Resolved (Beta 1.3-1.4) Constantly crashing after long (237 day) campaign while traveling the map

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i second that. sometimes the users themselves can rule out the cause by messing around with the game and taking a peek at the dlls' codes (which can be done with the dnspy tool) and even create fixes (like mods) or at least point out what could be done with the code

anyway, has anyone made any progress or have any observations related with this issue?

No progress - did a couple of clean installs, on stable and beta, some new debugging, but couldn't narrow it down...

On the stable save I was able to replicate this with no mods active (completely purged, albeit after a lot of time running said mods something might've been thrown off along the way by the mods themselves and the saves are doomed).
There is definitely something weird going on with "*tick()" functions/events and how they're stored in saves (or better yet, how they're NOT stored), though I couldn't pinpoint what exactly is causing the crash on my end and it's all so obscured by messy code... there are so many corners being cut to keep the code slim XD I do suspect something in the way the beta handles those events has exacerbated that problem because of the "save failed"...

On beta I wasn't running any mods but I can't replicate the issue since I'm running on the "save failed" issue in parallel, my campaign is dead on its tracks...
 
Correct, nice essay.

Basically all along you are focusing only the software side of spectrum. Additionally, no one even mentioned about their state of their OS and drivers, i.e. versions, antivirus programs, background services etc.

Secondly, don’t you aware that hardware also plays a part? You've totally missed out that crash can also caused by hardware side, i.e. memory condition, storage condition, CPU number of cores/threads.

If you find that it is all irrelevant, and you already know it all and given it all. Anyway, its your call.

EDIT:
Forgot to mention. With almost 200 hours of gameplay, almost 400 in-game days (this is my latest 5th re-runs), and with either mods or no mods. So far, only 3 things had caused my game to crash:
  1. Running out of memory
  2. Returning certain delivery quest upon quest completion
  3. Running a test on certain custom map in custom battle
i can confirm the memory related crash. sometimes the game crashed on me if i had facebook open on chrome (like ?????? alright thanks bethes taleworlds) but, in this specific topic, it's something related to the code, not the hardware. a memory leak, a misplaced command, a mod overriding a vanilla line which is not exposed by the crash log or just one or a chain of events that happens and just cucks your game... something in the software part i guess

No progress - did a couple of clean installs, on stable and beta, some new debugging, but couldn't narrow it down...

On the stable save I was able to replicate this with no mods active (completely purged, albeit after a lot of time running said mods something might've been thrown off along the way by the mods themselves and the saves are doomed).
There is definitely something weird going on with "*tick()" functions/events and how they're stored in saves (or better yet, how they're NOT stored), though I couldn't pinpoint what exactly is causing the crash on my end and it's all so obscured by messy code... there are so many corners being cut to keep the code slim XD I do suspect something in the way the beta handles those events has exacerbated that problem because of the "save failed"...

On beta I wasn't running any mods but I can't replicate the issue since I'm running on the "save failed" issue in parallel, my campaign is dead on its tracks...
oh je, same scenario here. took a look at the dlls and stuff but nothing to be concluded besides "i got cucked"
 
To my point before - I am highly suspicious that the way the *tick() routines were implemented are causing both the savegame bloating/save failed AND the "constant crash on map" (because time flows on the map only).

I just absolutely can't pinpoint where/what makes it all derail and why after such a long time.
I have a nasty feeling this is the second coming of the dreaded "45 saves of doom" bug...
 
i can confirm the memory related crash. sometimes the game crashed on me if i had facebook open on chrome (like ?????? alright thanks bethes taleworlds) but, in this specific topic, it's something related to the code, not the hardware. a memory leak, a misplaced command, a mod overriding a vanilla line which is not exposed by the crash log or just one or a chain of events that happens and just cucks your game... something in the software part i guess


oh je, same scenario here. took a look at the dlls and stuff but nothing to be concluded besides "i got cucked"
Memory leak, totally agree with you. Believe that the devs are already working on it. Simple workaround: at every hour interval, save and shutdown the game (or even your PC), take a break.
Basically, we are running the same "misplaced command", but on different systems (and different users). "Ironically", I don't have the same encounter as you.
 
oh je, same scenario here. took a look at the dlls and stuff but nothing to be concluded besides "i got cucked"

Looks like the devs hit a snag... here's hoping it's addressing those core problems...

Just to give folks a brief update - we have come across some complex issues with the current beta branch that we want to address before pushing it to live.
 
when i took a peak at the core dlls everything seemed alright but i don't speak computer though, so it was just an "okay, the syntax looks right".
one thing that i can confirm to my case is that it happens after i get a fief and only after that. maybe the leak it placing the command at a range outside of the allocated memory? or are the my mods themselves causing or at least aggravating the leak somehow?
those are my hypotheses.

Looks like the devs hit a snag... here's hoping it's addressing those core problems...

so cucked is indeed the proper term for what i am

Memory leak, totally agree with you. Believe that the devs are already working on it. Simple workaround: at every hour interval, save and shutdown the game (or even your PC), take a break.
Basically, we are running the same "misplaced command", but on different systems (and different users). "Ironically", I don't have the same encounter as you.

could you post your unhandled exception here?
 
From the Beta patch notes for the patch that went out today:

Fixed an issue where newly created characters and other objects could get mixed up with each other. This created instability & possibly crashes. It was also responsible for broken companions and encyclopedia problems. The fix does not recover broken beta save games, but it should resolve the issue for new games. You can test this by checking if newly created characters or other objects have their own appropriate encyclopedia pages instead of another character’s or object's page.

This could be a fix for our crash? Unfortunately it won't fix old saves.
 
From the Beta patch notes for the patch that went out today:



This could be a fix for our crash? Unfortunately it won't fix old saves.
That's sad and great at the same time. I don't feel like starting a new save today for sure.
Where to read patch notes tho?
 
最后编辑:
Hmm, not sure, I had the same issue on the stable branch, where character entries weren't glitching... though, lo and behold:

We are aware of that daily tick mechanic bug and people are working on this issue to fix it. This improvement is not related with that bug.

Might be one bird with two stones, LOL
Here's hoping!
 
Hmm, not sure, I had the same issue on the stable branch, where character entries weren't glitching... though, lo and behold:
(..)
Might be one bird with two stones, LOL
Here's hoping!
i'd say one bird with a stack of bodkin arrows

i don't even dare to go to the beta branch. the stable version is only stable 90% of 20% of times already and this daily tick problem only became clear to me recently because i was always restarting, testing and stuff before diving more into the game.
never got the entries glitch though

seems to me, in my case, this scenario of mine, an occasion unique to myself, the particular predic... seems like the only workaround for me is to not have any fiefs and keep murdering nobles for fun
 
Last campaign dead after 1000 days. The latest version come with 500 days. All crash at a certain time point. No other action can fix
 
Last campaign dead after 1000 days. The latest version come with 500 days. All crash at a certain time point. No other action can fix
So, hotfix didn't help with our problem? You crash after 500 days in latest beta? Damn ...
 
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