Constant Crashes

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Upon releasing Roma Oritur, the servers experienced crashes very remniscent of Persistent Empires a year before. Although people are able to come onto the default PW maps just fine, the Roma Oritur map causes mass crashes. As 25+ players come, people crash for no apparent reason. In persistent empires a year ago, people were able to play just fine on the map until I updated it with interiors. It seemed that only after I added interiors to the map that people began to crash. What could possibly be causing this? Please help, Vornne. Could it really be interiors?
 
I don't know, to be honest; I can often help if people have a problem when specific code is run (especially if a script error is displayed), but on a mod with major changes to official PW, unspecified crashes happening are pretty difficult to try guess at causes.

Have you checked the server console for script errors? Does the server crash, or is it individual player clients only? Is it the same players each time, or does it seem random? The main difference from PW in your mod is probably the graphical meshes, so maybe the amount of new large texture sheets loaded is filling up memory and triggering crashes on less powerful client computers? Have you added so many new items or scene props that the total number of each is more than 2048 (the multiplayer limit, I have heard)?
 
This is the main bug

Unable to open texture file
Modules\Roma_Oritur_1.0\\Textures\h_alexander_plume_n.dds (EDX-2005529767)

I checked openBRF and the mesh, material, and texture of the rgcotl rome OSP is loaded and openBRF recognizes it in blue text when I do a CTRL+F search in openBRF.
0183B97476315F3479261C0F7E5B09AB340580E6


C99DF8A036E42867D360CBE242203062E2944A22
 
Vornne said:
I don't know, to be honest; I can often help if people have a problem when specific code is run (especially if a script error is displayed), but on a mod with major changes to official PW, unspecified crashes happening are pretty difficult to try guess at causes.

Have you checked the server console for script errors? Does the server crash, or is it individual player clients only? Is it the same players each time, or does it seem random? The main difference from PW in your mod is probably the graphical meshes, so maybe the amount of new large texture sheets loaded is filling up memory and triggering crashes on less powerful client computers? Have you added so many new items or scene props that the total number of each is more than 2048 (the multiplayer limit, I have heard)?

So there cannot be more than 2,048 scene props on the map? Any scene props or just items?
 
usnavy30 said:
Unable to open texture file
Modules\Roma_Oritur_1.0\\Textures\h_alexander_plume_n.dds (EDX-2005529767)
Make sure you have all the names exactly correct (don't use mixed character case, even if it might work for some things), and that people aren't using mod download or patch that is incomplete or corrupt. It might also be a problem with the .dds file: try copying some other incorrect texture from Native to replace it, to see if the error is fixed. You might have to import and re-export the .dds to try fix problems with the file.
Duke_Tritus said:
So there cannot be more than 2,048 scene props on the map? Any scene props or just items?
No: there shouldn't be more than 2048 scene prop or item types in the mod, due to the game engine network format: official PW already has 1874 scene prop types, so if you added more than 174 new scene prop types without removing any, you could run into problems (I remember other people reporting crashes). The number of item types in PW is much more manageable, at 738 in 4.4.0, so unless you added more than 1310 new items, it shouldn't be an issue.
 
This is what most people are reporting in their rgl logs.

Starting new log file.
Version:  1.158

-- OS: Microsoft Windows 7  Service Pack 1 (build 7601), 64-bit
-- RAM: Available physical RAM: 4095MB/4096MB
-- CPU: AMD FX(tm)-6120 Six-Core Processor (AuthenticAMD)
- L1 cache size: 16K
- L2 cache size: 2048K
- CPU Features: FPU MMX SSE SSE2 SSE3 HTT MmxExt
- Number of CPUs: 6 ( Speed: ~3515MHz / ~3515MHz / ~3515MHz / ~3515MHz / ~3515MHz / ~3515MHz )

-- GPU:
- D3D9 Adapter: 0 / Driver: nvd3dum.dll / Description: NVIDIA GeForce GTS 450
- Texture Memory: 4049 ( Available Texture Memory: 4025 )

