Crash everytime at late game, AI-Uveso is the cause?

This is for troubleshooting of problems with the FAF client and Forged Alliance game.

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Crash everytime at late game, AI-Uveso is the cause?

Postby Dastan28 » 02 Sep 2019, 14:11

Hi
I'm not good at technical stuff, but me and my friend have a problem. Every time we play against AI-Uveso the game crashes during late game and it's frustrating. I noticed in the log lines about UEF so I banned T4 novax satelite building, because I thought it's the problem (debug: *AIExecuteBuildStructure: We cant decide whatToBuild! AI-faction: UEF, Building Type: "T4SatelliteExperimental", engineer-faction: "UEF"), but still doesn't fix anything. We play with a lot of mods but I hope that there is a fix for that problem. Maybe it's because of too many units fighting on the battlefield and game crashes because of that particle limit? (info: Particle cap exceeded, discarding excess.)

Mods we're using:
Advanced target priorities
AI-Uveso
Wyvern Battle Pack
BlackOps FAF:ACUs
BlackOps FAF:EXUnits
BlackOps FAF:Unleashed
BrewLAN
Mo Storage v7
Ninja Reclaim Drones
Nuclear Repulsor Shields
Nuclear Storm v1.00
Paragon Sharing
Smart Tactical Missles
Supreme Score Board
Total Mayhem
Extreme Wars

--not activated mods--
Quality of performance
Fireworks
Realistic nukes

I hope somebody will explain me what is the problem and if it can be fixed somehow ;/


crash report here:
Spoiler:
Spoiler: show
EXCEPTION_ACCESS_VIOLATION (0xc0000005) at address 0x0095854f
attempted to write memory at 0x023e0980

Program : C:\ProgramData\FAForever\bin\ForgedAlliance.exe
Cmd line arguments : /init init.lua /nobugreport /log C:\ProgramData\FAForever\logs\game.log /gpgnet 127.0.0.1:54940 /mean 1500.0 /deviation 500.0 /savereplay gpgnet://127.0.0.1:49802/10167908/Dastan28.SCFAreplay /country PL /numgames 0

Callstack:
Unknown symbol (address 0x0095854f)

Last 100 lines of log...

