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PostPosted: Sat Jul 14, 2012 8:05 am 
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Posts: 4
A friend and myself have been playing the game for the past hour, and we have crashed about 6 or so times between the 2 of us from dieing right after we throw a grenade. This is on Desura, with version .691. It has happened to me personally about 5 times before this on single player. We have both agreed this has been the biggest issue with the game so far, and by that I mean there really is nothing to complain about. I looked around and it seems no one has posted this before, but I saw a thread that mentioned crashing in .69 and no one seemed to know the cause, so maybe this is it. If there is anything I can do to help, let me know. I really want to see this game go far.


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 Post subject: Re: Grenade Death Crash
PostPosted: Sat Jul 14, 2012 11:47 am 
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I agree there's something seriously wrong in 0.691.

I've been looking into a client crash issue in online gaming, which usually happens right after a client joins, sometimes it works and sometimes not. When it starts to not work, it really won't work until the match restarts. I've pinpointed the issue to two things.

The first thing is that the dead soldiers on the server seem to stay around, especially if they are in contact of water and outside screen. You see this by having the corpse cleanup threshold set to minimum and keeping the game on for a long time (or having a huge amount of soldiers) and they you arrive to an area with water, and, you see corpses appear on the water surface and then they start to "decompose" and vanish.

That bug has been there pretty much always, but it didn't become a problem until in 0.69. When the client joins a server, the server syncs the whole game state with the client (which isn't really needed btw, but it just happens to be like that at this stage), ending up sending a lot of unneeded data to the client and making the client suddenly generate a large amount of soldier entities. This has been semi-ok previously, but the support for secondary weapon make it crash now, as the creation of the secondary weapon has been misplaced a bit -- you'll see a "creating weapon in slavemode, not giving syncuid" in the log right before the execution is halted.

Ok, I've got that part pretty much fixed for 0.692. I'm still seeing the corpse-water leak issue even if I've tried a few ways around it, but at least the client shouldn't crash anymore because of that.

--------

In your crash cases, is it the client or the server that crashes, or both? By the sounds you're seeing that in single player too, I'd guess the server could crash as well. Server1 so far hasn't crashed once in 0.691, there has been several guys playing, though mostly they must have been seeing those join-crashes, as I've seen them join and instantly disconnecting. In my single player tests I still haven't seen any crashes, but mostly I haven't spent more than 30min playing.

Can you check the log at C:\ProgramData\Running with rifles\rwr_game.log on the crashing side? You'd need to do this right after the crash before starting a new game. The last ~30 lines might reveal something if the execution has halted on a sanity check. Which bot count setting are you playing on btw, and which map?

You aren't using any weapon mods, are you?

I'll release 0.692 on Monday, I think Desura staff isn't active on weekends as last time their approval for a weekend release took place on Monday or Tuesday anyway. I'm really hoping to get this new instability fixed for that.


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 Post subject: Re: Grenade Death Crash
PostPosted: Sat Jul 14, 2012 8:00 pm 
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Posts: 4
I don't have time to check the log files right now, but I will when I get back from work. I just wanted to let you know that it is both of us crashing, and I am running a listen server with 600 AI and this happens on any map. This crash has also happened with the default AI count, so I don't think that is related. We are also using the vanilla game. I haven't tried a reinstall though, but since it is happening for both of us would that even matter? Also, I forgot to mention that when he crashes I do not crash, so whatever it is only affects one of us at a time.

I will get you some more information later.

EDIT: I just made it crash as soon as I started a single player game by spamming grenades at my feet. I checked Desura/Common/running-with-rifles though and the log file is not there. Is it in a different place for Desura users or is there some other issue here?


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 Post subject: Re: Grenade Death Crash
PostPosted: Sun Jul 15, 2012 3:23 pm 
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On Windows 7/Vista, the log is at C:\ProgramData\Running with rifles\ regardless of the release being from Desura updates, Desura standalone or BMTMicro.

C:\ProgramData is a hidden/virtual folder, just type it in your Windows Explorer's address bar and you'll get there.

Hmh, I tried the grenade spamming at feet technique and it doesn't seem to crash on me.


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 Post subject: Re: Grenade Death Crash
PostPosted: Mon Jul 16, 2012 1:37 am 
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Posts: 4
Sorry, misread that as Program Files earlier.

