FAF hangs in game with frame jitter

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FAF hangs in game with frame jitter

Postby nine2 » 07 Feb 2014, 13:29

Hello,

Although sometimes my games complete, it feels like 1 in 5 hang. If anyone could help me work this out that would be amazing, thanks.

There are a couple of different ways it can crash but by far the most common is ...

* im zooming in on something
* suddenly the screen jitters back and forth really quickly between two frames, infinitely. Nothing is actually changing on the map, its just replaying the same two frames over and over. I can no longer see what is going on.
* i can move the mouse
* I think the game is still actually running because as i move the cursor around it makes noises as i hover over buttons.
* i think i've managed to send someone a message before in chat
* if i alt-tab out and back i get a grey-screen instead
* problem always seems to happen when im zoomed in fairly close

Annoyingly FAF was very stable on my old very crappy computer. I went and bought a whole new rig just to play FAF and now its unstable. I suspect it is the video card because a friend of mine gets the same crash and he has a totally different computer but we bought the same video cards.

Video card is AMD R9 200. I'm running on Win8.1, friend is running on Win7. I have seen the bug using catalyst 13.11 and 13.12 (the latest one).

Mods: I am using Hotbuild, Gaz, and domino's Group-Split. I was getting this problem before groupslit was installed.

I wonder if this has anything to do with this bit i found in the logs:

Spoiler: show
warning: c:\work\rts\main\code\src\libs\gpggal\VertexBufferD3D9.cpp(65) An invalid parameter was passed to the returning function
debug: Loading module '\000/lua/ui/dialogs/eschandler.lua\000'
info: Minimized true
info: size 0
info: size 0
info: size 0
info: size 0


Didn't find anything in forums search. Logs attached.

Thanks!
Attachments
replay.log
(101.59 KiB) Downloaded 34 times
game.log
(181.72 KiB) Downloaded 40 times
forever.log
(104.24 KiB) Downloaded 42 times
nine2
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Re: FAF hangs in game with frame jitter

Postby nine2 » 07 Feb 2014, 18:12

My second crash of the night is not the same as the above (jitter) crash. In this case it actually crashes out with an exception window:
Spoiler: show
EXCEPTION_ACCESS_VIOLATION (0xc0000005) at address 0x00423190
attempted to read memory at 0x00000011

Program : C:\ProgramData\FAForever\bin\ForgedAlliance.exe
Cmd line arguments : /players 2 /team 2 /cybran /mean 1110.40364743 /deviation 49.7660101457 /init init_ladder1v1.lua /log C:\ProgramData\FAForever\logs\game.log /savereplay gpgnet://localhost/1837338/partytime.SCFAreplay /nobugreport /gpgnet 127.0.0.1:49287

Callstack:
Unknown symbol (address 0x00423190)
Unknown symbol (address 0x00801e43)

Last 100 lines of log...

info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: Strat Icon Mod Error: updated strat icon required for: \000icon_factoryhq2_land
info: Strat Icon Mod Error: updated strat icon required for: \000icon_factoryhq2_land
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
debug: Loading module '\000/units/xsl0208/xsl0208_script.lua\000'
info: ResetCycle cm: false data: false
info: size 0
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
debug: Loading module '\000/projectiles/cdfrocketiridium01/cdfrocketiridium01_script.lua\000'
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: size 0
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false
info: com is dead
debug: Loading module '\000/effects/entities/inainoeffectcontroller01/inainoeffectcontroller01_script.lua\000'
debug: Loading module '\000/lua/ui/game/gameresult.lua\000'
info: GAMERESULT : \000score 0
info: GAMERESULT : \000score 1
debug: Loading module '\000/effects/entities/sifinainostrategicmissileeffect02/sifinainostrategicmissileeffect02_script.lua\000'
info: ResetCycle cm: false data: false
info: ResetCycle cm: false data: false


It happened just as I killed the opponent and in case that's important, another time I crashed was exactly when I died.

There was no replay log but it was #1837338.

The online replay is corrupted but my local one runs fine, with no crash.

