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Author Topic: SAI v0.20 Update (CE Fix Attempt) *UPDATED AGAIN*  (Read 5939 times)

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Offline Spanky

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SAI v0.20 Update (CE Fix Attempt) *UPDATED AGAIN*
« 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.
« Last Edit: Sunday, August 18, 2013, 19:05:51 PM by Spanky »
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Re: SAI v0.18 Update (CE Fix Attempt)
« Reply #1 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:


Then, when you die, the other objectives show up:



Let's hope that's the only issue with this version.
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Offline Spanky

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Re: SAI v0.18 Update (CE Fix Attempt)
« Reply #2 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.
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Re: SAI v0.18 Update (CE Fix Attempt)
« Reply #3 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
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Offline Ganja

Re: SAI v0.18 Update (CE Fix Attempt)
« Reply #4 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.

Offline Spanky

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Re: SAI v0.18 Update (CE Fix Attempt)
« Reply #5 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.
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Offline !Phon3^-

Re: SAI v0.18 Update (CE Fix Attempt)
« Reply #6 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

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.

Offline nevertalks

Re: SAI v0.18 Update (CE Fix Attempt)
« Reply #7 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

Offline Spanky

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Re: SAI v0.18 Update (CE Fix Attempt)
« Reply #8 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.
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Offline noobslayer

Re: SAI v0.18 Update (CE Fix Attempt)
« Reply #9 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


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Offline Ganja

Re: SAI v0.18 Update (CE Fix Attempt)
« Reply #10 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

Offline Spanky

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Re: SAI v0.18 Update (CE Fix Attempt)
« Reply #11 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.
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Offline !Phon3^-

Re: SAI v0.18 Update (CE Fix Attempt)
« Reply #12 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.

Offline nevertalks

Re: SAI v0.18 Update (CE Fix Attempt)
« Reply #13 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.

Offline Spanky

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Re: SAI v0.18 Update (CE Fix Attempt)
« Reply #14 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.
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