Jump to content

mrivers

Members
  • Posts

    51
  • Joined

  • Last visited

  • Days Won

    2

mrivers last won the day on June 8 2023

mrivers had the most liked content!

About mrivers

  • Birthday 09/14/1973

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

mrivers's Achievements

Apprentice

Apprentice (3/14)

  • Dedicated
  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later

Recent Badges

17

Reputation

1

Community Answers

  1. This scenario looks good now.
  2. Just a heads up that we're still investigating. "Perhaps it is my subjective bias, but I can't remember these issues prior the "Thermal sights update", which was released a few months back" This is just a simple rendering trick, it may consume a little more GPU/CPU time, but it's a single threaded feature and can't result in all CPU threads being maxed out. I'm sorry, I have yet another request... Please have the host do an 'In Progress Save' when the problem appears, and upload/link it here. I'm hoping it might capture the issue. The most recent ROTER-HERBST sce still has problems on the Zivil side, some units still have invalid Ids. One possible indicator is that the unit icons won't show a name(though I'm not 100% certain).
  3. I'll continue to look into this next week. Questions regarding 3: * When you use the license for >8 players, are you using the PE Server exe? (I assume you must, in order to have >8 players). * How many people are actually playing during each session? * What exact versions of the exes are in use host/clients? If you want to post the scenario again, I can verify if all the callsign/combatantID problems are resolved.
  4. I'd expect there are some issues appearing on all clients. The problem is that some network data arrives in a packet that contains data for multiple combatants. When the invalid callsign/combatantId is encountered, decoding the packet is aborted and any subsequent combatant data in the packet is lost. So some combatants might be operating on stale data... but they are likely to get an update eventually, masking the problem. FWIW, the callsign and combatantId are the same thing (the callsign is just user friendly, while the combatantId is coder hostile).
  5. For ROTER-HERBST_PzKp_ohne.sce, as mentioned, there are 4 gray units with invalid call signs. The invalid callsigns are responsible for these messages: There's a bug in the Mission Editor's 'Set unit name' menu that allows invalid call signs to be set, when combined with what appears to be incomplete 'Unit call signs' settings. At this point, I don't know if there's a connection to the ping times logged.
  6. In the attached scenario, 4 gray units have invalid IDs. I'm trying to determine how this could come about.
  7. Thank you for providing the scenario, I'll look into it next week (unfortunately no time this week), and perhaps it will yield some clues. I've downloaded the scenario, so you may delete at your discretion. I have one more request, sorry I didn't think to ask earlier. Can you provide an AAR of a problem session, this might help nail down what's going on with the MYMSGID_BUILDINGMOD warnings.
  8. ... This gives the impression that there is some connectivity issue between you and this specific host, and perhaps geographic locations might explain why other players aren't seeing an issue. You mentioned TeamSpeak continued to work, but I expect that is relayed through a different host than SB (which is a direct connection). It's interesting that the ping time increase to 13 minutes, and yet the connection isn't dropped (which should happen at 30s). It's not really possible to tell if the MYMSGID_BUILDINGMOD warnings are related, a cause of, or side-effect. Generally, the warnings would indicate that a lot of buildings are having their status changed if there isn't a bug. Can you provide the scenario so we can further investigate it?
  9. This one is harmless. I bit of framework code is overzealous in reporting it cannot find a 3d resource it didn't ask for. (Component missing blankframe '<noname>'). If similar reports exist where a name is supplied, these we would want to investigate, however even these would not harm a SP or MP game.
  10. Unfortunately, the logs you provided don't have enough information to determine the problem. Can you try a couple things and see if SB works correctly after each? 1. Disable your second monitor. (Though I doubt this is the problem) 2. Roll back the GPU driver to an earlier version (I noticed some reports of a few games crashing with the drivers you have)
  11. In the Windows Display settings, what is the Scale value? If it isn't 100%, please try that value. Edit, I don't think that is the problem.
  12. I've found a problem (with some performance stuttering) and fixed it.
  13. Please don't do this. At least one of the shaders in 4.377 has new functionality and replacing it with an old version could be problematic. The recent shader changes should not impact frame rates anyhow.
  14. I'm sorry, this feature was intended for internal use and severely limited in function. It is completely disabled.
  15. mrivers

    Crash to desktop

    Thank you for providing the scenario and dump files. Unfortunately, after numerous attempts, I have not be able to reproduce and the dump file did not provide enough context to determine the cause of the problem. Please let us know If you encounter the crash again.
×
×
  • Create New...