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A note for those who crash joining MP games.


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Ever since 1.1 I have had some difficulties joining multiplayer games. The game crashed after the mission loading on joining server. I have investigated for weeks what could have caused this since Most hadnt this issue.

After a long time of frustration without much to take conclusions from I figured out it could be a memory leak as stated by the DEV's on the 1.11 fix list.

 

A full defrag, reinstall and swap file moving, the problem would go away for a day or 2 only to return after some fragmentation.

 

With the 1.11 patch (wich I installed directly over a non fresh 1.1) this problem seemed to have gone except in the 169th server. It turns out they load up a custom graphics config, with more trees and structs. This caused me frenetic HD activity and just before entering the cockpit, a full hardware reset would occur just as before in 1.1

 

I have since swiched off the setting "fullscreen mode" in the game, and had AGP aperture in bios set to 256MB despite my rather "ungifted "GFX card.

Since then, when the game starts I notice a quick momentaneous corruption of the introduction LOCKON screen while loading.

 

Well it apears I hit the jackpot because ever since I hadnt a single crash.

I dont know wich of the 2 options is responsible for this, but I would like to know why the heck 2 aparently innocent options would fix this kind of problem.

 

Any Ideas? DEV's? In the point of view of the game, what changes in memory management when I swich off "windowed mode"? and AGP aperture?

 

P.S. A special thanks to 169th Dredd for the hints, without wich I would be still wondering around about the solution to this.

[sigpic]http://forums.eagle.ru/signaturepics/sigpic4448_29.gif[/sigpic]

My PC specs below:

Case: Corsair 400C

PSU: SEASONIC SS-760XP2 760W Platinum

CPU: AMD RYZEN 3900X (12C/24T)

RAM: 32 GB 4266Mhz (two 2x8 kits) of trident Z RGB @3600Mhz CL 14 CR=1T

MOBO: ASUS CROSSHAIR HERO VI AM4

GFX: GTX 1080Ti MSI Gaming X

Cooler: NXZT Kraken X62 280mm AIO

Storage: Samsung 960 EVO 1TB M.2+6GB WD 6Gb red

HOTAS: Thrustmaster Warthog + CH pro pedals

Monitor: Gigabyte AORUS AD27QD Freesync HDR400 1440P

 

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That image corruption you quickly see whilst Lockon Intro loads up is simply a flash of the graphics data that is still in memory when it uses memory to load the intro, that is being quickly spat onto the screen before the intro.Much like a black background is painted before the intro is(or loaded).

 

hmm. hope that made sense.

Perhaps someone else could explain it more detailed and instructional.

Sorry Pilotasso.. :P

 

LockOn likes to eat memory. And doesnt like losing priority of your systems memory I think.

 

I have 1gig ram in dualchannel(AMD2500 Athlon), and run my pagefile on a separate partition ~2.5 - 3 x my RAM (1GB) custom set allocated for it.

AGP I set one notch further to 256 ( my card only 128).

This may not seem a normal method to some, but I found it works for FC quite well. Just an idea to give it more memory to chew.

 

During a fps hit area in game like a populated scene(city), my HDD will go crazy swapping data from memory to pagefile. So either my HDD is on its way out or LockOn is really working hard. :)

 

The fullscreen disabled option was recommended by 169th_Fungus to me to improve the gameplay.

And it sure did improve things.

You desktop resolution being the same as you choose in game options. Thus running in window mode.

Alt-tabbing is easily done without taking time and graphics becoming corrupted each time I alt-tab back into game, and feels more stable.

I guess fullscreen mode takes a harder hit on the memory to re-paint the graphics to the screen

when you alt-tab back in.

 

I cant guarentee it as a solution, it was just a suggestion for Pilotasso.

Hope it helps.

dredd4hd0.jpg

---= 169th Panthers -Flt Lt.- =---

http://www.169thpanthers.com.au

 

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AMD64 S939 3700 | 2GB Corsair DDR500 | 21" CRT

ATI Radeon X800Pro | 2x36GB WD Raptors | SB Audigy

TIR3 | TM-868 | X52 | CH Pedals | Creative 5.1 Spkrs

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Yep, by not useing full screen mode you can also avoid haveing windows jack with your refresh rate as it switches resolution.

 

I now play at 11x8 @100hz and it works great.

 

I had several missions that would crash on loading and I found that setting the sound acceleration slider in dxdiag to "standard" solves this for the most part.

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Actualy I have used dxdiag to override direct draw vertical frequence to avoid the flikering when you swich screens. Very handy.

