FWIW, our playgroup digs this change. It's SO good being able to maneuver a couple of Atlantises while they continue to work on building planes. Big thumbs up to whomever we can credit with the idea.
Posts made by Doompants
Nice! Before the recent bug, we found it was causing desyncs too, but it didn't sound like an active project, so thanks for looking into it.
Some of the effects were pretty intense, but this mod is worth it alone for the oil slicks after a huge naval battle.
Here is the log from the Survival Map + BlackOps that crashed. The crash happened about ~30+ minutes into the game, at around 21:30 timestamp I think. That's when there's a bunch of info in the ICE log.
71dcd911-09ce-4fe8-9885-4aa8ee0f0801-game_20611540.log
0b06e82a-a16a-4e20-a9a9-8d1bb2308fe6-advanced-ice-adapter.log
(these are the logs you want, right @Jip? I am assuming advanced ICE log is part of having the debug mode turned on)
Note a post currently below this one saying they had the same crash/freeze in a campaign map with BlackOps on.
So an update on what we've found:
This is definitely BlackOps related, but it started recently, and I don't believe BlackOps has been updated in a while so maybe it's something in the main game has changed that broke BlackOps?
Phantom-X is not the only mod that locks us in this loop. We recently played a survival map (Survival 5thdimension 16 player v5) and experienced the same freeze.
Both cases, the freeze only happens with BlackOps on. If we play Phantom-X or the Survival map in Vanilla, no freeze.
Both cases, the freeze happens when people are well into T3/experimental production, though we haven't been able to identify any one unit or action that may have been the reason for the freeze.
Something is currently happening with alternate game modes when BlackOps is on.
The symptom is that the game 'freezes' but you can click on everything. The game just stops playing.
Our group has also had this happen in Phantom-X and Survival map games. Turning BlackOps off lets us play botht hose modes.
If Uveso updates the mod to fix some of these errors, there will be a new version in the mod vault. You may need to manually uninstall the old version and reinstall it from the vault (2 clicks :D) but there should be no need to go to github.
Ugh.. @Jip I know there's some weird connect stuff going on, but this happened again a third time tonight in another PhantomX game, so I'm starting to think it's Phantom related.
This time it was a different player (Vaemas) showing up first on the ICE log, even though it was mostly the same crew.
2023-07-28 20:41:04.893 INFO Sent turn refresh request. (c.f.i.ice.PeerTurnRefreshModule:72)
2023-07-28 20:41:18.754 INFO Sent turn refresh request. (c.f.i.ice.PeerTurnRefreshModule:72)
2023-07-28 20:42:11.007 INFO Sent turn refresh request. (c.f.i.ice.PeerTurnRefreshModule:72)
2023-07-28 20:42:32.773 INFO Sent turn refresh request. (c.f.i.ice.PeerTurnRefreshModule:72)
2023-07-28 20:43:04.894 INFO Sent turn refresh request. (c.f.i.ice.PeerTurnRefreshModule:72)
2023-07-28 20:43:18.754 INFO Sent turn refresh request. (c.f.i.ice.PeerTurnRefreshModule:72)
2023-07-28 20:44:11.007 INFO Sent turn refresh request. (c.f.i.ice.PeerTurnRefreshModule:72)
2023-07-28 20:44:32.774 INFO Sent turn refresh request. (c.f.i.ice.PeerTurnRefreshModule:72)
2023-07-28 20:45:04.894 INFO Sent turn refresh request. (c.f.i.ice.PeerTurnRefreshModule:72)
2023-07-28 20:45:18.758 INFO Sent turn refresh request. (c.f.i.ice.PeerTurnRefreshModule:72)