Ok, so I've posted the lines from the game init completion all the way to the crash. You can see it is a very short time, since I was able to bash a crate, grab some grenades, and then I threw 3 at my feet almost immediately. When the first one detonated, the third one had just left my hand and then it crashed.

Code:
21:32:52:                                         : game init done
21:32:52: Texture: smoke1.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
21:32:52: Texture: cartoonflame.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
21:32:52: Texture: dust4.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
21:32:52: Texture: smoke2.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
21:32:52: Texture: godray.png: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
21:32:52: Texture: shine.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
21:32:52: Texture: terrain5_heightmap.png: Loading 1 faces(PF_L8,513x513x1) with 9 generated mipmaps from Image. Internal format is PF_L8,513x513x1.
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21:32:53: Texture: hud_rank4.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
21:32:53: Mesh: Loading jeep_body.mesh.
21:32:53: Can't assign material Material to SubEntity of Ogre/MO7529 because this Material does not exist. Have you forgotten to define it in a .material script?
21:32:53: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7529 because this Material does not exist. Have you forgotten to define it in a .material script?
21:32:53: Texture: jeep_body.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
21:32:54: Texture: jeep_wheel.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
21:32:54: Mesh: Loading jeep_wheel.mesh.
21:32:54: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7530 because this Material does not exist. Have you forgotten to define it in a .material script?
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21:32:54: Can't assign material Material to SubEntity of Ogre/MO7534 because this Material does not exist. Have you forgotten to define it in a .material script?
21:32:54: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7534 because this Material does not exist. Have you forgotten to define it in a .material script?
21:32:54: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7535 because this Material does not exist. Have you forgotten to define it in a .material script?
21:32:54: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7536 because this Material does not exist. Have you forgotten to define it in a .material script?
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21:32:54: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7538 because this Material does not exist. Have you forgotten to define it in a .material script?
21:32:54: Can't assign material Material to SubEntity of Ogre/MO7539 because this Material does not exist. Have you forgotten to define it in a .material script?
21:32:54: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7539 because this Material does not exist. Have you forgotten to define it in a .material script?
21:32:54: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7540 because this Material does not exist. Have you forgotten to define it in a .material script?
21:32:54: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7541 because this Material does not exist. Have you forgotten to define it in a .material script?
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21:32:54: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7543 because this Material does not exist. Have you forgotten to define it in a .material script?
21:32:54: Can't assign material Material to SubEntity of Ogre/MO7544 because this Material does not exist. Have you forgotten to define it in a .material script?
21:32:54: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7544 because this Material does not exist. Have you forgotten to define it in a .material script?
21:32:54: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7545 because this Material does not exist. Have you forgotten to define it in a .material script?
21:32:54: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7546 because this Material does not exist. Have you forgotten to define it in a .material script?
21:32:54: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7547 because this Material does not exist. Have you forgotten to define it in a .material script?
21:32:54: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7548 because this Material does not exist. Have you forgotten to define it in a .material script?
21:32:54: Can't assign material Material to SubEntity of Ogre/MO7549 because this Material does not exist. Have you forgotten to define it in a .material script?
21:32:54: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7549 because this Material does not exist. Have you forgotten to define it in a .material script?
21:32:54: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7550 because this Material does not exist. Have you forgotten to define it in a .material script?
21:32:54: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7551 because this Material does not exist. Have you forgotten to define it in a .material script?
21:32:54: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7552 because this Material does not exist. Have you forgotten to define it in a .material script?
21:32:54: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7553 because this Material does not exist. Have you forgotten to define it in a .material script?
21:32:54: Texture: roadline.png: Loading 1 faces(PF_A8R8G8B8,32x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x64x1.
21:32:54: Texture: grass_up_brown1.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
21:32:54: Texture: grass_up_brown2.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
21:32:54: Texture: grass_up1.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
21:32:54: Texture: grass_up2.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
21:32:54: Texture: hud_g36.png: Loading 1 faces(PF_A8R8G8B8,100x290x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,100x290x1.
21:32:54: Texture: hud_m72law.png: Loading 1 faces(PF_A8R8G8B8,100x290x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,100x290x1.
21:32:57: Texture: menusystem_control_focus_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
21:33:00: Texture: menusystem_control_selected_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
21:33:07:                                         : Setting init data, machine id = 0
21:33:07:                                         : init data set done
21:33:07:                                         : out of characters -- creating more
21:33:07:                                         : out of characters -- creating more
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21:33:07:                                         : out of characters -- creating more
21:33:07:                                         : out of characters -- creating more
21:33:07:                                         : out of characters -- creating more
21:33:07:                                         : out of characters -- creating more
21:33:07:                                         : out of characters -- creating more
21:33:07:                                         : out of characters -- creating more
21:33:07:                                         : out of characters -- creating more
21:33:07:                                         : out of characters -- creating more
21:33:07: Texture: hud_rank7.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
21:33:07: Texture: crosshair_poor.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
21:33:07: Texture: chatbubblecenter.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
21:33:07: Texture: chatbubbleborder.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
21:33:07: Texture: basic_font.tga: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
21:33:09:                                         : out of characters -- creating more
21:33:09:                                         : out of characters -- creating more
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21:33:11:                                         : out of characters -- creating more
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21:33:11:                                         : out of characters -- creating more
21:33:13: Can't assign material Material to SubEntity of Ogre/MO7554 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:13: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7554 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:13: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7555 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:13: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7556 because this Material does not exist. Have you forgotten to define it in a .material script?
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21:33:13: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7558 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:13: Can't assign material Material to SubEntity of Ogre/MO7559 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:13: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7559 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:13: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7560 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:13: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7561 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:13: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7562 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:13: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7563 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:13: Can't assign material Material to SubEntity of Ogre/MO7564 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:13: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7564 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:13: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7565 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:13: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7566 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:13: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7567 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:13: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7568 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:13: Can't assign material Material to SubEntity of Ogre/MO7569 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:13: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7569 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:13: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7570 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:13: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7571 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:13: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7572 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:13: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7573 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:13: Can't assign material Material to SubEntity of Ogre/MO7574 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:13: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7574 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:13: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7575 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:13: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7576 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:13: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7577 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:13: Can't assign material darkgrey.001 to SubEntity of Ogre/MO7578 because this Material does not exist. Have you forgotten to define it in a .material script?
21:33:14:                                         : out of characters -- creating more
21:33:14:                                         : out of characters -- creating more
21:33:14:                                         : out of characters -- creating more