[sigpic]http://forums.eagle.ru/signaturepics/sigpic4448_29.gif[/sigpic]

My PC specs below:

Case: Corsair 400C

PSU: SEASONIC SS-760XP2 760W Platinum

CPU: AMD RYZEN 3900X (12C/24T)

RAM: 32 GB 4266Mhz (two 2x8 kits) of trident Z RGB @3600Mhz CL 14 CR=1T

MOBO: ASUS CROSSHAIR HERO VI AM4

GFX: GTX 1080Ti MSI Gaming X

Cooler: NXZT Kraken X62 280mm AIO

Storage: Samsung 960 EVO 1TB M.2+6GB WD 6Gb red

HOTAS: Thrustmaster Warthog + CH pro pedals

Monitor: Gigabyte AORUS AD27QD Freesync HDR400 1440P

 

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@ Pilotasso

 

By Coincidence, I have almost the same systems specs. I play LOMAC now since it was released, all version from 1.00 to 1.11 with no probs.

 

I still use one 30 GB Seagate IDE HDD instead of a SATA or SATA RAID config. I never had problems with hosting or as a client, even with up to 6 Players.

 

My specs:

MSI K8N Neo FSR NForce 3 Socket 754, Athlon 64 3000+ at 2.4 GHz OCed, 2x 512MB PC 400 RAM, Nvidia 6600 GT at 580 Mhz/1GHz OCed, 4xAF and 4xAA, Win 2000 SP 4

kind regards,

Raven....

[sigpic]http://www.crc-mindreader.de/CRT/images/Birds2011.gif[/sigpic]

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Here is a direct Copy and paste of our graphics.cfg file. The only manual alteration is the screen size (800x600)

 

The only other difference might be that we choose to use high scenes and traffic on. If you rename your low Scenes file to the high scenes file you can have low scenes. Its just we prefer to see the trees in the mountains.

 

start_position = {-61, 1.2, -70};

start_position = {-180, 10.2, 630};

start_position = {-153.5, 0.1, 438};

start_position = {-60, 0.2, -60};

start_position = {0, 0.2, 0};

PlugIns

{

Renderer = "DXRenderer.dll";

Plugin1 = "MitkaGraphics.dll";

Plugin2 = "ZweiBlau.dll";

Plugin3 = "AVIMaker.dll";

Plugin4 = "Weather.dll";

GrEffects = "Effects.dll";

Plugin5 = "RenderEffects.dll";

}

DisplayMode

{

resolution = {800, 600};

bpp = 32;

fullscreen = 0;

aspect = 1.333333373;

Interface

{

resolution = {800, 600};

bpp = 32;

fullscreen = 0;

aspect = 1.333333373;

}

Simulation

{

resolution = {800, 600};

bpp = 32;

fullscreen = 0;

aspect = 1.333333373;

}

AVI

{

resolution = {640, 480};

fullscreen = 0;

aspect = 1.3333;

}

}

SurfaceMaterials

{

file = ".\\Bazar\\Graphics\\Materials\\mfd.lma";

file = ".\\Bazar\\Graphics\\Materials\\map.lma";

file = ".\\Bazar\\Graphics\\Materials\\infrared.lma";

FixedPipeline

{

file = ".\\Bazar\\Graphics\\Materials\\landGf2.lma";

file = ".\\Bazar\\Graphics\\Materials\\mirrorGf2.lma";

}

SWPipelineNoFog

{

file = ".\\Bazar\\Graphics\\Materials\\landGf2.lma";

file = ".\\Bazar\\Graphics\\Materials\\mirrorGf2.lma";

}

SWPipeline

{

file = ".\\Bazar\\Graphics\\Materials\\landGf3.lma";

file = ".\\Bazar\\Graphics\\Materials\\mirrorGf3.lma";

}

SWPipeline

{

file = ".\\Bazar\\Graphics\\Materials\\landE3Gf2.lma";

file = ".\\Bazar\\Graphics\\Materials\\mirrorGf2.lma";

}

}

Precaching

{

around_camera = 20000;

around_objects = 10000;

around_types = {"world", "point"};

preload_types = {"map"};

}

TexturePaths

{

path = ".\\Bazar\\TempTextures\\";

path = ".\\Bazar\\Effects\\WaterNormals\\";

path = ".\\Bazar\\TestTextures\\";

}

ModelDescriptions = ".\\Bazar\\ModelLOD.txt";

ModelPaths

{

path = ".\\Bazar\\World\\Shapes\\";

path = ".\\Bazar\\Terrain\\Structures\\High\\";

}

Camera

{

current = "Low";

Low

{

near_clip = 4;

far_clip = 60000;

structures = {30, 2000};

trees = {60000, 3000};

dynamic = {300, 20000};

objects = {3000, 40000};

mirage = {3000, 10000};

surface = {10000, 50000};

lights = {50, 10000};

lod = 0.7;

