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America's Army => General Chat => Topic started by: Spanky on Sunday, August 18, 2013, 14:45:48 PM

Title: SAI v0.20 Update (CE Fix Attempt) *UPDATED AGAIN*
Post by: Spanky on Sunday, August 18, 2013, 14:45:48 PM
Jonny has just pushed a new SAI version to clients and servers, version 0.18 internally. This version includes some fixes from James (-SmoKe^) as well as ELiZ to make functions more efficient and hopefully reduce or eliminate Critical Errors.

Please use this thread for any InteractionMaster Critical Errors you receive. Also upload a copy of your ArmyOps.log to http://pastebin.com and post it here. Any description of your hardware, resolution and details of what was going on in-game would be helpful too.

v0.19 released with debugging info. Everybody restart your Assist client to download the new AP.
Title: Re: SAI v0.18 Update (CE Fix Attempt)
Post by: Spanky on Sunday, August 18, 2013, 15:08:15 PM
I've noticed an issue with objectives not displaying correctly. While playing, the objective text is faded like the SAI but not the rest of the HUD:
(https://dl.dropboxusercontent.com/u/464376/aac_maap/screenshots/ArmyOps%202013-08-18%2011-58-39-05.png)

Then, when you die, the other objectives show up:
(https://dl.dropboxusercontent.com/u/464376/aac_maap/screenshots/ArmyOps%202013-08-18%2012-04-31-92.png)


Let's hope that's the only issue with this version.
Title: Re: SAI v0.18 Update (CE Fix Attempt)
Post by: Spanky on Sunday, August 18, 2013, 15:27:02 PM
I think a few of us got the CE on Border just now but here's my info:

Code: [Select]
Build AmericasArmy_Build_[2004-06-01_02.01.01]

OS: Windows NT 6.1 (Build: 7600)
CPU: AuthenticAMD Unknown processor @ 3537 MHz with 1023MB RAM
Video: NVIDIA GeForce 9500 GT (2049)

General protection fault!

History: UObject::ProcessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_PostRender) <- UInteractionMaster::MasterProcessPostRender <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level Border <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 706D7564 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

ArmyOps.log:
http://pastebin.com/NnCZqM5c

Windows 8 64-bit system.
Title: Re: SAI v0.18 Update (CE Fix Attempt)
Post by: Spanky on Sunday, August 18, 2013, 15:41:39 PM
There also seems to be a lot of "Username has left the server".

Also, here is the server log from when we got the CE:
http://pastebin.com/vgErHtje
Title: Re: SAI v0.18 Update (CE Fix Attempt)
Post by: Ganja on Sunday, August 18, 2013, 15:45:58 PM
There also seems to be a lot of "Username has left the server".

Not sure I understand what you mean. For example on Swiss server, when someones tries to join, he gets antipoke, and on the server you will see Swiss Falcon has left the server. Falcon being the owner of the server.
Title: Re: SAI v0.18 Update (CE Fix Attempt)
Post by: Spanky on Sunday, August 18, 2013, 15:47:37 PM
Maybe that's why, a bunch of non-updated clients trying to connect and they fail before their username is sent to the server.
Title: Re: SAI v0.18 Update (CE Fix Attempt)
Post by: !Phon3^- on Sunday, August 18, 2013, 15:48:02 PM
Code: [Select]
Build AmericasArmy_Build_[2004-06-01_02.01.01]

OS: Windows NT 6.1 (Build: 7601)
CPU: AuthenticAMD Unknown processor @ 2800 MHz with 1790MB RAM
Video: ATI Radeon HD 4200 (1077)

General protection fault!

History: UObject::ProcessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_PostRender) <- UInteractionMaster::MasterProcessPostRender <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level Pipeline <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 706D7564 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

http://pastebin.com/u3ees5VC (http://pastebin.com/u3ees5VC)

Happened when the round was about to start. As Spanky said, there's also a lot of Username has left the server.

Doesn't seem to CE that much when there is only a couple of people on the server, it's when the amount of players is fairly high. Also noticed that I never seem to CE unless I have died the previous round.
Title: Re: SAI v0.18 Update (CE Fix Attempt)
Post by: nevertalks on Sunday, August 18, 2013, 15:50:09 PM
I haven't had any criticals for over 1 hour... suddenly getting them again every 2-3 rounds
Title: Re: SAI v0.18 Update (CE Fix Attempt)
Post by: Spanky on Sunday, August 18, 2013, 15:56:15 PM
Doesn't seem to CE that much when there is only a couple of people on the server, it's when the amount of players is fairly high.

