Forged Alliance Forever Forged Alliance Forever Forums 2015-02-21T23:00:24+02:00 /feed.php?f=3&t=9410 2015-02-21T23:00:24+02:00 2015-02-21T23:00:24+02:00 /viewtopic.php?t=9410&p=94421#p94421 <![CDATA[Re: Constant crashes]]>
tatsu wrote:
sim hang and crash to desktop both (the simhang comes in both with bugsplat and without bugsplat flavors) So that's what I'm saying there's no binary answer to that question, it's just every type of crash imaginable, you could say FA is getting an artistic and creative streak, it doesn't want to conform to a norm.


If the bugsplat screen shows up you got an unhandled exception and a core dump will be included, which means the sim didn't hang.

It's pretty straight forward: these crashes occur because of undocumented preconditions for the engine API, there's not really anything artistic about it, and we only have hope of fixing anything if we get full documentation of what happened just up to the crash.

I'll refer to Gorton's amendment to the top post in the tech support section: http://forums.faforever.com/forums/viewtopic.php?f=3&t=4648#p94227

Statistics: Posted by Sheeo — 21 Feb 2015, 23:00


]]>
2015-02-21T21:45:26+02:00 2015-02-21T21:45:26+02:00 /viewtopic.php?t=9410&p=94415#p94415 <![CDATA[Re: Constant crashes]]>
Crotalus wrote:
* game.log
* replay-id
* Sim mods?
* Dual screen?
*Some people are probably running OC cpus or having some bad memory causing random bitflips in long games, this would manifest as a crash to desktop.

personally none of these: as i said I turned off dual screen after a quick test just to realize that it was virtually guaranteed to crash at some point in the game. I'm about to leave germany now so it's too late for crashlog but i'll do it as soon as I'm back on my own computer, promise.

generally there are 8 player games with high apm or just big queues of buildings.

sim hang and crash to desktop both (the simhang comes in both with bugsplat and without bugsplat flavors) So that's what I'm saying there's no binary answer to that question, it's just every type of crash imaginable, you could say FA is getting an artistic and creative streak, it doesn't want to conform to a norm.

Statistics: Posted by tatsu — 21 Feb 2015, 21:45


]]>
2015-02-21T15:48:19+02:00 2015-02-21T15:48:19+02:00 /viewtopic.php?t=9410&p=94385#p94385 <![CDATA[Re: Constant crashes]]>
That the current lobby crashes alot is nothing new, it has always been buggy and currently it's being refactored (7000 lines of codes is down to 5000 next version). I would guess the next release will be much more stable.

As to game crashes, I've not seen many of those personally. To investigate further we need more complete information about the setup, such as:

* game.log
* replay-id
* Sim mods?
* Dual screen?
* Crash to desktop or sim hang?

Some people are probably running OC cpus or having some bad memory causing random bitflips in long games, this would manifest as a crash to desktop.

Statistics: Posted by Crotalus — 21 Feb 2015, 15:48


]]>
2015-02-21T15:23:44+02:00 2015-02-21T15:23:44+02:00 /viewtopic.php?t=9410&p=94384#p94384 <![CDATA[Re: Constant crashes]]>
Hopefully this problem gets resolved soon...as it was much better before...or it can be difficult to play...

Statistics: Posted by TestPlay — 21 Feb 2015, 15:23


]]>
2015-02-19T10:47:28+02:00 2015-02-19T10:47:28+02:00 /viewtopic.php?t=9410&p=94245#p94245 <![CDATA[Re: Constant crashes]]> So, at least for me, the only issues are those annoying exceptions, and I can confirm that they are quite frequnet. From my observations, it usually happens when there are several people trying to connect at the same time, for example during rehosting games, which often takes 2-3 attempts to connect there.