2023-07-28 20:45:45.870 WARN Didn't receive any answer to echo requests for the past 10 seconds from Vaemas, aborting connection (c.f.i.i.PeerConnectivityCheckerModule:102)
2023-07-28 20:45:45.871 WARN Sleeping refreshThread was interrupted (c.f.i.ice.PeerTurnRefreshModule:80)
2023-07-28 20:45:45.871 WARN ICE Vaemas(349568): ICE connection has been lost for peer (c.f.iceadapter.ice.PeerIceModule:336)
2023-07-28 20:45:45.871 WARN ICE Vaemas(349568): Received invalid packet, first byte: 0x0, length: 65536 (c.f.iceadapter.ice.PeerIceModule:432)
2023-07-28 20:45:45.871 INFO Sending Notification:{"method":"onConnected","params":[13857,349568,false],"jsonrpc":"2.0"} (com.nbarraille.jjsonrpc.JJsonPeer:529)
2023-07-28 20:45:45.871 WARN ICE Vaemas(349568): Received invalid packet, first byte: 0x0, length: 65536 (c.f.iceadapter.ice.PeerIceModule:432)
2023-07-28 20:45:45.871 WARN ICE Vaemas(349568): Received invalid packet, first byte: 0x0, length: 65536 (c.f.iceadapter.ice.PeerIceModule:432)
2023-07-28 20:45:45.871 WARN ICE Vaemas(349568): Received invalid packet, first byte: 0x0, length: 65536 (c.f.iceadapter.ice.PeerIceModule:432)
2023-07-28 20:45:45.871 INFO Sending Notification:{"method":"onIceConnectionStateChanged","params":[13857,349568,"disconnected"],"jsonrpc":"2.0"} (com.nbarraille.jjsonrpc.JJsonPeer:529)
2023-07-28 20:45:45.871 WARN ICE Vaemas(349568): Received invalid packet, first byte: 0x0, length: 65536 (c.f.iceadapter.ice.PeerIceModule:432)
2023-07-28 20:45:45.871 WARN ICE Vaemas(349568): Received invalid packet, first byte: 0x0, length: 65536 (c.f.iceadapter.ice.PeerIceModule:432)
2023-07-28 20:45:45.871 WARN ICE Vaemas(349568): Received invalid packet, first byte: 0x0, length: 65536 (c.f.iceadapter.ice.PeerIceModule:432)
2023-07-28 20:45:45.872 WARN ICE Vaemas(349568): Received invalid packet, first byte: 0x0, length: 65536 (c.f.iceadapter.ice.PeerIceModule:432)
2023-07-28 20:45:45.872 WARN ICE Vaemas(349568): Received invalid packet, first byte: 0x0, length: 65536 (c.f.iceadapter.ice.PeerIceModule:432)
2023-07-28 20:45:45.872 WARN ICE Vaemas(349568): Received invalid packet, first byte: 0x0, length: 65536 (c.f.iceadapter.ice.PeerIceModule:432)
2023-07-28 20:45:45.872 WARN ICE Vaemas(349568): Received invalid packet, first byte: 0x0, length: 65536 (c.f.iceadapter.ice.PeerIceModule:432)
That's a snip from the log where it died (again, near the 40 minute mark, but this is also shortly after the Phantom X reveal timer we have)
I'll attach the full logs too, but any suggestions you have, I'm listening. Next week, we'll try a Phantom X game without BlackOps, but right now it seems we can play other games with BlackOps, it's only our phantom X games that are crashing like this. We're big BlackOps fans, so obviously we hate to have to turn it off, but let me know if there's anything we can try to test for you.
Hello friends.
I'm not sure what happened, but all of a sudden, you can't build hydro generators with BlackOps Unleashed turned on.
To recreate, just play a game with BlackOps unleashed on, and spit that first engie out. Hydro cannot be built with hotkeys, and isn't visible on the build UI.
@closed said in Status of Game? It sucks!:
And I don't know if it is only me, but when I quit FAF, it stays most of the time in the task manager and I have to end the task.
Maybe this is worth mentioning, but the problems my (closed) playgroup has had seems to also involve the ICE adapters, and people not being able to quit the game properly without a black screen and involving Task Manager.
We play tonight, so I guess we have to cross our fingers that some reinstalls we did help.
