

How I Fixed My Hud Issues And Client Crashes
#41
Posted 02 May 2013 - 08:35 PM
Virtually eliminated by Crash to Desktop Issues...... but still crash to mechlab on most of my games.
Comments, thoughs?
#42
Posted 02 May 2013 - 08:41 PM
#43
Posted 03 May 2013 - 07:00 AM
#44
Posted 03 May 2013 - 08:11 AM
Sean Cove, on 02 May 2013 - 06:22 PM, said:
This seems plausible, actually. I don't seem to get as many errors as others are reporting, but I rarely run other programs while playing, and even apply GameBooster on occasion to really clean the crap out of my memory.
#45
Posted 03 May 2013 - 11:41 AM
We have reproduced and confirmed a bug in the game engine itself; and over the last few days we have narrowed it down to a very specific portion of code that we are now heavily auditing. Although messing with your system config could likely affect the reproduction rates for this issue, we will be fixing the root cause of many of these issues as soon as we possible.
#46
Posted 03 May 2013 - 12:34 PM
As I understand it, crashes are being worked on, server disconnects which are much more frequent, are still in the data gather department.
Edited by Jagsmar, 03 May 2013 - 12:34 PM.
#47
Posted 03 May 2013 - 02:08 PM
#48
Posted 03 May 2013 - 03:42 PM
Pre hotfix maybe 1:50 crashes after hotfix 5:10 crashes, HUD bugs, IFF glitches, friendly mech's running around with full battle damage textures at the start of a fight etc.
I am no expert on anything related, I just find it odd that I was fine before the fix and now I can barely get a game in without a glitch of some sort or a crash. Windows 7 64bit with 8gb RAM here. Before hotfix I was also running the game on max settings without difficulty. Since the hotfix I've had to dumb the settings down a bit to counter some of the glitches (but they're still pretty bad).
#49
Posted 05 May 2013 - 06:42 PM
Ralgas, on 02 May 2013 - 05:03 AM, said:
Depends on how hard it is for the flash/.net framework is to get working in a 64 bit enviroment without seperating them (which may not be possible without a full rewrite). Theres a argument for seperating a true 64 bit version when the alternative is their product not working on most gaming systems built in the last 4 or so years.
Expecting the playerbase to run dual boot or restrict their systems to 4 gb ram (a limitation of 32 bit os's) would only mean the death of much of the playerbasewith mid to high end systems.
Edit: and of course it needs to be verified it is the fix, while i dont doubt Kataris thats only 1 os that we know of and it still needs over time testing......
BTW Kataris, if you are following this which os did you use to test?
Windows 7 Pro x86
ElCadaver, on 02 May 2013 - 08:35 PM, said:
Virtually eliminated by Crash to Desktop Issues...... but still crash to mechlab on most of my games.
Comments, thoughs?
I am not experiencing any issues with the mechlab, but am still getting CTD's.
#50
Posted 05 May 2013 - 06:46 PM
Karl Berg, on 03 May 2013 - 11:41 AM, said:
We have reproduced and confirmed a bug in the game engine itself; and over the last few days we have narrowed it down to a very specific portion of code that we are now heavily auditing. Although messing with your system config could likely affect the reproduction rates for this issue, we will be fixing the root cause of many of these issues as soon as we possible.
No offense Karl, but these client crashes have already caused numerous registry corruption issues for my friends and I. To play mwo for long periods of time, I highly suggest users learn the ins and outs of the system restore feature to ensure their PC's remain operational through the high frequency of client crashes.
#51
Posted 06 May 2013 - 10:23 AM
Kataris, on 05 May 2013 - 06:46 PM, said:
That's TERRIBLE! If this is truly the case, then please contact support so they can document which registry settings were corrupted, potential steps to reproduce, system configuration, failure rates, and any other potentially relevant info, and we'll track down and fix this up as soon as we possibly can.
Personally I have never, ever seen any system corruption result from testing internally, even with very messed up builds. Our cumulative playtime in the office, including soak testing is very high, definitely in the thousands of hours.
#52
Posted 06 May 2013 - 11:15 AM
#53
Posted 06 May 2013 - 05:25 PM
Well I call BS on this one. To be honest I have lost all faith in PGI. My money is on Kataris knowing more than devs right now.
Edited by Drenaline, 06 May 2013 - 05:26 PM.
#54
Posted 06 May 2013 - 05:44 PM
#55
Posted 06 May 2013 - 05:50 PM
Drenaline, on 06 May 2013 - 05:25 PM, said:
It's not "BS" exactly. They are testing in a "clean environment" where network latency, optimal video cards, and system setups are not replicated under real world conditions (aka everyone else's computers). I'm sure they do test, but not the same kind of testing that we do (like, people still using XP, slightly older and different but still usable video cards).
It doesn't mean they'll figure out how to balance stuff nor catch the hideous bugs we have been facing all month... but there certainly underlying issues going on.
Edited by Deathlike, 06 May 2013 - 05:52 PM.
#56
Posted 06 May 2013 - 08:44 PM
#57
Posted 07 May 2013 - 12:40 AM
The frequenzy of the bugs is very random, sometimes a dozen without any, than days where every 2nd to 3rd match is effected.
#58
Posted 07 May 2013 - 06:52 AM
Edited by TheSupergeek, 07 May 2013 - 06:52 AM.
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