Run time error issue

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Munchkin9

Sergeant
I see references to this on the forums but I can't seem to find a post that has been answered or that is even recent.

After a while of playing, this varies immensely every time, the game will upon attempting to enter either a battle, a pre-battle convo, or even trying to talk to a guild master and potentially some more I have forgotten, the game will crash giving a run time error.

Maybe it should be noted that I am playing 1257ad (<- not sure I got the date right) mod but I don't think this is important as I also seem to be getting this on native, though I haven't played it enough recently to be sure if it is at the same amount.

I have done all the stuff with textures-on-demand and antialliacing and antifiltering. Apart from that I have no issue so it's a little weird.

Help is appreciated.
-Munchkin9

EDIT: As far as playing online something similar happens: After playing for a while 1 hr or more, the next time the map is changed the server fails to connect and I find myself in a lone server which I can't actually spawn in. Thinking about it now, I might have seen some posts on the forums concerning this, going to check now.
 
I play using my own custom mod which has a lot of new content, retextures and tweaks.  So when it loads, it loads much slower than Native.  Not nearly as slow as 1257, which has about ten times more content than mine, but slow enough.  I was getting the runtime error 1 out of every 3 times I entered a siege battle.  Then I enable "force single threading" in the Warband spash screen advanced options.  The number of runtime errors has gone down dramatically, but they still happen---as you say, Mrr.Phil---usually after an extended play session but sometimes sooner.  I'd like to test Native to see if it happens as well, but I can't stomach the Native campaign long enough to give it a good run, and am therefore kind of stuck with the theory that too much added content produces these errors.  Then again, I'm hoping someone who plays Native or at the very least an extremely light, non-intrustive mod, can post here and verify that they get frequent runtime errors as well.  If that's the case, then it's a legitimate (i.e. nothing to do with mods) issue, and maybe one day we'll see it fixed.
 
At least I now know that this is not a problem on my end, it seems.

Thinking about it you might be right about the content theory. Since I remember playing some other mod and not noticing as many crashes. Though I never played any as much as 1257...

Here's to hoping this gets fixed soon.
 
Egbert, this is the post you're referring to:

FrisianDude 说:
Unrelated; a heads-up rather than a question;  many folk have had problems with the Warband Resource .brf type and  many people have had problems of the game simply not starting if you have meshes with 0 flags. If you save as Warband Resource you have to make sure everything has the 'standard' 30000 (or 30001 as used by buildings, it seems) flags, but if you save as M&B Resource it can work with 0 flags. But that might have been found out already.

The thing is, I'm not sure I understand it.  Could someone explain this in a different way or dumb it down some more for me?  This offers hope, as it might point to the idea that it's not the quantity of new items in our games, but perhaps one or two bad apples.

The thing is, with the vast majority of my own added content (and many of 1257's, judging from the limited play time I gave it) we have native Warband meshes with custom textures.  Whenever I added one of these new items, I was sure to copy all the flag numbers and proper shaders, bumpmaps, etc., just as it was with the original item.  But I also confess I've added some of my favorite modded items from the original Mount&Blade, items with non-native meshes which forced me to have to guess what numbers to use when applying them to Warband.  All these new spears, helmets and swords, again, taken from the M&B modding community, look and work perfectly in game.  I've wielded them.  I've been in battles where dozens of them are being used.  Is it possible that they're still causing problems ... occasionally?  Even these dreaded runtime errors?

EDIT: Nevermind.  Looking at the native Warband buildings I see the flags as 30000.  So I suppose the issue at hand is when non-native structures are added to the game without the proper flag. 

But along the lines of what I was saying above, is it possible that these runtime errors could indeed be because of a faulty numerical entry for a mesh---but, a faulty entry which causes the crashes some of the time but not all of the time?


EDIT #2: Okay, I just went through one of my .brf files and found it PACKED with items (some from the original M&B, some made specifically for Warband) that had "0" under flags.  So I changed each one to 30000.  But I'm really skeptical that this will work.  Again, why wouldn't it be crashing every time I entered a new scene which had these items (which would've been just about every time, as these items have been added to every troop).

Also, I'm using the Female face model and textures replacer (http://www.mbrepository.com/file.php?id=1953) and noticed that most of the faces have numbers other than 30000.  Crosschecking these with the Native files, I noticed those too had nonstandard numbers, so I left these modded faces alone.  However, I did notice the jewelry added to that mod had "0" for the flags.  Should I just leave them at 0, or change to 30000? (I figure the modder knew what he was doing). 

Thanks for any help you guys can give.