And yes --- that's very much what our f11 screen looked like too.. No one showed as being behind, or high ping or anything. looked like a normal game.
Nice catch. I dug up the ICE log, and I notice the same player (Rabid Donkey) shows up first in both logs.
Think this is this something that can be fixed with a reinstall? (Or even something easier?)
Also, thoughts on why we all had to use task manager to exit the game? Is that normal for this kind of error?
(problems are seen at 2023-07-14 21:03:12.922 and again at 2023-07-14 22:07:40.052 )
Oof.
Maybe this one is going to require a lot more troubleshooting on our end, but here goes with what we have:
Two back-to back games on Friday night hit a point around ~40 minutes where the game action froze like it was paused. No one was hard-locked up (everyone could still select units, move camera, open menus, etc).
- Same players we play with every week.
- No new mods. Same we play with every week. (BlackOps suite, Phantom-X, various UI mods.)
- None of us could exit cleanly. When we finally closed our copies of FA we all ended up on a black screen and had to task manager out. The error was listed as Exit Code -1.
We've certainly had crashes before, but I've never seen one like this that doesn't result in a connectivity window popup.
I'm Including the logs. I will try to see if I can recreate the issue another time with the vanilla game, but everyone was kind of disheartened after two failed 40 minute games tonight. I'll also turn on the advanced logging for next time. Thx y'all.
As a form of smack talk on our discord, I had ChatGPT write a 'strategy guide' addressed to a couple of friends who play Aeon, telling them how to improve their game play.
The first paragraph was obvious, but decent advice.
The second paragraph stressed the importance of air superiority, and touted the power of the T3 interceptor...
It then suggested keeping the interceptors safe by using mobile shield generators.
... Like the Ahwassa.
... and the UEF SHIELD BOAT. LMAO.
Third paragraph mentioned how the Czar could use it's long-range artillery to rain destruction on enemies from afar, and I knew I had struck gold.
So we've had a couple weeks of games and everything on the fixed list seems to be working wonderfully, so thank you both again for maintaining.
Confirmed that the crazy-high ~16000 dmg Czar crash damage is still there, and the Cybran ACU maser still breaks if they get in a transport.
@Jip the maser breaking was something that happened at some point in vanilla, but was fixed. Are you able to identify what was done to fix it? I'm sure it's a case that the Cybran ACU in the BlackOps ACU mod probably broke at the same time, but just never got fixed like Vanilla did.
Oops. Another thing -- One of our other players noted your oceans are very shallow. He had a pair of chicken bots and the water was only waist deep, so they were able to just walk around out there firing their main guns at everything.
Might want to make the waters 10 or 15 units deeper out there to make it behave more like people expect.
@CaptainKlutz There we go! played Seven Bay Reef Phantom and had a great game.
No gameplay issues at all. Everything's symmetrical, no pathing issues. Cliffs are well-demarcated. Plays a little mass-rich but that's fine. All in all, good map.
The only issue is one of your decal settings. They seem VERY strange and I wonder if it was intentional or an error. Zoomed out, the erosion decals cast VERY strong shadows, and then as you zoom in, somewhere around 500-700, they all disappear! This is backwards from usual decal settings (where you see the decals zoomed in, but they fade out as you zoom out).
Decals while zoomed out:
Same area zoomed in:
If you use the FAF editor, this can be controlled by the 'Cutoff distance' and 'Near Cutoff Distance' variables under decals. It looks like you have entered a value for 'near cutoff distance' (which you probably want to select the decal(s) and change that value to zero).
Aside from that one jarring graphic setting, the map was great. Let me know if you want to fix this, and I'll give a good vault review when it's done.
@Jip earning that cowboy hat! Thanks my dude!
@Uveso Happy Birthday!! Our group plays weekly on Fridays, but if you want some help testing the mod before you up it to the vault, just PM me with a link and I'll test what I can solo or rope someone into it during the week
.
Only things I see missing is the Cybran ACU transport fix and the crazy-high Czar crash damage.