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Posted

good god.

 

it's back!

 

0:00000000

E6F6A5CD 002CEDD0 0000:00000000 ??1Reader@Mail@@UEAA@XZ()+23D

E49D94A4 002CEE40 0000:00000000

E49D9551 002CEE90 0000:00000000

E49D38CE 002CEEC0 0000:00000000

E49FD273 002CEEF0 0000:00000000

E4A12CF3 002CEF20 0000:00000000

E4DE5295 002CEF50 0000:00000000 ?CameraIndependedPreload@SceneManager_Implement@@UEAAXXZ()+75

3FCD99EF 002CEF80 0000:00000000

E49D1365 002CEFB0 0000:00000000

E49FE7F7 002CF050 0000:00000000

E6F6A5CD 002CF090 0000:00000000 ??1Reader@Mail@@UEAA@XZ()+23D

 

 

and now....................................................

 

i do really give in.

 

Anyone else care to do a 36 hrs straight bug hunt on this?

 

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Posted (edited)
bha...boring...

 

I hope ED will fix ASAP this, and others (someone G940?!), bug, meanwhile ED have to enlist you on their betatester team.

 

Thanks.....been there done that..................a lot of testing and little flying. Testers do a great job and are very committed. They make the game what it is, and all for free.

 

 

 

A variation on this bug fix though is to ensure that the server is configured to preload everything to the max in the options screen and that all settings are placed to high, to ensure that it has those loaded in memory for clients as they connect with their own personal desired settings.

 

So far, over the past 30 mins or so, this has indeed offered that little more stability.

 

ultimately, it's gotta be looked at and fixed by ED, but im positive were on the right path. It's a pre-load error.

 

Regards

 

'T'

Edited by Tyger

 

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Posted

I still believe in Good but I think Good no longer believe in me :D

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Posted

Sorry that one snuck back on you Tyger... I understand the frustration. Tough running a server when all you can see is people dropping like flies to a connection problem instead of to engagements with the enemy.

 

Question about the preload issue though- it sounds like the devs actually decreased the preload size... makes me wonder if the server increases the preload size in one of the .lua if that would allow smoother operations for clients? Also, the added line: game_timeout=0 seems to have helped us with some of our issues.

"ENO"

Type in anger and you will make the greatest post you will ever regret.

 

"Sweetest's" Military Aviation Art

Posted
Sorry that one snuck back on you Tyger... I understand the frustration. Tough running a server when all you can see is people dropping like flies to a connection problem instead of to engagements with the enemy.

 

Question about the preload issue though- it sounds like the devs actually decreased the preload size... makes me wonder if the server increases the preload size in one of the .lua if that would allow smoother operations for clients? Also, the added line: game_timeout=0 seems to have helped us with some of our issues.

 

where did you add the game timeout line Eno?

 

Sounds like the Dev's are onto something, but yes, in my opinion, this should be a priority. sort of......."everyone stop what they're doing!".

 

Nothing worse than having a fan and customer base being let down by a bug and a big one at that. Lets hope it's fast.

 

'T'

 

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Posted
"everyone stop what they're doing!".

 

You know the analogy with the 9 women?

Good, fast, cheap. Choose any two.

Come let's eat grandpa!

Use punctuation, save lives!

Posted

9 women get you a baby in 1 month?

 

 

9 coders get us a patch in 1/9th of the time? hahaha?

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Posted
You know the analogy with the 9 women?

 

:megalol:

 

PS: thank you Tyger :)

  • Like 1

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

Posted (edited)

Experiment 3

 

First I have completly deinstalled DCSW and aditionaly deleted all remaining folders. after that I made a clean install without any MOD (e.g. SLMOD or ServMan).

Now I have set the option pause on start in the network.cfg to "false".

So far so good! I was able to connect and join a slot on the server. If I than disconnect and try to reconnect I get the following CRASH TO DESKTOP with append LOG.

 

Edit: Created a new mission from scratch in the editor

Edited by Scorpi

ARMA 3 SUPPORTER

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Posted

Hi Tyger -

First - Thank you and your team for the many hours to investigate this.

 

I make many of the missions offered up at Eno's Firehouse. In your first post you wrote:

"Mission Designers should ensure that there servers are NOT forcing 'scenes' on clients; low medium or high. To be safe, LYNX has also had Civ Traffic removed from the Mission options too."

 

I have a question, or 2 -

As a mission designer I should not force Scenes and Civ Traffic - the checkboxes on the left of the Missions Options page should not be checked in the missions, right?

Or, did you mean that the Server Options -> Graphics should be set to Scenes = Low and Civ Traffic = Off?

It was your use of the word 'server's' that raised these questions.

 

 

Really do appreciate all your work!!

 

Wrecking Crew

Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.

Posted

a dedicated server program, with ability to control ports, connections, and banned users etc would prolly resolve alot of the connection issues that arent caused by corrupt installs or bugged files.

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Posted (edited)
Hi Tyger -

First - Thank you and your team for the many hours to investigate this.

 

I make many of the missions offered up at Eno's Firehouse. In your first post you wrote:

"Mission Designers should ensure that there servers are NOT forcing 'scenes' on clients; low medium or high. To be safe, LYNX has also had Civ Traffic removed from the Mission options too."

 

I have a question, or 2 -

As a mission designer I should not force Scenes and Civ Traffic - the checkboxes on the left of the Missions Options page should not be checked in the missions, right?

Or, did you mean that the Server Options -> Graphics should be set to Scenes = Low and Civ Traffic = Off?

It was your use of the word 'server's' that raised these questions.

 

 

Really do appreciate all your work!!

 

Wrecking Crew

 

Hi,

 

It's a good question.

 

The testing we have extensively done regarding the pre-load Appcrash error is negated by about 50%(edit update - 75%) (not completely) by the following actions:

 

In the mission options setting of the mission in the Mission Editor, ensure that the left box for scenes and civ traffic is 'not ticked' - addition: This setup is VERY ambiguous. Why have two lots of boxes? The boxes should be ticked if you WANT that option, but which side? left or right? Fact is, the left side means 'force this mission to NOT have the following) whilst the right side means 'Force this mission to HAVE it. So, Scenes and civ traffic should NOT be ticked, because to do so means that you would then have to select an option 'low med high' - hence my 'ambiguous' tag. However, if you do tick the left side, but dont select a scene level and exit out, when you come back in you will see that the ME will change the logic anyway, and untick the left side.

 

The 'pre-load' setting maxed out - trees and clutter too along with all settings to 'high' will enable that client (remembering that 'all' of our servers arn't - they're clients not ded server apps) server machine to 'deliver' all of them. Even if you have the 3D=false setting in your graphics.cfg and have limited the fps, the fact is that all of this will be preloaded and is available for output.

 

The main problem is when clients connect to the server and there settings mismatch the servers. So, maxing out the server 'should' negate the appcrash.

 

Thorough testing so far shows that it's almost exactly on 50% (edit update: 75%) chance that it won't crash in accordance and in relation to the amount of times it 'will' crash. - 50/50...............cant get more ambiguous than that - not definitive is it!

 

It's something though, and we have seen a difference for the better.

 

More importantly - it's steared the Dev's to look and address.

 

Regards

 

'T'

Edited by Tyger

 

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Posted

I created a mission without FC3 planes and it seems to work. After that I added 2x F-15C and boom - crash! Could it be this is the problem and FC3 creates the crashes?

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