Patch 3721 / hotfix 3722 / hotfix 3723 / Patch 3724
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@jip I am not sure, you may need to ask them
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Incredible, this is much appreciated as my friend and I had some delay and lag issues when selecting units with an engineer suite, upgrading mexes and factories, reclaiming. All that lag has disappeared!
Also loving the new props for the map editor! -
Me and other players on the server had crash today.
EXCEPTION_ACCESS_VIOLATION (0xc0000005) at address 0x0050dfd8
attempted to read memory at 0x0000005cProgram : C:\ProgramData\FAForever\bin\ForgedAlliance.exe
Cmd line arguments : /init init.lua /nobugreport /log C:\ProgramData\FAForever\logs\game_15362291.log /gpgnet 127.0.0.1:18519 /mean 1157.78 /deviation 110.825 /savereplay gpgnet://127.0.0.1:61428/15362291/Gobblerpl.SCFAreplay /country PL /numgames 134Callstack:
Unknown symbol (address 0x0050dfd8)
Unknown symbol (address 0x0068af40)
Unknown symbol (address 0x3a20736f)Last 100 lines of log...
debug: Loading module '\000/units/xeb2402/xeb2402_script.lua\000'
info: UI_ApplySelectionSet 1
debug: Loading module '\000/projectiles/sboohwallistrategicbomb01/sboohwallistrategicbomb01_script.lua\000'
info: UI_ApplySelectionSet 2
info: UI_ApplySelectionSet 1
debug: Loading module '\000/effects/entities/sboohwallibombeffectcontroller01/sboohwallibombeffectcontroller01_script.lua\000'
debug: Loading module '\000/effects/entities/sboohwallibombeffect03/sboohwallibombeffect03_script.lua\000'
debug: Loading module '\000/effects/entities/sboohwallibombeffect05/sboohwallibombeffect05_script.lua\000'
debug: Loading module '\000/lua/ui/game/confirmunitdestroy.lua\000'
info: UI_Lua import("/lua/ui/game/confirmunitdestroy.lua").ConfirmUnitDestruction(false)
debug: Loading module '\000/effects/entities/sboohwallibombeffect01/sboohwallibombeffect01_script.lua\000'
debug: Loading module '\000/lua/ui/game/unittext.lua\000'
debug: Loading module '\000/effects/entities/sboohwallibombeffect02/sboohwallibombeffect02_script.lua\000'
debug: Loading module '\000/effects/entities/sboohwallibombeffect06/sboohwallibombeffect06_script.lua\000'
debug: Current gametime: 00:44:00
debug: Loading module '\000/effects/entities/sboohwallibombeffect04/sboohwallibombeffect04_script.lua\000'
debug: Loading module '\000/units/ual0401/ual0401_script.lua\000'
debug: Loading module '\000/projectiles/saalosaareautocannon02/saalosaareautocannon02_script.lua\000'
debug: Current gametime: 00:44:30
info: CWldSession::DoBeat() unknown entity id (0x2ff002ff) supplied in a pose update.