Received stats and achievements from Steam

Processing Ini File {
Module_name =  Persistent_World
Num Hints =  22
Setting Map Min X =  -180.000000
Setting Map Max X =  180.000000
Setting Map Min Y =  -145.000000
Setting Map Max Y =  145.000000
Setting Time Multiplier =  0.250000
Setting Seeing Range Multiplier =  6.500000
Setting Track Spotting Multiplier =  0.800000
Setting player_wounded_treshold =  5.000000
Setting hero_wounded_treshold =  15.000000
Setting Skill Prisoner Management Bonus =  5
Setting Skill Leadership Bonus =  3
Setting Base Companion Limit =  20
Setting player_xp_multiplier =  2.000000
Setting hero_xp_multiplier =  2.000000
Setting regulars_xp_multiplier =  3.000000
Setting damage_interrupt_attack_treshold =  3.000000
Setting damage_interrupt_attack_treshold_mp =  1.000000
Setting armor_soak_factor_against_cut =  0.800000
Setting armor_soak_factor_against_pierce =  0.650000
Setting armor_soak_factor_against_blunt =  0.500000
Setting armor_reduction_factor_against_cut =  1.000000
Setting armor_reduction_factor_against_pierce =  0.500000
Setting armor_reduction_factor_against_blunt =  0.750000
Setting horse_charge_damage_multiplier =  1.000000
Setting couched_lance_damage_multiplier =  0.650000
Setting fall_damage_multiplier =  1.500000
Setting shield_penetration_offset =  30.000000
Setting shield_penetration_factor =  3.000000
Setting missile_damage_speed_power =  1.900000
Setting melee_damage_speed_power =  2.000000
Setting multiplayer_walk_enabled =  1
Setting mission_object_prune_time =  600
Scan Module Textures =  1
Scan Module Sounds =  1
Loading Module Resource  pw_shaders
Loading Module Resource  textures
Loading Resource  textures_face_gen
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Loading Module Resource  materials_greenbump
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Loading Resource  armors_b
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Loading Resource  houses1
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Loading Resource  item_meshes1
Loading Resource  khergit_lady_dress
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Loading Resource  particle_meshes
Loading Resource  particles_2
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Loading Resource  prisons
Loading Resource  prisons_b
Loading Resource  raw_materials
Loading Resource  rock
Loading Resource  sarranid_armor
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Loading Resource  sarranid_boots
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Loading Resource  sarranid_lady_dress
Loading Resource  shields
Loading Resource  ship
Loading Resource  skyboxes
Loading Resource  snowy_castle
Loading Resource  snowy_houses
Loading Resource  spear
Loading Resource  square_keep
Loading Resource  steppe_fake_houses
Loading Resource  stone_houses
Loading Resource  tableau_shields
Loading Module Resource  terrain_borders
Loading Module Resource  terrain_borders_b
Loading Resource  town_houses
Loading Resource  town_houses_b
Loading Resource  town_houses_c
Loading Resource  town_houses_d
Loading Resource  town_houses_e
Loading Resource  tree_e_meshes
Loading Resource  tree_f
Loading Resource  tree_meshes
Loading Resource  ui_server_filter
Loading Resource  user_interface_b
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Loading Resource  vaegir_helmets
Loading Resource  valleyProps
Loading Resource  viking_houses
Loading Resource  village_houses
Loading Resource  village_houses_a
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Loading Resource  wb_mp_objects_a
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Loading Resource  weapon_meshes1
Loading Resource  weapons_e
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Loading Resource  workshops
Loading Resource  xtree_meshes
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Loading Resource  skeletons
Loading Resource  horse_skeleton
Loading Resource  ani_attacks
Loading Resource  ani_crouch_down
Loading Resource  ani_death
Loading Resource  ani_defends
Loading Resource  ani_equip_arms
Loading Resource  ani_horse_mounted
Loading Resource  ani_human_mounted