I'm finding this to be true as well.
Title: Re: SAI v0.18 Update (CE Fix Attempt)
Post by: noobslayer on Sunday, August 18, 2013, 15:58:37 PM
I'm finding this to be true as well.
not true, we had it with 7 ppl on the server
Title: Re: SAI v0.18 Update (CE Fix Attempt)
Post by: Ganja on Sunday, August 18, 2013, 15:59:58 PM
It's not even related to rounds-begin/end or previous round deaths or whatever. It's happening at whatever moment
Title: Re: SAI v0.18 Update (CE Fix Attempt)
Post by: Spanky on Sunday, August 18, 2013, 16:00:32 PM
not true, we had it with 7 ppl on the server

That's about what we had, think we had 10. Point is, it doesn't seem to happen with 2-3. That's why our testing always came back positive and why we can't test it by ourselves.
Title: Re: SAI v0.18 Update (CE Fix Attempt)
Post by: !Phon3^- on Sunday, August 18, 2013, 16:02:14 PM
Also noticed that I never seem to CE unless I have died the previous round.

Ignore that. Just CE'd after 1 round of playing. No one reported 'Enemy Spotted' the whole round.
Title: Re: SAI v0.18 Update (CE Fix Attempt)
Post by: nevertalks on Sunday, August 18, 2013, 16:11:46 PM
Maybe we should go back to the update before today or even better before SAI, now I am not saying that I don't like SAI but people cannot play the game right now.
Title: Re: SAI v0.18 Update (CE Fix Attempt)
Post by: Spanky on Sunday, August 18, 2013, 16:13:49 PM
The problem is, that's yet another AP update for more users to have issues with client vs server versions of AP which is what we were having all day today. Then, how do we test a new SAI once we try a potential fix? The amount of devs on here isn't enough to test and we're all in different timezones so we couldn't anyway. We NEED users to test unfortunately.
Title: Re: SAI v0.18 Update (CE Fix Attempt)
Post by: ~=W!CK!D=~ on Sunday, August 18, 2013, 16:26:16 PM
I haven't had any criticals for over 1 hour... suddenly getting them again every 2-3 rounds

ahh seems like its just the euro servers getting crits, playn in eck server no crits
Title: Re: SAI v0.18 Update (CE Fix Attempt)
Post by: nevertalks on Sunday, August 18, 2013, 16:56:18 PM
ahh seems like its just the euro servers getting crits, playn in eck server no crits

problem solved, its only euro servers
Title: Re: SAI v0.18 Update (CE Fix Attempt)
Post by: nevertalks on Sunday, August 18, 2013, 17:02:18 PM
problem solved, its only euro servers

scratch that been on eck server and thought that fixed it however got critical after many people join.. all the sudden criticals are back
Title: Re: SAI v0.18 Update (CE Fix Attempt)
Post by: noobslayer on Sunday, August 18, 2013, 17:02:40 PM
I've had alot of CEs in 82nd server aswell which is located in USA
Title: Re: SAI v0.18 Update (CE Fix Attempt)
Post by: Spanky on Sunday, August 18, 2013, 17:02:52 PM
We played 40 minutes in a fresh install of a US server and it took that long to get a crit.
Title: Re: SAI v0.18 Update (CE Fix Attempt)
Post by: nevertalks on Sunday, August 18, 2013, 17:03:26 PM
I've had alot of CEs in 82nd server aswell which is located in USA

Indeed it seems to be more related to the amount of people in the server than the servers location.
Title: Re: SAI v0.18 Update (CE Fix Attempt)
Post by: shadi123 on Sunday, August 18, 2013, 17:06:57 PM
plz eliz someone do something for this game error more than 10 players told me they will leave this game for this error
plz fix it fast
Title: Re: SAI v0.18 Update (CE Fix Attempt)
Post by: Spanky on Sunday, August 18, 2013, 17:11:11 PM
plz eliz someone do something for this game error more than 10 players told me they will leave this game for this error
plz fix it fast

You think we're just sitting with our thumbs up our ass? There's serious work and effort being done by many people now.
Title: Re: SAI v0.18 Update (CE Fix Attempt)
Post by: !Phon3^- on Sunday, August 18, 2013, 17:13:12 PM
plz eliz someone do something for this game error more than 10 players told me they will leave this game for this error
plz fix it fast

I was on a server with people complaining about this is saying about how bad a job the Assist admins are doing. See tbh, without them you wouldn't be playing this game at all. I can imagine when they were trying to build Assist there was a hell of a lot more bugs than there is now. These things take time and as it's already been said, it only CE's when there's a lot of people online, and with only a few admins able to test it might take a little longer.

/rant

This probably isn't the root of the problem, but I just tried to disable SAI, reset assist then went in-game and the SAI is still there. I thought it was a client and server option?