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 Post subject: Re: Grenade Death Crash
PostPosted: Mon Jul 16, 2012 6:00 am 
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Posts: 1662
Location: Western Europe
edit: forget what I wrote, I read your logfile wrong...

(Try to delete some savegames first in C:\ProgramData\Running with rifles\savegames\map"number".
When it has 50 savegames already, it may crash. At least that's what happening for me. You can delete them all if you don't load savegames anyway.)


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 Post subject: Re: Grenade Death Crash
PostPosted: Mon Jul 16, 2012 10:41 am 
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Posts: 2856
I'm mostly concerned about the count of "out of characters -- creating more" traces you're getting. Which settings do you play with exactly? Initial rank, occupied bases, map, team, bot count, corpse cleanup threshold?


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 Post subject: Re: Grenade Death Crash
PostPosted: Mon Jul 16, 2012 10:48 am 
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Posts: 2856
pasik wrote:
I'm mostly concerned about the count of "out of characters -- creating more" traces you're getting. Which settings do you play with exactly? Initial rank, occupied bases, map, team, bot count, corpse cleanup threshold?


EDIT:

All right, I think I may have found it. My active character count went up to 170 (which is a hell of a lot.. usually when I play with the "balanced" settings, you know, around 20 bots per base, so map3 would be fine with max 150 bots total) according to the debug display (CTRL-F7). I set my corpse threshold to max, 1 occupied base and 600 bots in map3, to try to get a max number of soldiers in one area. It took me less than 5 minutes and a big crazy battle was going on, corpses everywhere.

I didn't notice a relation to grenade explosions in the crash, but who knows, I'm sure many soldiers were tossing grenades there. Gonna debug it now.


Just realized the crash happens every time if you try to toss a grenade when you're already dead, that's a new bug which came from the improved aiming handling. Fixing it for 0.692.

Thanks for bringing this up and helping to solve it, TCann! :)


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 Post subject: Re: Grenade Death Crash
PostPosted: Tue Jul 17, 2012 5:36 am 
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Posts: 4
Just saw the new update, glad to see it is fixed! My friend and I were very unlucky when it came to this crash, perhaps we spam grenades a bit much haha.


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