Loading Resource  ani_jump
Loading Resource  ani_kicks
Loading Resource  ani_lady_stand
Loading Resource  ani_lancer
Loading Resource  ani_low_walk
Loading Resource  ani_man_cheer
Loading Resource  ani_man_walk
Loading Resource  ani_poses
Loading Resource  ani_run_lookingsides
Loading Resource  ani_run_p
Loading Resource  ani_run_sideways
Loading Resource  ani_stand
Loading Resource  ani_stand_guardsman
Loading Resource  ani_stand_onhorse
Loading Resource  ani_strikes
Loading Resource  ani_turn_man
Loading Resource  ani_walk_backward
Loading Resource  ani_walk_lookingsides
Loading Resource  ani_walk_sideways
Loading Resource  ani_wedding
Loading Resource  uni_defence
Loading Resource  uni_equip
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Loading Resource  uni_jump
Loading Resource  uni_lord_stand
Loading Resource  uni_sideways
Loading Resource  uni_stances
Loading Resource  uni_strike
Loading Resource  uni_strikes3
Loading Resource  uni_throws
Loading Module Resource  pw_user_interface
Loading Module Resource  pw_item_bounding_boxes
Loading Module Resource  pw_fixed_native
Loading Module Resource  pw_fixed_trees
Loading Module Resource  pw_outer_terrain
Loading Module Resource  pw_resources
Loading Module Resource  pw_mines
Loading Module Resource  pw_tools
Loading Module Resource  pw_food
Loading Module Resource  pw_walls
Loading Module Resource  pw_doors
Loading Module Resource  pw_enterable_houses
Loading Module Resource  pw_signposts
Loading Module Resource  pw_tunnels
Loading Module Resource  pw_rocks
Loading Module Resource  pw_carts
Loading Module Resource  pw_ships
Loading Module Resource  pw_ferry_boat
Loading Module Resource  pw_entertainment
Loading Module Resource  pw_banners
Loading Module Resource  pw_heraldic_armor
Loading Module Resource  pw_priests
Loading Module Resource  pw_animals
Loading Module Resource  pw_animations
Loading Module Resource  OSP_new_rome
Loading Module Resource  Roman_buildings
Loading Module Resource  hayalpeREST_Props
Loading Module Resource  Jarvisimo_Classical_Pack
Loading Module Resource  gallic_armor
Loading Module Resource  camel
Loading Module Resource  Roman_pack
Loading Module Resource  Roman_pack2
Loading Module Resource  roman_armor
Loading Module Resource  Bloc_Northerner_Horse
Loading Module Resource  OSP_RGCoTL_Rome
Loading Module Resource  legendaryitems
Loading Module Resource  Roman_Walls
Loading Module Resource  osparmor
Loading Module Resource  AD_Armors
Loading Module Resource  AD_Armors_2
Loading Module Resource  AD_Shields
Loading Module Resource  Elephant
Loading Module Resource  hxqz_horse_a
Loading Module Resource  pe_greek_chestplate
Loading Module Resource  pe_greek_helmet
Loading Module Resource  pe_greek_sarissa
Loading Module Resource  pe_greek_shield
Loading Module Resource  new_roman_props
Loading Module Resource  osparmor
Loading Module Resource  osphelms
Loading Module Resource  ospshields
Loading Module Resource  ospweapons
Loading Module Resource  tg_ancient_armory
Loading Module Resource  animalesdecaza
Loading Module Resource  animals
Loading Module Resource  animals2
Loading Module Resource  otrositems
Loading Module Resource  arcosyflechas
Loading Module Resource  armadurasmedias
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Loading Module Resource  battlebanners
Loading Module Resource  botasycalzado
Loading Module Resource  capasycabeza
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Loading Module Resource  coronas
Loading Module Resource  hachas
Loading Module Resource  desnudos1
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Loading Module Resource  gorros1
Loading Module Resource  std_banners
Loading Module Resource  std_banners_default
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Loading Module Resource  yelmos1
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Loading Module Resource  vegetacion
Loading Module Resource  vestuariomujeres
Loading Module Resource  vympels_armory
Loading Module Resource  vcof_helms
Loading Module Resource  AD_materials
Loading Module Resource  AD_tex
Loading Module Resource  ElPadrinoRoma