}

Medium

{

near_clip = 0.2;

middle_clip = 4;

far_clip = 80000;

structures = {40, 5000};

trees = {100000, 8000};

dynamic = {300, 20000};

objects = {3000, 50000};

mirage = {3000, 15000};

surface = {14000, 80000};

lights = {100, 30000};

lod = 1;

}

High

{

near_clip = 0.2;

middle_clip = 4;

far_clip = 80000;

structures = {200, 10000};

trees = {200000, 20000};

dynamic = {300, 20000};

objects = {5000, 80000};

mirage = {5000, 20000};

surface = {20000, 80000};

lights = {200, 80000};

lod = 1.5;

}

}

ShadowLevel = 0;

LightsLevel = 0;

MirrorsLevel = 1;

TextureLevel = 0;

WaterQuality = 0;

FogQuality = 0;

SceneFile = "High";

TextureCollections

{

highFolder = ".\\Bazar\\TempTextures\\";

common = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesBMP.cdds";

common = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesTGA.cdds";

spring = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSprBMP.cdds";

spring = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSprTGA.cdds";

common = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSumBMP.cdds";

common = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesSumTGA.cdds";

autumn = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesAutBMP.cdds";

autumn = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesAutTGA.cdds";

winter = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesWinBMP.cdds";

winter = ".\\Bazar\\Terrain\\Surface\\High\\LandTexturesWinTGA.cdds";

common = ".\\Bazar\\Terrain\\Surface\\High\\MapTexturesBMP.cdds";

common = ".\\Bazar\\Effects\\EffectTexturesTGA.cdds";

common = ".\\Bazar\\World\\TexturesBMP_weapons.cdds";

common = ".\\Bazar\\World\\WorldTexturesTGA2.cdds";

common = ".\\Bazar\\World\\WorldTexturesTGA.cdds";

common = ".\\Bazar\\World\\WorldTexturesBMP2.cdds";

common = ".\\Bazar\\World\\WorldTexturesBMP.cdds";

common = ".\\Bazar\\World\\WorldTexturesBMP1.cdds";

common = ".\\Bazar\\World\\ShipTexturesBMP.cdds";

common = ".\\Bazar\\World\\ShipTexturesTGA.cdds";

common = ".\\Bazar\\World\\CockpitsTexturesBMP.cdds";

common = ".\\Bazar\\World\\CockpitsTexturesTGA.cdds";

common = ".\\Bazar\\Effects\\effects.cdds";

common = ".\\Bazar\\World\\Cockpit-SU25T-TexturesBMP.cdds";

common = ".\\Bazar\\World\\Cockpit-SU25T-TexturesTGA.cdds";

common = ".\\Bazar\\World\\WorldTexturesTGA1.cdds";

}

season = "winter";

RenderStates

{

Folder = ".\\Bazar\\Graphics\\";

Parser = ".\\Bazar\\Graphics\\RenderStateParser.cfg";

DefaultRsFile = ".\\Bazar\\Graphics\\default.rsbin";

}

MaterialAliasFile

{

GF3 = ".\\Bazar\\Graphics\\Materials\\materials.lma";

GF3 = ".\\materials_TT.lma";

GF2 = ".\\Bazar\\Graphics\\Materials\\materialsE3GF2.lma";

}

landfile2 = ".\\Bazar\\Terrain\\Surface\\High\\land.lsa2";

BinScene = ".\\Bazar\\Terrain\\Scenes\\medium.scn";

roads

{

road = ".\\Bazar\\Terrain\\Roads\\roads.rn2";

road = ".\\Bazar\\Terrain\\Roads\\rails.rn2";

}

superficial

{

file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_VPP.sup";

file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Coastline.sup";

file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Crim.sup";

file3 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Cauc_East.sup";

file3 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Cauc_North.sup";

file3 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Cauc_West.sup";

file2 = ".\\Bazar\\Terrain\\Onlay\\High\\Onlay_Mount_Borders.sup";

map = ".\\Bazar\\Terrain\\Map\\map_buildings.sup";

map = ".\\Bazar\\Terrain\\Map\\map_lep.sup";

map = ".\\Bazar\\Terrain\\Map\\map_rivers.sup";

map = ".\\Bazar\\Terrain\\Map\\land_map_L0.sup";

map = ".\\Bazar\\Terrain\\Map\\land_map_L2.sup";

map = ".\\Bazar\\Terrain\\Map\\map_towns_crim.sup";

map = ".\\Bazar\\Terrain\\Map\\map_towns_cauc.sup";

map = ".\\Bazar\\Terrain\\Map\\map_towns_names_crim_en.sup";

map = ".\\Bazar\\Terrain\\Map\\map_towns_names_cauc_en.sup";