EDIT #3: In my own Better Banners mod, three .brf files have been added: std_banners, std_banners_default, and std_flags_vertical.  In the first one, std_banners, all entries have flags set at 30000.  But the other two have all entries at 0.  As I only made the textures, and YellowMosquito made or edited the meshes, I'm not sure if these too should be corrected to say 30000.  In fact, comparing these to the native meshes, those Warband banners and poles (which use a completely different convention from YellowMosquito's, hence my reluctance) have either 30000 or 30001.  So I'd venture to change the Better Banner's assets (and upload a corrected version), but at this point I'm at a loss whether I should change YellowMosquito's meshes to 30000, 30001 or just leave them as is.
 
This only happens to me on 1257. It says "The application wanted the runtime to terminate in an unusual way" Or something like that.
 
Would fixing those flags be a possible fix to our problems? Because if so not only should the makers of mods such as 1257 be notified of this but I should also getting around to fixing it in my own game.

Or is this only for people who's error message says something about flags not being 3000?

If I remember correctly (my computer has just died on me so no m&b for a while :sad: ) mine says something similar to the post above; about it terminating in an unusual way.

Thanks for all your feedback hopefully the source of these errors can be found swiftly and revealed to those who can fix them.
 
Munchkin9, an update on my issue:

After fixing every mesh in my mod to have a "30000" flag, I went in to test and experienced a Runtime error within the first half hour of play.  This indicates two possibilities.  Either my system configuration is somehow incompatible with Warband (though I should note my actual system specs comfortably exceed the recommendd settings), or there's more to the incompatability of a mesh than just the flag setting.

So I played a game on Native.  No custom content.  I played for half a day, doing everything in my power to crash it.  I took castle after castle in an attempt to duplicate the Runtime error (I usually get it the moment I press "lead your men in the assault").  No crash.  No Runtime error.  Flawless.

It's very possible that had I kept playing, it might've crashed.  But considering the frequency of my castle attack crashes prior to playing on Native, and then considering I took the entire Sarranid Sultinate and half the Kingdom of Rhodoks, cities and castles and all, without a single crash on Native, I'm leaning toward a mesh incompatability seperate from just the flag setting.

I've redone my mod and removed all content that was carried over from the original Mount&Blade.  I've also removed a lot of Warband content created by the community.  Any custom mesh has been removed.  The only things I've kept are my own extensive collection of retextures and the content from Better Banners.  So far, no crashes, but I still have much testing to do.  If it continues to work without a problem, I'll slowly re-add some of the content I removed and hopefully, by this admitedly clunky and tedious process of elimination, I'll find the mesh(es) causing my problems.

1257 would be a much harder job and take more than one person to fix---at least using my method of in-game testing.  Better for someone to figure out once and for all what it is with some meshes that's causing Runtime errors so we can just go through all items in OpenBRF and either fix or remove the problems.  Then again, whatever it is, it might not even be detectable in OpenBRF and might be something done at the mesh creation level.

Anyway, there's my report.  If I have any news from my new "slimmed down" mod (i.e. a crash) I'll note it here, but so far so good.
 
Wow, thank you for working so hard on this. I wish you the best of luck, I will be attempting to check what I can as well, but my computer is at "death's gate" as they say. So I might not be able to do much.

It is truly inspiring to see someone of the community work so hard for a game, kudos to you mate!
 
Munchkin9,

Not a single crash so far in two days of extensive testing.  I hate to jinx myself, because it's always after I report no new crashes that I crash---but really, I tested the hell out of this.

To reiterate, the mod I'm using has a lot of new content, but it's mostly just retextures (meshes copied from the Warband resources directory, duplicated in OpenBRF, then given new skins).  Also Better Banners and the mod that makes the female faces more attractive.  Aside from those last two, NO new meshes.  NO content carried over from the original Mount&Blade. It's 95% Warband Native, and no crashes.

So....  I think it's pretty safe to say that anyone who's getting Runtime errors in the later patches (I myself am still using 1.127), if they're using a mod, they should check whether that mod adds any meshes to the game (you can check this by looking inside the mod's resource folder.  If there are files in there, then the mod has added new meshes).  I would then report the crashes in the mod's bug thread (most big mods have their own forums with a bug thread).  See if others are experiencing it.  There's a good chance it would've already been reported anyway.

Now ... how do we fix it?  That much, I have no idea.
 
Interesting, and thinking about it this all makes sense. Very well I'm going to see if I need to report it in the 1257 forums, and mention what you found.

Thanks for the assistance.
-Munchkin9
 
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