things more efficient on the bandwidth end.
If a Actor is relevant to you(close proximity), the engine makes sure that location AND rotation is replicated. At a distance, only Location is replicated. This the built in behavior of the engine. To make rotation work in a longer distance, otation information is replicated by the SAI. If the information is present in the building(Actor) Rotator, this is used, if it isn't, the SAI Rotator is used, thus making is less reliable if the Actor is not in close proximity.
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Damn I must be idiot, bu I didn't understand what you're saying Eliz :/ Can it be fixed or not? Or do you want it to change or not?
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If I understand right, that's a "feature" of the game BUT the SAI tries to override that and provide more reliable information but it doesn't always work. Personally, I don't think it's an issue. You mostly need a dot to show where players are and as far as I can tell, it's updated at LEAST once a second at a distance which is fine. If the rotation and faster replication updates can't be fixed then I would suggest removing the arrow on the player icon at that distance so people don't think the player is pointing a direction they're not.
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If I understand right, that's a "feature" of the game BUT the SAI tries to override that and provide more reliable information but it doesn't always work. Personally, I don't think it's an issue. You mostly need a dot to show where players are and as far as I can tell, it's updated at LEAST once a second at a distance which is fine. If the rotation and faster replication updates can't be fixed then I would suggest removing the arrow on the player icon at that distance so people don't think the player is pointing a direction they're not.
That would also lessen the information replicated, making it more efficient.
Anyone know at what distance the Player Icons started to fade in 2.8.5?
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If I understand right, that's a "feature" of the game BUT the SAI tries to override that and provide more reliable information but it doesn't always work. Personally, I don't think it's an issue. You mostly need a dot to show where players are and as far as I can tell, it's updated at LEAST once a second at a distance which is fine. If the rotation and faster replication updates can't be fixed then I would suggest removing the arrow on the player icon at that distance so people don't think the player is pointing a direction they're not.
Agree, I'll remove the arrow when "too" far away for the built in functions to work.
Should be more visual pleasing now that it will be much smoother, and not get stuck like it did before.
It will also cut back on the lag people is reporting, since much less data is replicated.
Might also help out with the CE's
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Alright, I might have found some helpful information relating to what looks like a UT2004 mod and possible ways to fix the same interaction CE. Keep in mind, it looks like the user Szlat is a dev/coder for the mod. The interesting thing is that they're talking about stuff not being cleaned up after a player dies, I've noticed some stray enemy reported or dead players upon round start with the SAI that fade away after a few seconds.
Source:
http://www.disastrousconsequences.com/dcforum/posts/list/4722.page
In the previous version, you died and as you respawned then it crashed. I seemed to have managed to move the bug so that it now crashes as you die rather than when you respawn. It's a bug in the code if the crash message mentions Post_Render
I have managed to duplicate this error once on my test system, so finally making progress.
I believe it is to do with things not being cleaned up properly when you die. Once it has gone wrong, I think either then, or when you respawn, or at some future point, it will crash.
So, has anyone had this problem WITHOUT having died first? Please tell me if you have. Thanks
Then a post with some code from tgroombr:
So I had this little sweet-talk today with Marco - kidding, we got down to business.
Okay. First the cause:
An object based class has a pointer to a destroyed actor. Unlike actors, the pointer is not set to None, so it will crash with a NULL access pointer - well not NULL, but invalid pointer.
So as an example for fix for LimitBreakInteraction:
function PostRender(Canvas Canvas)
{
...
if (lbInv == None)
{
FindlbInv();
if (lbInv == None)
return;
if( lbInv.InteractionOwner!=None )
lbInv.InteractionOwner.lbInv = None;
lbInv.InteractionOwner = Self;
}
...
}
And then in LimitBreakInv:
var transient LimitBreakInteraction InteractionOwner;
simulated function Destroyed()
{
if( InteractionOwner!=None )
{
InteractionOwner.lbInv = None;
InteractionOwner = None;
}
Super.Destroyed();
}
The pointer needs to be set to None manually upon actor destroy.
So for in DruidsRPGKeysInteraction, the following should go in the PostRender function:
if (EInv == None)
FindEPInv();
if (MInv == None)
FindMPInv();
Marco wrote:
If whoever wrote that mod, SHOULD know how to fix the crash from the example I gave above. It's not even hard to fix for someone who knows the cause.
Let me show an example:
var SomeActor Actor;
function Something()
{
Actor = Spawn(SomeActor...);
Actor.Destroy();
Actor.SomeFunction();
}
If that code is executed on an actor based class it will throw script warning because when Destroy is called, Actor is set to None automatically by the engine, BUT if this code is in a non-actor based class, it won't set the Actor to None upon Destroy. So the result is an invalid pointer to an non-existing actor.
NULL = 0 = None
SomeActor = A memory reference = The actor name
It's all yours Szlat.
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I noticed on a server, when someone got CE, and got kicked, you culd still see him at spawn on radar for a little moment. Not sure if it's what you just said ;)
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I noticed on a server, when someone got CE, and got kicked, you culd still see him at spawn on radar for a little moment. Not sure if it's what you just said ;)
No, on the starting of a round, I often saw enemy reported icons around the map, maybe 4-5 of them.
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I just sent an e-mail to VendorX asking his thoughts on these problems and also sent him a copy of the source. He's a UScript grand master champion. If he can't figure it out, I don't have much hope.
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with some information from crashlog provided by !Phon3^-, I might have gained some information
Can anyone verify that the General protection fault! CE come when you spawn after dying
Remember, we have 2 different CE's, the one I'm talking about here and the other one that is related to DirectX
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Should we start a new debugging thread? There's several here and it's getting kinda messy.
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with some information from crashlog provided by !Phon3^-, I might have gained some information
Can anyone verify that the General protection fault! CE come when you spawn after dying
Remember, we have 2 different CE's, the one I'm talking about here and the other one that is related to DirectX
Yes I can verify that. CE comes when you die und spawn again but like in my case, not everytime.
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Yes I can verify that. CE comes when you die und spawn again but like in my case, not everytime.
I survived the round and when we respawned I had the CE..
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with some information from crashlog provided by !Phon3^-, I might have gained some information
Can anyone verify that the General protection fault! CE come when you spawn after dying
Remember, we have 2 different CE's, the one I'm talking about here and the other one that is related to DirectX
I had it ones, while the game was ongoing and I was alive and I just switched to windows to see this thread, while coming back I got a CE.
other one was when I died I got it a fiew seconds later I guess.
but the strange thing is, that you can not be sure when it happends. sometimes like other do say, you can play for 30 minutes without anything, then in 10 mins you can have 2-3 CE's.
maybe something with memory allocation, when more players are on, it happened often I guess.
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It's also possible to determine when you're gonna have CE by the lagg you have. When you reach a huge lagg round, you know the next round will be the one :p
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well lastnight i was on mountain pass on assault and was rounding mid way up the center peak and spotted a enemy and just as i was engaging in a fire fight (maybe 15 bullets fired) boom i get a critical.
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SAI has been updated, all further discussion should be done in this thread:
http://aao25.com/news-65/sai-v0-18-update-(ce-fix-attempt)/