}

ru

{

map = ".\\Bazar\\Terrain\\Map\\map_towns_names_crim_ru.sup";

map = ".\\Bazar\\Terrain\\Map\\map_towns_names_cauc_ru.sup";

}

LandLodDistances

{

LandDay

{

L01 = 10000;

L12 = 40000;

}

LandNight

{

L01 = 8000;

L12 = 15000;

}

Map

{

L01 = 50000;

L12 = 120000;

L23 = 200000;

L34 = 300000;

L45 = 400000;

}

MapAlt

{

L01 = 50000;

L12 = 120000;

L23 = 200000;

L34 = 300000;

L45 = 400000;

}

MapTex

{

L01 = 50000;

L12 = 120000;

L23 = 200000;

L34 = 300000;

L45 = 400000;

}

MFD

{

L01 = 10000;

L12 = 25000;

}

}

LModelFiles

{

lmf = ".\\Bazar\\Terrain\\Structures\\model.lm";

lmf = ".\\Bazar\\Terrain\\Structures\\land_offside_model.lm";

}

LandTextureLighting = 1;

LandSunFactor = 0.7;

OldLandNoise

{

perSquare = 5;

perSquare2 = 150;

front = 1000;

back = 10000;

top = 2500;

map_high = 20000;

bottom = 2000;

noisemax = 0.6;

noisemin = 0.1;

}

NoiseStrip

{

min = 2095;

max = 2505;

}

ScreenshotQuality = 90;

ScreenshotName = "ScreenShots/ScreenShot_%03d.jpg";

EffectOptions = 0;

Exhaust = 0;

ShadowDensity = 0.6;

PilotName = "No";

FogParam1 = 12;

FogParam2 = 1.1;

ObjectFogMultiplier = 0.6;

CivilianRoutes = ".\\Bazar\\Routes\\";

AviFolder = "Movies/";

PilotNames = 1;

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Thanks ICE, I actualy can play the settings as you have it perfomance wise, the problem was rather the strange issue of insta reset, wich only a few have (had) and it wasnt graphics the direct cause.

 

Thanks for the replies. :)

[sigpic]http://forums.eagle.ru/signaturepics/sigpic4448_29.gif[/sigpic]

My PC specs below:

Case: Corsair 400C

PSU: SEASONIC SS-760XP2 760W Platinum

CPU: AMD RYZEN 3900X (12C/24T)

RAM: 32 GB 4266Mhz (two 2x8 kits) of trident Z RGB @3600Mhz CL 14 CR=1T

MOBO: ASUS CROSSHAIR HERO VI AM4

GFX: GTX 1080Ti MSI Gaming X

Cooler: NXZT Kraken X62 280mm AIO

Storage: Samsung 960 EVO 1TB M.2+6GB WD 6Gb red

HOTAS: Thrustmaster Warthog + CH pro pedals

Monitor: Gigabyte AORUS AD27QD Freesync HDR400 1440P

 

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Share on other sites

@ Pilotasso

 

By Coincidence, I have almost the same systems specs. I play LOMAC now since it was released, all version from 1.00 to 1.11 with no probs.

 

I still use one 30 GB Seagate IDE HDD instead of a SATA or SATA RAID config. I never had problems with hosting or as a client, even with up to 6 Players.

 

My specs:

MSI K8N Neo FSR NForce 3 Socket 754, Athlon 64 3000+ at 2.4 GHz OCed, 2x 512MB PC 400 RAM, Nvidia 6600 GT at 580 Mhz/1GHz OCed, 4xAF and 4xAA, Win 2000 SP 4

 

Oh! BTW, you tried out the lates BIOS update? BE CAREFULL! they wrongly fixed memory timings to 1T instead of 2T for standard RAM modules. It will crash your PC.

In the attempt to roll back I had overriden it with the wrong version and the PC went dead. I had to set bios to factory version by the motherboard jumpers. (it didnt change anything about the issues I had with LOMAC)

[sigpic]http://forums.eagle.ru/signaturepics/sigpic4448_29.gif[/sigpic]

My PC specs below:

Case: Corsair 400C

PSU: SEASONIC SS-760XP2 760W Platinum

CPU: AMD RYZEN 3900X (12C/24T)

RAM: 32 GB 4266Mhz (two 2x8 kits) of trident Z RGB @3600Mhz CL 14 CR=1T

MOBO: ASUS CROSSHAIR HERO VI AM4

GFX: GTX 1080Ti MSI Gaming X

Cooler: NXZT Kraken X62 280mm AIO

Storage: Samsung 960 EVO 1TB M.2+6GB WD 6Gb red

HOTAS: Thrustmaster Warthog + CH pro pedals

Monitor: Gigabyte AORUS AD27QD Freesync HDR400 1440P

 

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