Statistics: Posted by jmd3au1 — 19 Feb 2015, 10:47


]]>
2015-02-19T10:16:41+02:00 2015-02-19T10:16:41+02:00 /viewtopic.php?t=9410&p=94243#p94243 <![CDATA[Re: Constant crashes]]> (-More and more "unhandled exceptions"
-People taking slot without rating, game counter and can't x'
-dual screen seems to be not supported anymore accordingly to mate trying to play with it)

Statistics: Posted by Hellcat — 19 Feb 2015, 10:16


]]>
2015-02-19T10:07:20+02:00 2015-02-19T10:07:20+02:00 /viewtopic.php?t=9410&p=94242#p94242 <![CDATA[Re: Constant crashes]]>
I would say that cleaning up code is important, but not as much as other priorities that FAF really need. At least, it shouldn't be done on a production patch, but on a beta, and not before the production server is stable (and it seems that it's not since it moved to a new server, things got lost in the process). A clean code is useless and counter-productive if it breaks things.

The coder team will probably ignore my advice, but they should revert every change they done and only include real bug fixes until they have a proper environment to test the refactoring. FAF is back to alpha/beta stage, that's a huge step back IMHO.

Given all the changes that were done, and my experience on working on the same code, I would say that it need a least 6 months of work before being pushed in production (and that's if they don't introduce new changes, something that is done almost on a daily basis).
I'm sure sheeo is competent, but I think he under-estimate greatly the impact of changing a single line of code in FA.

For reference, it took a team of 4 competent coders (Moritz, FunkOff, Thygrr and me) a year to bring changes tested for years in mods to the main codebase without any bug occurring, and the code was much simpler back then.

There is also very good reasons, improved and tested for 3 years, for the code being organized the way it is currently. Changing it is not without consequences, and shouldn't be done without strongly thinking about it. The new team thought I wasn't pushing changes fast enough, I hope you understand why now.

Statistics: Posted by Ze_PilOt — 19 Feb 2015, 10:07


]]>
2015-02-19T09:19:33+02:00 2015-02-19T09:19:33+02:00 /viewtopic.php?t=9410&p=94238#p94238 <![CDATA[Re: Constant crashes]]> Statistics: Posted by E8400-CV — 19 Feb 2015, 09:19


]]>
2015-02-19T01:47:40+02:00 2015-02-19T01:47:40+02:00 /viewtopic.php?t=9410&p=94223#p94223 <![CDATA[Re: Constant crashes]]> Statistics: Posted by tatsu — 19 Feb 2015, 01:47


]]>
2015-02-18T17:14:30+02:00 2015-02-18T17:14:30+02:00 /viewtopic.php?t=9410&p=94193#p94193 <![CDATA[Re: Constant crashes]]> Statistics: Posted by Neutrino — 18 Feb 2015, 17:14


]]>
2015-02-18T16:08:06+02:00 2015-02-18T16:08:06+02:00 /viewtopic.php?t=9410&p=94188#p94188 <![CDATA[Re: Constant crashes]]>
I've since then tested it on two other computers.

Statistics: Posted by tatsu — 18 Feb 2015, 16:08


]]>
2015-02-12T19:04:25+02:00 2015-02-12T19:04:25+02:00 /viewtopic.php?t=9410&p=93750#p93750 <![CDATA[Re: Constant crashes]]>
I know for instance that myself, Actuallyaction and Caulus constantly get crashes when trying to host...

Yet others seem to host fine.
Strange really.

Statistics: Posted by Sovietpride — 12 Feb 2015, 19:04


]]>
2015-02-12T11:33:35+02:00 2015-02-12T11:33:35+02:00 /viewtopic.php?t=9410&p=93714#p93714 <![CDATA[Re: Constant crashes]]>
For me it is the latter, FA itself runs fine. Lobby "unhandled exception" crashes are less now, but there are things like being unable to select a slot that is in fact empty. I have also experienced a large amount of issues with corrupted replays, replays that give an error message when you try to open them, replays that just stop progressing without an actual crash, and it seems 2/3's are desynced nowaways.

Statistics: Posted by Col_Walter_Kurtz — 12 Feb 2015, 11:33


]]>
2015-02-11T23:01:00+02:00 2015-02-11T23:01:00+02:00 /viewtopic.php?t=9410&p=93684#p93684 <![CDATA[Constant crashes]]>
the stability of the game has been going south lately.

I think the two latest FAF patches need to be reviewed and fine combed for bugs, possibly a backtrack considered. the stability of FA has never been this bad.

I'm saying this from a windows machine.

get this : it ran better when I was on my linux machine.

I think that speaks volumes.

Statistics: Posted by tatsu — 11 Feb 2015, 23:01


]]>