Title: Re: SAI v0.19 Update (CE Fix Attempt) *UPDATED*
Post by: Froster on Sunday, August 18, 2013, 17:48:33 PM
just got this CE after playing couple of rounds :

 Build AmericasArmy_Build_[2004-06-01_02.01.01]

OS: Windows NT 6.1 (Build: 7601)
CPU: GenuineIntel PentiumPro-class processor @ 3393 MHz with 4095MB RAM
Video: AMD Radeon HD 7800 Series (1234)

General protection fault!

History: UObject::ProcessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_PostRender) <- UInteractionMaster::MasterProcessPostRender <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level Urban Assault <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 706D7564 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
Title: Re: SAI v0.18 Update (CE Fix Attempt)
Post by: noobslayer on Sunday, August 18, 2013, 18:06:34 PM
plz eliz someone do something for this game error more than 10 players told me they will leave this game for this error
plz fix it fast

Quit bitching and try to help. All you did on this game is hacking, mr. aimpoint hack.
Maybe you need to get a longer ban :)
Title: Re: SAI v0.18 Update (CE Fix Attempt)
Post by: Froster on Sunday, August 18, 2013, 18:09:53 PM
Quit bitching and try to help. All you did on this game is hacking, mr. aimpoint hack.
Maybe you need to get a longer ban :)

ROFL , i think ur right about that mr.Aesthetic
Title: Re: SAI v0.19 Update (CE Fix Attempt) *UPDATED*
Post by: Rapture on Sunday, August 18, 2013, 18:14:02 PM
well now i know where this thread is. lol. ok i wont post what i posted before, just the new stuff. thanks spanky
Title: Re: SAI v0.19 Update (CE Fix Attempt) *UPDATED*
Post by: Rapture on Sunday, August 18, 2013, 18:19:15 PM
just got one, sniper round, right when i got sniped i got the crit


 Build AmericasArmy_Build_[2004-06-01_02.01.01]

OS: Windows NT 6.1 (Build: 7601)
CPU: GenuineIntel Unknown processor @ 3477 MHz with 2047MB RAM
Video: ATI Radeon HD 2400 Series (1129)

General protection fault!

History: UObject::ProcessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_PostRender) <- UInteractionMaster::MasterProcessPostRender <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level Bridge Crossing <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 706D7564 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free


My PasteBin Log
http://pastebin.com/iQeDUQ73
Title: Re: SAI v0.19 Update (CE Fix Attempt) *UPDATED*
Post by: czarklown on Sunday, August 18, 2013, 18:23:50 PM
 Build AmericasArmy_Build_[2004-06-01_02.01.01]

OS: Windows NT 6.1 (Build: 7601)
CPU: AuthenticAMD Unknown processor @ 2196 MHz with 4095MB RAM
Video: AMD Radeon HD 6530D (1124)

General protection fault!

History: UObject::ProcessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_PostRender) <- UInteractionMaster::MasterProcessPostRender <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level Bridge Crossing <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 706D7564 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
Title: Re: SAI v0.19 Update (CE Fix Attempt) *UPDATED*
Post by: Rapture on Sunday, August 18, 2013, 18:25:11 PM
another one. after fc m9 rd  i die. on spawn i crit

 Build AmericasArmy_Build_[2004-06-01_02.01.01]

OS: Windows NT 6.1 (Build: 7601)
CPU: GenuineIntel Unknown processor @ 3476 MHz with 2047MB RAM
Video: ATI Radeon HD 2400 Series (1129)

General protection fault!

History: UObject::ProcessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_PostRender) <- UInteractionMaster::MasterProcessPostRender <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level Bridge Crossing <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 706D7564 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free


PasteBin Log
http://pastebin.com/d5znE4AE
Title: Re: SAI v0.19 Update (CE Fix Attempt) *UPDATED*
Post by: !Phon3^- on Sunday, August 18, 2013, 18:33:49 PM
Code: [Select]
Build AmericasArmy_Build_[2004-06-01_02.01.01]

OS: Windows NT 6.1 (Build: 7601)
CPU: AuthenticAMD Unknown processor @ 2800 MHz with 1790MB RAM
Video: ATI Radeon HD 4200 (1077)

General protection fault!