info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
info: Particle cap exceeded, discarding excess.
debug: Loading module '\000/mods/totalmayhem/units/brmt3advbtbot/brmt3advbtbot_script.lua\000'
debug: *AIExecuteBuildStructure: We cant decide whatToBuild! AI-faction: UEF, Building Type: "T4SatelliteExperimental", engineer-faction: "UEF"
debug: *AIExecuteBuildStructure: Found template: "T4SatelliteExperimental" - Using UnitID: "xeb2402"
warning: *AIExecuteBuildStructure: Can't find techlevel for BuildUnitWithID: "xeb2402"
debug: * AI-Uveso: LocationRangeManagerThread: "Factory 55" at location "MAIN" is not working. Last activity "30" seconds ago. Reforking FactoryManager.
warning: Error running OnMotionHorzEventChange script in Entity wel1409 at 7dc4a508: Invalid bone name "WEL01409".
stack traceback:
[C]: in function `CreateAttachedEmitter'
...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(3347): in function `CreateTerrainTypeEffects'
...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(3393): in function `CreateMovementEffects'
...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(3278): in function `UpdateMovementEffectsOnMotionEventChange'
...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(3109): in function <...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua:3061>
warning: Error running OnTerrainTypeChange script in Entity wel1409 at 7dc4a508: Invalid bone name "WEL01409".
stack traceback:
[C]: in function `CreateAttachedEmitter'
...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(3347): in function `CreateTerrainTypeEffects'
...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(3393): in function `CreateMovementEffects'
...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(3188): in function <...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua:3185>
debug: *AIExecuteBuildStructure: We cant decide whatToBuild! AI-faction: UEF, Building Type: "T1LandFactory", engineer-faction: "UEF"
debug: *AIExecuteBuildStructure: Found template: "T1LandFactory" - Using UnitID: "seb0401"
debug: *AIExecuteBuildStructure: Need engineer with Techlevel (3) for BuildUnitWithID: "seb0401"
debug: *AIExecuteBuildStructure: Building ("seb0401") has Techlevel (1)
warning: *AIExecuteBuildStructure: TECH3 Unit "seb0401" is assigned to TECH1 buildplatoon! ("T1LandFactory")
debug: *AIExecuteBuildStructure: We cant decide whatToBuild! AI-faction: SERAPHIM, Building Type: "T1Resource", engineer-faction: "SERAPHIM"
debug: *AIExecuteBuildStructure: Found template: "T1Resource" - Using UnitID: "xsb1103"
debug: *AIExecuteBuildStructure: Need engineer with Techlevel (1) for BuildUnitWithID: "xsb1103"
debug: *AIExecuteBuildStructure: Building ("xsb1103") has Techlevel (1)
debug: *AIExecuteBuildStructure: Engineer with Techlevel (1) can build BuildUnitWithID: "xsb1103"
debug: *AIExecuteBuildStructure: AI-faction: SERAPHIM, Engineer with faction (SERAPHIM) can build faction (SERAPHIM) - BuildUnitWithID: "xsb1103"
warning: *AIExecuteBuildStructure: DecideWhatToBuild call failed for Building Type: "T1Resource", faction: "SERAPHIM" - Unit:xsb1103
debug: Current gametime: 01:25:00
debug: *AIExecuteBuildStructure: We cant decide whatToBuild! AI-faction: UEF, Building Type: "T1LandFactory", engineer-faction: "UEF"
debug: *AIExecuteBuildStructure: Found template: "T1LandFactory" - Using UnitID: "seb0401"
debug: *AIExecuteBuildStructure: Need engineer with Techlevel (3) for BuildUnitWithID: "seb0401"
debug: *AIExecuteBuildStructure: Building ("seb0401") has Techlevel (1)
warning: *AIExecuteBuildStructure: TECH3 Unit "seb0401" is assigned to TECH1 buildplatoon! ("T1LandFactory")
debug: * AI-Uveso: LocationRangeManagerThread: "Factory 104" at location "MAIN" is not working. Last activity "30" seconds ago. Reforking FactoryManager.
debug: BlackOpsFAF-Unleashed: Injecting BuilderGroup "BO-HydroCarbonUpgrade"
debug: Nuclear Repulsor Shields: Injecting BuilderGroup "NuclearRepulsorShields"
warning: Error running lua script: Unit:GetCargo only valid for transport units
stack traceback:
[C]: in function `GetCargo'
...ta\faforever\gamedata\lua.nx2\lua\ai\aiutilities.lua(1351): in function `GetTransports'
...orever\gamedata\lua.nx2\lua\ai\aiattackutilities.lua(1075): in function `SendPlatoonWithTransportsNoCheck'
...ta\faforever\gamedata\lua.nx2\lua\ai\aiutilities.lua(2982): in function `EngineerMoveWithSafePath'
...ogramdata\faforever\gamedata\lua.nx2\lua\platoon.lua(3653): in function <...ogramdata\faforever\gamedata\lua.nx2\lua\platoon.lua:3607>
info: *FORMATION DEBUG: Unit sel0322 does not match any Land categories.
info: *FORMATION DEBUG: Unit sel0322 does not match any Land categories.
info: Unable to load texture from file: /env/footprints/StarAdderFootPrint_albedo.dds
info: Unable to load texture from file: /env/footprints/StarAdderFootPrint_albedo.dds
info: Unable to load texture from file: /env/footprints/StarAdderFootPrint_albedo.dds
info: Unable to load texture from file: /env/footprints/StarAdderFootPrint_albedo.dds
debug: * AI-Uveso: LocationRangeManagerThread: "Factory 60" at location "MAIN" is not working. Last activity "34" seconds ago. Reforking FactoryManager.
info: Unable to load texture from file: /env/footprints/StarAdderFootPrint_albedo.dds
debug: BlackOpsFAF-Unleashed: Injecting BuilderGroup "BO-HydroCarbonUpgrade"
debug: Nuclear Repulsor Shields: Injecting BuilderGroup "NuclearRepulsorShields"
debug: * AI-Uveso: LocationRangeManagerThread: "Factory 64" at location "MAIN" is not working. Last activity "33" seconds ago. Reforking FactoryManager.
debug: * AI-Uveso: LocationRangeManagerThread: "Factory 66" at location "MAIN" is not working. Last activity "34" seconds ago. Reforking FactoryManager.
debug: * AI-Uveso: LocationRangeManagerThread: "Factory 100" at location "MAIN" is not working. Last activity "52" seconds ago. Reforking FactoryManager.
info: Unable to load texture from file: /env/footprints/StarAdderFootPrint_albedo.dds
info: *FORMATION DEBUG: Unit wel0416 does not match any Land categories.
info: Unable to load texture from file: /env/footprints/StarAdderFootPrint_albedo.dds
info: Unable to load texture from file: /env/footprints/StarAdderFootPrint_albedo.dds
debug: Loading module '\000/mods/xtremwars/units/aeon/tech3exp/ual0401/ual0401_script.lua\000'
debug: Loading module '\000/mods/blackopsfaf-unleashed/units/brl0401/brl0401_script.lua\000'
debug: Current gametime: 01:25:30
debug: * AI-Uveso: LocationRangeManagerThread: "Factory 94" at location "MAIN" is not working. Last activity "55" seconds ago. Reforking FactoryManager.


full game log is too long for pastebin and it weighs 3.47MB and I can't put in URL with game.log to download because I'm new user :/

Best regards
Dastan28
 
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Re: Crash everytime at late game, AI-Uveso is the cause?

Postby Dastan28 » 02 Sep 2019, 14:13

I had to put game.log here
Game.log:
https://www29.zippyshare.com/v/Vtc7q1D4/file.html
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Re: Crash everytime at late game, AI-Uveso is the cause?

Postby Uveso » 02 Sep 2019, 15:37

Hello Dastan28,

the AI-Uveso mod is stable with the unmodded FAF game version.
I play hours of testgames on 4 different PC's to test the AI and never got a crash (at least in this year.)
Also the actual AI mod version is running for the last 2 month without any error report.

The error at address 0x0095854f is known since 2013:
https://github.com/FAForever/fa/issues/1445

It's maybe a memory leak, but it has nothing to do with the AI-Uveso mod.

Greetings, Uveso.
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Re: Crash everytime at late game, AI-Uveso is the cause?

Postby Dastan28 » 02 Sep 2019, 16:33

Good to know that the AI mod isn't the cause because I can't imagine to get back to battles with boring Sorian AI sending 2-3 units once every few minutes... So crash is caused by full memory then? I'll try playing with less units like 750 500 250 etc maybe this will help also quality of performance or overall game video options lowering can help with that?
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Re: Crash everytime at late game, AI-Uveso is the cause?

Postby Uveso » 03 Sep 2019, 14:32

Well, to save memory you can only disable unitmods.

Changing the gameoptions etc can only save ~ 20 MB of RAM.
Disabling "Extreme Wars", "Total mayhem" or "Brewlan" can save up to 300 MB for each mod.

So only use one or two of the following mods:
Total Mayhem
Brew Lan
Extreme Wars
Wyvern Battle Pack

The unitcount also increases the memory use but not much.
I would suggest to use not more then 1800 units for all armies in the game. (on a fast PC!)
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