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Clients (ST and MT) CTD ~5-10 seconds after world.removeJunk() successfully removes 'nearby' destroyed units.


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Posted (edited)

I set up a script that removes junk in a small radius around a group when the group is destroyed. I also set up an f10 option to remove junk from the entire map. So long as a player is nearby units that were recently destroyed (in visual range but not necessarily looking at them), there is a high probability (approx > 80%) that it will cause them all to CTD at the same time, seemingly a random number of seconds later.

I have logs from 3 people, including my own. We all have different hardware, but all Nvidia cards.

The logs seem to suggest an Nvidia crash, possibly something to do with a 'torch'. Probably a good guess is that not all instances of information are being removed, or that part of the rendering thread is not checking first of those objects still exist. All logs except for the most recent were on the ST version, but MT will crash as well.

One thing noticed with the help of Special K is that a lot of these compressed crash zips are getting corrupted and are not being sent. Some of these will have to be opened with 7zip or WinRar as windows will see a corrupt end-of-file.

 dcs.log-20230422-020327.zip

 

dcs.log-20230422-014239.zip

dcs.log-20230423-190200.zipLogs.zip

dcs.log-20230422-024133.zip dcs.log-20230422-215333.zip

dcs.20230422-215826.zip

Edited by FusRoPotato
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