} //Processing Ini File Finished
Loading Music...
Loading Textures...
Finished Loading Textures...
L8 Format is  supported
WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_start
WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_escape
Loading Module...
Loading item kinds...
Loading dialogs...
Loading mission templates...
Loading party templates...
loading time:  47926
Finished All...
load_map_data complete.
Init_map complete.
init_meta_mission complete.
launch complete.
Main server response:  482402|3660761470590803839

So is it really just a map error or is it something more complex?
 
Duke_Tritus said:
So is it really just a map error or is it something more complex?
If by "map error" you mean these lines:
Duke_Tritus said:
WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_start
WARNING: UNABLE TO MAP GAME PRESENTATION CODE:  prsnt_game_escape
They are useless warnings that appear in most mods, including PW: nothing to do with what some people call a "map" (which is properly called a scene in M&B), but that the game engine didn't find those presentations to link into triggers such as starting a game or pressing escape - PW does not define them because they interfere with desired behaviour, such as showing an empty presentation when quitting, or something (I don't precisely remember).

There is nothing abnormal in that rgl_log.
 
I'm guessing you guys haven't solved your issues, despite the thread being a few days long. Just popping in to say:

We had the same issue during early development of Novum Mundus, prior to 'rewriting' everything we'd done from 'scratch' - when we did our rewrite, we took baby steps to make sure everything was written correctly and set up correctly.

Afterwards, the issue ceased but we never actually found the original cause of the issue. Despite having hundreds of new items and props and a particually large filesize (thus heavily increased loading times), the crashing did cease completely. There were a couple of crash reports, but we did discover they were down to issues with the mod installing incorrectly.

When we did our 'rewrite' we made a signficiant number of changes to the order in which we loaded our brfs and how they were set up (we made sure shaders were loaded first, followed by textures and then materials. Then finally we loaded all of our meshes after the regular PW and native meshes are loaded). We also decreased the number of brfs were were using by quite a few, though we were still using 40+ brfs, so unless you're exceeding that number it probably isn't an issue.

We made sure every single texture was compressed correctly and every material was set up correctly. It could be that the crashing is being caused by incorrectly formatted textures or poorly set up materials, though as I don't know too much about potential errors caused by that sort of thing, it may actually be harmless. Still, if it is the case it's still best to make sure things are set up correctly.

I might also add we do have over 700 new props in Novum Mundus and we did not remove a single vanilla PW prop - so we somehow managed to pass the 'limit' without any issues...
 
N0body said:
I might also add we do have over 700 new props in Novum Mundus and we did not remove a single vanilla PW prop - so we somehow managed to pass the 'limit' without any issues...
OK, that's interesting to know; perhaps the server crash someone else reported (I think it was cmpxchg8b) with many scene prop types was fixed in a later Warband update,  since it was years ago near the start of PW development.
 
I've fixed the bug i created. Basically, too many scene props were being spawned, causing lots of players to crash client-sidely. These were the lines causing all the trouble. Don't ask me why i was spawning all those props :grin:

Code:
	(try_begin), # if there are not enough spawn marker scene props, generate more
				 # (ge, ":player_id", "$g_spawn_marker_count"),
				  (assign, ":start_count", "$g_spawn_marker_count"),
				  (server_get_max_num_players, "$g_spawn_marker_count"),
				  (val_add, "$g_spawn_marker_count", 1),
				  (try_begin),
					#(ge, ":player_id", "$g_spawn_marker_count"),
					(store_add, "$g_spawn_marker_count", ":player_id", 1),
				  (try_end),
				  
				  (set_spawn_position, pos1),
				  (position_set_x, pos1,  ":pos_x"),
				  (position_set_y, pos1,  ":pos_y"),
				  (position_set_z, pos1,  ":pos_z"),
				  (try_for_range, ":unused", ":start_count", "$g_spawn_marker_count"),
					(spawn_scene_prop, "spr_code_spawn_marker"),
				  (try_end),
				(try_end),
				(try_begin), # use the spawn marker prop of the number corresponding to the player id
				  (scene_prop_get_instance, ":instance_id", "spr_code_spawn_marker", ":player_id"),
				  (prop_instance_set_position, ":instance_id", pos1, 1),
				(try_end),
				(player_set_slot, ":player_id", slot_player_spawn_state, player_spawn_state_at_marker),
				(call_script, "script_player_get_spawn_point", ":player_id"),
				(player_spawn_new_agent, ":player_id", reg0),

 
That script snippet looks like it was directly copied from player_respawn_in_place, if it isn't that exact script: commenting out those checks as you have done breaks the code, causing it to spawn a new marker prop every time the script is run, regardless of whether more are needed or not.

The idea is to only create the spawn marker props as needed, so a server with a cap of 64 will not pay the penalty of having almost two hundred unnecessary props, but enabling players to reliably spawn in place at any position on the scene even if a server actually gets to 200 players or more. You commented out two checks which prevent unnecessary marker props being spawned if there are enough existing for the current player id numbers connected. Why did you indent the code (inconsistently) halfway across the screen?
 
It's automatically got indented when i copied it. Anyway, that way i was getting the position spawn working, but wasn't aware of the possible consequences. Lately i've recoded that part with no need to spawn props and managed to get the same thing working, with way better performances.
 
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