warning: playing peace music track 2
warning: Next peace track 3
debug: Loading module '\000/units/xab2307/xab2307_script.lua\000'
debug: Current gametime: 00:45:00
info: UI_ApplySelectionSet 1
info: UI_ApplySelectionSet 1
info: UI_ApplySelectionSet 1
debug: Loading module '\000/units/xea0002/xea0002_script.lua\000'
info: UI_ApplySelectionSet 2
debug: Loading module '\000/units/xsb2302/xsb2302_script.lua\000'
info: UI_ApplySelectionSet 1
info: UI_ApplySelectionSet 2
debug: Current gametime: 00:45:30
info: UI_ApplySelectionSet 1
info: UI_ApplySelectionSet 2
info: UI_ApplySelectionSet 1
info: UI_MakeSelectionSet 1
info: UI_ApplySelectionSet 2
info: UI_ApplySelectionSet 1
info: UI_ApplySelectionSet 2
info: UI_ApplySelectionSet 1
debug: Current gametime: 00:46:00
info: UI_ApplySelectionSet 2
info: UI_ApplySelectionSet 1
info: UI_ApplySelectionSet 2
info: UI_ApplySelectionSet 1
warning: playing battle music track 5
warning: Next battle track 6
info: UI_ApplySelectionSet 2
info: UI_ApplySelectionSet 1
info: UI_ApplySelectionSet 2
debug: Current gametime: 00:46:30
info: UI_ApplySelectionSet 2
info: UI_ApplySelectionSet 1
info: UI_ApplySelectionSet 2
info: UI_ApplySelectionSet 1
debug: Current gametime: 00:47:00
info: UI_ApplySelectionSet 1
info: UI_ApplySelectionSet 2
info: UI_ApplySelectionSet 1
debug: Loading module '\000/projectiles/cdfbolter02/cdfbolter02_script.lua\000'
info: UI_ApplySelectionSet 2
warning: playing peace music track 3
warning: Next peace track 4
debug: Loading module '\000/projectiles/aiffragmentationsensorshell01/aiffragmentationsensorshell01_script.lua\000'
info: UI_ApplySelectionSet 2
debug: Current gametime: 00:47:30
debug: [uiutil.lua, function UIFile()] - Unable to find file:/textures/ui/seraphim/icons/units/unknown_icon.dds
info: UI_ApplySelectionSet 2
warning: Error running OnRelease script in <deleted object>: ...mdata\faforever\gamedata\lua.nx2\lua\maui\button.lua(84): Game object has been destroyed
stack traceback:
[C]: in function `Play'
...mdata\faforever\gamedata\lua.nx2\lua\maui\button.lua(84): in function <...mdata\faforever\gamedata\lua.nx2\lua\maui\button.lua:78>
info: CWldSession::DoBeat() unknown entity id (0x2ff003ec) supplied in a pose update.
debug: Loading module '\000/units/xsb3104/xsb3104_script.lua\000'
debug: Loading module '\000/lua/ui/dialogs/console.lua\000'
info: UI_ApplySelectionSet 1
info: UI_ApplySelectionSet 2
debug: Loading module '\000/projectiles/aiffragmentationsensorshell02/aiffragmentationsensorshell02_script.lua\000'
warning: playing battle music track 6
warning: Next battle track 1
debug: Loading module '\000/projectiles/aiffragmentationsensorshell03/aiffragmentationsensorshell03_script.lua\000'
debug: Loading module '\000/units/urb4207/urb4207_script.lua\000'
info: UI_ApplySelectionSet 1
info: UI_ApplySelectionSet 2
debug: Current gametime: 00:48:00
info: UI_ApplySelectionSet 1
info: UI_ApplySelectionSet 2
info: UI_ApplySelectionSet 1
info: UI_ApplySelectionSet 2
info: UI_ApplySelectionSet 1
debug: Loading module '\000/projectiles/adfgraviton01/adfgraviton01_script.lua\000'
info: UI_ApplySelectionSet 2
info: UI_ApplySelectionSet 2
info: CWldSession::DoBeat() unknown entity id (0x2ff00462) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff00466) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff00469) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff0047d) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff0047e) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff0047f) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff00484) supplied in a pose update.
debug: Current gametime: 00:48:30
info: UI_ApplySelectionSet 1 -
@Gobblerpl Added to the tracker, thank you for reporting it.
@Sukhi Great to hear
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Had a crash today. we cant get through any games since update. here is the info to help get it fixed.