History: UObject::ProcessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_PostRender) <- UInteractionMaster::MasterProcessPostRender <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level Bridge Crossing <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 706D7564 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free


ArmyOps with DeBug info (500k+ lines so just took last part): http://pastebin.com/Dj2DNsqq (http://pastebin.com/Dj2DNsqq)
Title: Re: SAI v0.19 Update (CE Fix Attempt) *UPDATED*
Post by: [SWISS]Merlin on Sunday, August 18, 2013, 18:48:17 PM
sorry to say that and in good knowing that you are doing all you can by now:
please think about a rollback, I will help testing after that with all I can do to find the error.
but serious you should think about it.
thank you.
Title: Re: SAI v0.19 Update (CE Fix Attempt) *UPDATED*
Post by: Harddriver on Sunday, August 18, 2013, 18:49:35 PM
Build AmericasArmy_Build_[2004-06-01_02.01.01]

OS: Windows NT 6.1 (Build: 7601)
CPU: GenuineIntel PentiumPro-class processor @ 3511 MHz with 4095MB RAM
Video: NVIDIA GeForce GTX 680 (1422)

General protection fault!

History: UObject::ProcessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_PostRender) <- UInteractionMaster::MasterProcessPostRender <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level Bridge Crossing <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 706D7564 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free


http://pastebin.com/DqbAnCn9 (http://pastebin.com/DqbAnCn9)
Title: Re: SAI v0.20 Update (CE Fix Attempt) *UPDATED AGAIN*
Post by: Rapture on Sunday, August 18, 2013, 19:27:18 PM
got a new one on border :)

 Build AmericasArmy_Build_[2004-06-01_02.01.01]

OS: Windows NT 6.1 (Build: 7601)
CPU: GenuineIntel Unknown processor @ 3467 MHz with 2047MB RAM
Video: ATI Radeon HD 2400 Series (1129)

General protection fault!

History: UObject::ProcessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_PostRender) <- UInteractionMaster::MasterProcessPostRender <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level Border <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 706D7564 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free


Pastebin Log
http://pastebin.com/S48vqfp3
Title: Re: SAI v0.20 Update (CE Fix Attempt) *UPDATED AGAIN*
Post by: Spanky on Sunday, August 18, 2013, 19:27:46 PM
We got him:

Code: [Select]
08/18/13 16:24:56 ScriptLog: Calling Function : private protected final Function SetFOV()
08/18/13 16:24:56 Critical: UObject::ProcessEvent
08/18/13 16:24:56 Critical: (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_PostRender)

Widescreen FOV function.
Title: Re: SAI v0.20 Update (CE Fix Attempt) *UPDATED AGAIN*
Post by: Rapture on Sunday, August 18, 2013, 19:37:06 PM
?? me or someone else? lol.
Title: Re: SAI v0.20 Update (CE Fix Attempt) *UPDATED AGAIN*
Post by: wolfttx on Sunday, August 18, 2013, 19:41:27 PM
Got One On Border, Assist Server


 Build AmericasArmy_Build_[2004-06-01_02.01.01]

OS: Windows NT 6.1 (Build: 7601)
CPU: AuthenticAMD Unknown processor @ 2111 MHz with 4094MB RAM
Video: NVIDIA GeForce GTS 450 (1106)

General protection fault!

History: UObject::ProcessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_PostRender) <- UInteractionMaster::MasterProcessPostRender <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level Border <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 706D7564 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free


Pastebin Log
http://pastebin.com/YVMUpgPh
Title: Re: SAI v0.20 Update (CE Fix Attempt) *UPDATED AGAIN*
Post by: Froster on Sunday, August 18, 2013, 20:03:41 PM
http://pastebin.com/19RVXHaH


 Build AmericasArmy_Build_[2004-06-01_02.01.01]

OS: Windows NT 6.1 (Build: 7601)
CPU: GenuineIntel PentiumPro-class processor @ 3393 MHz with 4095MB RAM
Video: AMD Radeon HD 7800 Series (1234)

General protection fault!

History: UObject::ProcessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_Tick) <- UInteractionMaster::MasterProcessTick <- TickLevel <- UGameEngine::Tick <- Level Border <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 706D7564 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
Title: Re: SAI v0.20 Update (CE Fix Attempt) *UPDATED AGAIN*
Post by: Rapture on Sunday, August 18, 2013, 20:04:48 PM
didnt catch the crit in grey box, but just got this

http://pastebin.com/FPFA3Sb2
Title: Re: SAI v0.20 Update (CE Fix Attempt) *UPDATED AGAIN*
Post by: Spanky on Sunday, August 18, 2013, 20:06:32 PM
didnt catch the crit in grey box, but just got this

http://pastebin.com/FPFA3Sb2

You don't have the advanced logging enabled but that's ok, we don't really need anymore logs. Generally the whole server will get a critical within a round or two it seems like. ELiZ, James and me got criticals and between us we got the info needed. I'll post an update when a fix is pushed to the servers.
Title: Re: SAI v0.20 Update (CE Fix Attempt) *UPDATED AGAIN*
Post by: [SWISS]Merlin on Sunday, August 18, 2013, 20:13:04 PM
congratulations !!!
good job, nice work.