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How I Fixed My Hud Issues And Client Crashes


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#41 ElCadaver

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Posted 02 May 2013 - 08:35 PM

Did all of the abovementioned by Kataris.

Virtually eliminated by Crash to Desktop Issues...... but still crash to mechlab on most of my games.

Comments, thoughs?

#42 Havok1978

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Posted 02 May 2013 - 08:41 PM

THIS... is ********... just saying. well GL getting it fixed, I will NOT be changing my system or install of my programs though, everything else works great.

#43 Purplefluffybunny

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Posted 03 May 2013 - 07:00 AM

I don't have the technical expertise to pass comment beyond asking if what the OP says is true.

#44 MajorChunks

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Posted 03 May 2013 - 08:11 AM

View PostSean Cove, on 02 May 2013 - 06:22 PM, said:

There is a indication that memory usage does affect the frequency of the issue happening, that is the closer to 100% memory usage the frequency goes up. Though this is currently unconfirmed.


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 Karl Berg

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Posted 03 May 2013 - 11:41 AM

We are very actively looking into these issues right now, a lot of dev resources are allocated towards tracking down and eliminating the cause of these bugs. So please don't mess up your computer just to attempt to make these issues go away!

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 Jagsmar

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Posted 03 May 2013 - 12:34 PM

The word "Crash" is getting misused. There are crashes (crash dump file will be in USERS directory) and server disconnects (message in omnicron.log)

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 WANTED

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Posted 03 May 2013 - 02:08 PM

I still have HUD issues ( mainly mini map ) from time to time but after submitting a ticket and files that support personnel requested, I have not had crashes in a very long time ( knocking on wood ) I have not re-installed client or changed anything. I kept getting crash to mech lab 2 weeks or so ago constantly. Now nothing and they responded to me with a thank you and that they were working on resolving the issue. So I assume they did this server side somehow at some point. Anyways point is, be sure to submit tickets and your omnicron and dxdiag files and other files they request. It's the only way to assist them in resolving these issues.

#48 Pater Mors

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Posted 03 May 2013 - 03:42 PM

Just wondering why, if what is said in the OP is true, that my MWO client has been fine right up until the recent hotfix?

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 Kataris

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Posted 05 May 2013 - 06:42 PM

View PostRalgas, 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

View PostElCadaver, on 02 May 2013 - 08:35 PM, said:

Did all of the abovementioned by Kataris.

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 Kataris

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Posted 05 May 2013 - 06:46 PM

View PostKarl Berg, on 03 May 2013 - 11:41 AM, said:

We are very actively looking into these issues right now, a lot of dev resources are allocated towards tracking down and eliminating the cause of these bugs. So please don't mess up your computer just to attempt to make these issues go away!

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 Karl Berg

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Posted 06 May 2013 - 10:23 AM

View PostKataris, on 05 May 2013 - 06:46 PM, said:

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.


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 shellashock

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Posted 06 May 2013 - 11:15 AM

Remember the comments that people made about how windows 32 bit usually will have no hud errors in MW:O? Also, remember when it was stated that windows 32 bit can only support up to 4 GB memory (with a few exceptions)? then maybe the amount of ram is the main problem. My windows 7 64 bit laptop at 4 gb ram does not have any hud corruption errors with the small exception of the time when i got some hud errors that disappeared after a shader clean out. However, my brother's windows 7 64 bit laptop with 8 GB of ram aways gets hud errors regardless of shader issues.

#53 Drenaline

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Posted 06 May 2013 - 05:25 PM

"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."

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 JMcFly

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Posted 06 May 2013 - 05:44 PM

PGI has thousands of hours playing exactly what? Cause it doesn't seem like they're playing MWO with some of these responses.

#55 Deathlike

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Posted 06 May 2013 - 05:50 PM

View PostDrenaline, on 06 May 2013 - 05:25 PM, said:

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.


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 Thalos

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Posted 06 May 2013 - 08:44 PM

This is not a resolution that most people will adopt, this is by far a very long and complex process to resolve what should have easily been addressed by the PGI. We live in the age of 64 bit not legacy 32 bit pretty much now and clearly shows their lack of understanding in regards to the base engine and stability issues for many clients. I clearly don't understand why they are having so many engine issues that someone with experience in mmo's would have foreseen as being problems before development would have started on the game and its engine components.

#57 Foster Bondroff

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Posted 07 May 2013 - 12:40 AM

I wonder about this workaround, cause i play MWO on Windows XP SP3 32 Bit OS which never saw any 64 bit libary / driver or similar thing and i also get HUD bugs.

The frequenzy of the bugs is very random, sometimes a dozen without any, than days where every 2nd to 3rd match is effected.

#58 TheSupergeek

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Posted 07 May 2013 - 06:52 AM

I have 16GB of RAM under 64-bit Windows 7. The frequency of problems has gone way down since I started shutting down as many apps as possible while playing, including suspending anti virus.

Edited by TheSupergeek, 07 May 2013 - 06:52 AM.






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