EXCEPTION_ACCESS_VIOLATION (0xc0000005) at address 0x0050dfd8
attempted to read memory at 0x0000005cProgram : C:\ProgramData\FAForever\bin\ForgedAlliance.exe
Cmd line arguments : /init init.lua /nobugreport /log C:\ProgramData\FAForever\logs\game_15366794.log /gpgnet 127.0.0.1:2777 /mean 1500.0 /deviation 500.0 /savereplay gpgnet://127.0.0.1:63574/15366794/RomanGiant06.SCFAreplay /country US /numgames 0Callstack:
Unknown symbol (address 0x0050dfd8)
Unknown symbol (address 0x0068af40)
Unknown symbol (address 0x1c31c5fb)Last 100 lines of log...
debug: Loading module '\000/units/urb0303/urb0303_script.lua\000'
debug: Current gametime: 00:56:30
debug: Loading module '\000/projectiles/tdfginsu01/tdfginsu01_script.lua\000'
debug: Loading module '\000/units/xss0304/xss0304_script.lua\000'
debug: Current gametime: 00:57:00
debug: Current gametime: 00:57:30
debug: Loading module '\000/projectiles/taamissileflayer01/taamissileflayer01_script.lua\000'
debug: Loading module '\000/units/dslk004/dslk004_script.lua\000'
debug: Current gametime: 00:58:00
debug: Current gametime: 00:58:30
debug: Current gametime: 00:59:00
debug: Loading module '\000/units/xsb4203/xsb4203_script.lua\000'
debug: Current gametime: 00:59:30
debug: Loading module '\000/projectiles/sanuallcavitationtorpedo04/sanuallcavitationtorpedo04_script.lua\000'
debug: Current gametime: 01:00:00
info: CWldSession::DoBeat() unknown entity id (0x2ff06fd2) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff070e8) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff070e9) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff070ea) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff0712c) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff07175) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff073eb) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff073f4) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff073f6) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff073fb) supplied in a pose update.
debug: Current gametime: 01:00:30
debug: Current gametime: 01:01:00
info: CWldSession::DoBeat() unknown entity id (0x2ff00905) supplied in a pose update.
debug: Current gametime: 01:01:30
debug: Loading module '\000/projectiles/tdfheavyplasmagatlingcannon01/tdfheavyplasmagatlingcannon01_script.lua\000'
debug: Current gametime: 01:02:00
debug: Current gametime: 01:02:30
info: UI_Lua import("/lua/ui/uimain.lua").EscapeHandler()
debug: Current gametime: 01:03:00
debug: Current gametime: 01:03:30
debug: Loading module '\000/units/ueb2401/ueb2401_script.lua\000'
debug: Current gametime: 01:04:00
info: CWldSession::DoBeat() unknown entity id (0x2ff022e2) supplied in a pose update.
debug: Loading module '\000/projectiles/saalosaareautocannon03/saalosaareautocannon03_script.lua\000'
debug: Current gametime: 01:04:30
debug: Current gametime: 01:05:00
debug: Loading module '\000/projectiles/sdftaucannon01/sdftaucannon01_script.lua\000'
debug: Loading module '\000/units/xrb2308/xrb2308_script.lua\000'
debug: Loading module '\000/projectiles/caananodartexgr/caananodartexgr_script.lua\000'
debug: Current gametime: 01:05:30
debug: Loading module '\000/units/zsb9601/zsb9601_script.lua\000'
debug: Loading module '\000/projectiles/tdfionizedplasmagatlingcannon01/tdfionizedplasmagatlingcannon01_script.lua\000'
debug: Current gametime: 01:06:00
debug: Current gametime: 01:06:30
info: CWldSession::DoBeat() unknown entity id (0x2ff009e2) supplied in a pose update.
debug: Current gametime: 01:07:00
debug: Current gametime: 01:07:30
debug: Loading module '\000/effects/entities/debrisboneattachchassis01/debrisboneattachchassis01_script.lua\000'
info: CWldSession::DoBeat() unknown entity id (0x2ff00b53) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff093c2) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff09460) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff09462) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff0947c) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff0950b) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff09533) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff0954f) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff09583) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff09586) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff00b4f) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff0958b) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff09594) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff09595) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff09598) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff0959e) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff0959f) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff095a9) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff095ac) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff095bb) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff095bc) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff095bd) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff095be) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff095d1) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff00f64) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff0124b) supplied in a pose update.