Thanks!
Attachments
game.log
(162.88 KiB) Downloaded 41 times
forever.log
(540.94 KiB) Downloaded 37 times
nine2
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Re: FAF hangs in game with frame jitter

Postby Ze_PilOt » 07 Feb 2014, 19:06

warning: c:\work\rts\main\code\src\libs\gpggal\VertexBufferD3D9.cpp(65) An invalid parameter was passed to the returning function

It's most likely a problem with your graphic driver.
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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Re: FAF hangs in game with frame jitter

Postby nine2 » 08 Feb 2014, 03:29

Thanks, is there any way to resolve that then? I have tried all of the versions of the driver I can, including the new beta driver. I read that rolling back three or four versions could fix it - but that would mean reinstalling OS because that driver doesnt work on win 8.1 :(. I guess I could see if there any DirectX updates
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Re: FAF hangs in game with frame jitter

Postby nine2 » 09 Feb 2014, 13:52

Tonight's crash was a bit different. It just stopped running like it was paused - I could still change orders around. However it never came back and when I tried to quit it was very hard to do, involving killing the process and some creative window swapping.

When I view the replay it does the same thing so this is replicable.

Spoiler: show
info: size 0
info: CWldSession::DoBeat() unknown entity id (0x2ff0129e) supplied in a pose update.
warning: Error running lua script: ...aforever\gamedata\faforever.nxt\lua\selfdestruct.lua(55): Game object has been destroyed
stack traceback:
[C]: in function `GetWeaponCount'
...aforever\gamedata\faforever.nxt\lua\selfdestruct.lua(55): in function <...aforever\gamedata\faforever.nxt\lua\selfdestruct.lua:53>
warning: Error running lua script: ...aforever\gamedata\faforever.nxt\lua\selfdestruct.lua(55): Game object has been destroyed
stack traceback:
[C]: in function `GetWeaponCount'
...aforever\gamedata\faforever.nxt\lua\selfdestruct.lua(55): in function <...aforever\gamedata\faforever.nxt\lua\selfdestruct.lua:53>


debug: Loading module '\000/projectiles/cdfcannonmolecularovercharge01/cdfcannonmolecularovercharge01_script.lua\000'
Attachments
replay.log
(100.5 KiB) Downloaded 37 times
game.log
(214.62 KiB) Downloaded 33 times
forever.log
(18.84 KiB) Downloaded 36 times
nine2
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Re: FAF hangs in game with frame jitter

Postby Ze_PilOt » 09 Feb 2014, 14:06

Same problem. Related to drivers/directX.

If you think it's not, we need the replay.
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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Re: FAF hangs in game with frame jitter

Postby nine2 » 10 Feb 2014, 15:55

Thanks. How about this one?

warning: Error running OnFrame script in CScriptObject at 14f90e00: ...ever\gamedata\faforever.nxt\lua\ui\game\unitview.lua(588): attempt to call method `GetBlueprint' (a nil value)
stack traceback:
...ever\gamedata\faforever.nxt\lua\ui\game\unitview.lua(588): in function `UpdateWindow'
...ever\gamedata\faforever.nxt\lua\ui\game\unitview.lua(501): in function <...ever\gamedata\faforever.nxt\lua\ui\game\unitview.lua:489>
warning: Error running OnFrame script in CScriptObject at 14f90e00: ...ever\gamedata\faforever.nxt\lua\ui\game\unitview.lua(588): attempt to call method `GetBlueprint' (a nil value)
stack traceback:
...ever\gamedata\faforever.nxt\lua\ui\game\unitview.lua(588): in function `UpdateWindow'
...ever\gamedata\faforever.nxt\lua\ui\game\unitview.lua(501): in function <...ever\gamedata\faforever.nxt\lua\ui\game\unitview.lua:489>
warning: Error running OnFrame script in CScriptObject at 14f90e00: ...ever\gamedata\faforever.nxt\lua\ui\game\unitview.lua(588): attempt to call method `GetBlueprint' (a nil value)
stack traceback:
...ever\gamedata\faforever.nxt\lua\ui\game\unitview.lua(588): in function `UpdateWindow'
...ever\gamedata\faforever.nxt\lua\ui\game\unitview.lua(501): in function <...ever\gamedata\faforever.nxt\lua\ui\game\unitview.lua:489>
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Re: FAF hangs in game with frame jitter

Postby Ze_PilOt » 10 Feb 2014, 17:13

Did you disabled all your mods?
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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Re: FAF hangs in game with frame jitter

Postby nine2 » 10 Feb 2014, 17:24

No, I was hoping to skip that ... hotbuild + gaz? I figure they must be stable ... ?
nine2
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Re: FAF hangs in game with frame jitter

Postby Ze_PilOt » 10 Feb 2014, 17:31

Seems they are not.
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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