debug: Current gametime: 01:08:00
debug: Loading module '\000/units/xrb2309/xrb2309_script.lua\000'
debug: Current gametime: 01:08:30
debug: Loading module '\000/units/xsl0401/xsl0401_script.lua\000'
debug: Current gametime: 01:09:00
debug: Loading module '\000/projectiles/caananodartex/caananodartex_script.lua\000'
debug: Current gametime: 01:09:30
debug: Loading module '\000/units/urb2302/urb2302_script.lua\000'
debug: Loading module '\000/units/urb2305/urb2305_script.lua\000'
debug: Current gametime: 01:10:00
debug: Current gametime: 01:10:30
info: CWldSession::DoBeat() unknown entity id (0x2ff0026f) supplied in a pose update.
debug: Loading module '\000/effects/entities/debrisboneattachhigh01/debrisboneattachhigh01_script.lua\000'
debug: Current gametime: 01:11:00
info: CWldSession::DoBeat() unknown entity id (0x2ff01f17) supplied in a pose update.
debug: Loading module '\000/units/urb4203/urb4203_script.lua\000'
info: CWldSession::DoBeat() unknown entity id (0x2ff007ae) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff00d55) supplied in a pose update.
debug: Current gametime: 01:11:30
info: CWldSession::DoBeat() unknown entity id (0x2ff0267d) supplied in a pose update.
info: CWldSession::DoBeat() unknown entity id (0x2ff027c2) supplied in a pose update.java.lang.RuntimeException: Forged Alliance Crashed with exit code -1073741819. See C:\ProgramData\FAForever\logs\game_15366794.log for more information
at com.faforever.client.game.GameService.lambda$spawnTerminationListener$43(GameService.java:701)
at java.base/java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1130)
at java.base/java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:630)
at java.base/java.lang.Thread.run(Thread.java:832) -
Thank you for reporting it, it is the same type of crash as the one before you. I've added it to the trace of exception codes!
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Any word on fixing the icons? Thanks.
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@Jip. Like your Added feature : preselection of mex when selection engineer and hovering the cursor over a mass spot.
One suggestion. If the option "Highest tech" is selected and the mexus is T3, can it also automatically ring it? Small quality of life improvement. -
@arran FAF added the basic functionality where you can just assist a T2/T3 mex to automatically queue up the ring of storage. Basically, just double click a T2 mex to ring it.
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@archsimkat You cannot do that on a blueprint. Thus you must use a template or manually do it if the structure doesn't exist yet. For @Jip 's function to see use, it must replace the template of T3 mex plus ringed storage all in one click.
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preselection of mex when selection engineer and hovering the cursor over a mass spot
What is the point of this feature? I don't recall ever seeing any community desire for such a feature and it just seems like an extra feature you have to turn off.
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@arran said in Patch 3721 / hotfix 3722 / hotfix 3723:
@Jip. Like your Added feature : preselection of mex when selection engineer and hovering the cursor over a mass spot.
One suggestion. If the option "Highest tech" is selected and the mexus is T3, can it also automatically ring it? Small quality of life improvement.That was made by KionX, and I like your suggestion to 'complete' the feature. But not sure if it is possible yet, but we can look at it.
Can you make an issue about it here: https://github.com/FAForever/fa/issues/new
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@archsimkat said in Patch 3721 / hotfix 3722 / hotfix 3723:
preselection of mex when selection engineer and hovering the cursor over a mass spot
What is the point of this feature? I don't recall ever seeing any community desire for such a feature and it just seems like an extra feature you have to turn off.
For players that use keys for everything there is probably little reason to have it. But for players that do not, the majority of us, they can now click and go.
Besides that, ask keyser and kionx.
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I think in general a feature should require some amount of justification before being added. Right now the options menu is very heavily loaded with a ton of features that's even overwhelming to me when I open it. Imagine a new player opening the options menu and trying to figure out what everything means; it's quite the task.
I don't really have any particular issue with this specific feature, but I feel like the bar for adding an option to the stock version of FAF should be a bit higher than "a dev implemented it, so it's in". Is there any restriction to prevent feature bloat that I am not aware of?
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I also agree with Arch on this. It's a cool idea that some people like, but a others find it annoying and it does add even more clutter to the already large list of sometimes unclear options in the game settings, especially for new players. It's a nice feature that I don't have an issue with it's just a bit out of the blue. This feels like a UI mod rather than a core game feature imo, and if we're adding this why not add advanced target priorities to core FAF? I don't want to open a can of worms here, but in terms of feature creep why does this make it in but not something like the target priorities mod which, again imo, is a pretty important mod that has significant in game benefits for players of all levels?
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are we back to the old meme "developers playground" ? Been too long since I heard it.
btw you are always allowed to take a look at how thing are being discussed in the PR, like the one we are actually talking about : https://github.com/FAForever/fa/pull/3292
I think it showcase well, that we aren't blindly adding option and feature "just for the sake of it". The same discussion happen in a lot of other PR, to decide whether or not it will be included.
"if we're adding this why not add advanced target priorities to core FAF?" It was ruled out by the previous game councillor, not to make the game to hard to understand for new players. But if you think it should be in, you are fully welcome to make a PR, and we will discuss if it's worth it of being integrated
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Hey Jip
I've been tracking down a sim freeze today trying to figure out if it was my AI causing it or not. But it looks like its not. This freeze didn't previously happen before the patch and I only see it happen on the fields of isis map (I assume its related to whatever conditions are met by that style of map) I ran about 30 odd test today and this particular map had it happen probably 4 out of 15 games with other maps not having it happen at all.
Unfortunately the log show absolutely nothing out of ordinary, looks like a normal game up until it isn't, the sim doesn't log anything afterwards, you still get info messages e.g minimized game etc.As far as symptoms go the sim will freeze but the UI is still running happily, you can still hover over buildings etc. No errors, no nothing.
If you want to reproduce I think the best method is to use uveso's rush AI and setup a 2v2 on it then run it at 10 speed. His AI seems to make it happen more often, which could be related to the unit production numbers it does, but it also happens with others where it didn't previously. In the times I saw it, the freeze would happen between 20-50 mins of game time.
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@toontrack What needs to be fixed?
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@archsimkat @Exselsior There really aren't that many options (only 14 now in Gameplay) and they are all explained when you hover over it. A single option that is not hard to understand being added is not a problem, especially since it's just a small QoL feature.
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@relentless said in Patch 3721 / hotfix 3722 / hotfix 3723:
Hey Jip
I've been tracking down a sim freeze today trying to figure out if it was my AI causing it or not. But it looks like its not. This freeze didn't previously happen before the patch and I only see it happen on the fields of isis map (I assume its related to whatever conditions are met by that style of map) I ran about 30 odd test today and this particular map had it happen probably 4 out of 15 games with other maps not having it happen at all.
Unfortunately the log show absolutely nothing out of ordinary, looks like a normal game up until it isn't, the sim doesn't log anything afterwards, you still get info messages e.g minimized game etc.As far as symptoms go the sim will freeze but the UI is still running happily, you can still hover over buildings etc. No errors, no nothing.
If you want to reproduce I think the best method is to use uveso's rush AI and setup a 2v2 on it then run it at 10 speed. His AI seems to make it happen more often, which could be related to the unit production numbers it does, but it also happens with others where it didn't previously. In the times I saw it, the freeze would happen between 20-50 mins of game time.
What you describe sounds like a dead loop - this can happen if a forked thread doesn't yield properly while being in an infinite statement and therefore takes up all the time of the sim indefinitely. Only question that remains is what causes it.
I'll see if I can reproduce it - sadly, as you mentioned without any form of errors or logs it becomes guess work as to where it is. Do you use the latest version of Uveso from the vault or his version on Github?