Malformed Packet Causing A Game Drop
#101
Posted 29 May 2013 - 02:26 PM
#102
Posted 29 May 2013 - 03:25 PM
"CGameRules::OnDisconnect: Client has disconnected: cause=eDC_ProtocolError, desc=Remote disconnected: Malformed packet (1486)"
Blech...
Going to try two things:
1. Play without RaidCall (lessen packets sent while playing)
2. Play using VPN (seems more like witchcraft than a solution)
#103
Posted 29 May 2013 - 05:03 PM
Jonathan Paine, on 29 May 2013 - 03:25 PM, said:
It's not really witchcraft... it's changing where/how you are being routed. Some common nodes that some people are plodding through are probably the culprit...
#104
Posted 29 May 2013 - 07:04 PM
CGameRules::OnDisconnect: Client has disconnected: cause=eDC_ProtocolError, desc=Remote disconnected: Malformed packet (1486)
and a crash to mechlab for every single fight. Usually crash in the first 15 seconds.
#105
Posted 29 May 2013 - 07:08 PM
Frustrated. Pingtest.net shows my connection is rock solid right now, too.
#106
Posted 29 May 2013 - 09:20 PM
#107
Posted 29 May 2013 - 09:31 PM
http://mwomercs.com/...e-dc-crediting/
Edited by Dude42, 29 May 2013 - 09:31 PM.
#108
Posted 29 May 2013 - 10:35 PM
Switched to Google's public dns
8.8.8.8
8.8.4.4
no more crashes
#109
Posted 30 May 2013 - 02:19 AM
Jonathan Paine, on 29 May 2013 - 03:25 PM, said:
...
2. Play using VPN (seems more like witchcraft than a solution)
Welcome to our privileged community
Witchcraft might actually be the best thing to fight this problem.
Why are getting some people with seemingly rocksolid connections dc ***** and others with much weaker connections have no problems at all?
WHY allmighty Hypnotoade!!!!!!
#110
Posted 30 May 2013 - 07:30 AM
Cyberghost allows me to play bit it's wonky and likes to randomly spike my ping to like 8000ms. Pretty shoddy I have to take these measures, last time I had to do anything like this was when Borderlands 1 released for PC with its multiplayer all sorts of broken and I had to use Tunngle to play online because I was at school and didn't have access to the router settings that needed to be fiddled with to make it functional.
#111
Posted 30 May 2013 - 08:46 AM
#112
Posted 30 May 2013 - 12:19 PM
#113
Posted 30 May 2013 - 02:54 PM
Jonathan Paine, on 29 May 2013 - 10:35 PM, said:
Switched to Google's public dns
8.8.8.8
8.8.4.4
no more crashes
Trying this and will report back
Seemed to work for a while but now its back,
Edited by 2sl0w, 30 May 2013 - 09:45 PM.
#115
Posted 30 May 2013 - 07:00 PM
The sad part is that prior to the last 1-2 patches my client ran flawlessly. Very few interface bugs and no crashes what so ever...
Edited by TurboSid, 30 May 2013 - 07:00 PM.
#116
Posted 30 May 2013 - 07:38 PM
Jonathan Paine, on 29 May 2013 - 10:35 PM, said:
No effect for me. Changed it and crashed mid game the next two games.
TurboSid, on 30 May 2013 - 07:00 PM, said:
Same here. My problems have only come in the last week. Pretty unplayable, right when I actually have some time to play.
Edited by MannishBoy, 30 May 2013 - 07:39 PM.
#117
Posted 31 May 2013 - 06:16 AM
- Denial — "This can't be happening, not to me."
Denial is usually only a temporary defense for the gamer. Denial can be conscious or unconscious refusal to accept facts, information, or the reality of the situation. Denial is a defense mechanism and some people can become locked in this stage. - Anger — "Why me? It's not fair!"; "How can this happen to me?"; '"Who is to blame?"
Once in the second stage, the gamer recognizes that denial cannot continue. Because of anger, the gamer is very difficult to care for due to misplaced feelings of rage and envy. Anger can manifest itself in different ways. Gamers can be angry with themselves, or with others, and especially PGI. It is important to remain detached and nonjudgmental when dealing with a gamer experiencing anger from Malformed Packets. - Bargaining — "I'll do anything for a few more drops."; "I will give my life savings if I could just stay connected" The third stage involves the hope that the individual can somehow postpone or delay disconnects. Usually, the negotiation for an extended play time is made with a higher power in exchange for a reformed lifestyle.
- Depression — "I'm so sad, why bother with anything?"; "I'm going to die soon so what's the point?"; "I miss my MWO, why go on?"
During the fourth stage, the gamer begins to understand the certainty of Malformed Packets. Because of this, the individual may become silent, refuse visitors and spend much of the time crying and grieving. This process allows the gamer to disconnect from things of love and affection. It is not recommended to attempt to cheer up an gamer who is in this stage. It is an important time for grieving that must be processed. Depression could be referred to as the dress rehearsal for life without MWO. It is a kind of acceptance with emotional attachment. It's natural to feel sadness, regret, fear, and uncertainty when going through this stage. Feeling those emotions shows that the person has begun to accept the situation. - Acceptance — "It's going to be okay."; "I can't fight it, I may as well prepare for it."
In this last stage, individuals begin to come to terms with not playing MWO, or not gaming with fellow gamers. This stage varies according to the person's situation. Gamers can enter this stage a long time before the other gamers they leave behind, who must pass through their own individual stages of dealing with life without MWO.
#118
Posted 31 May 2013 - 07:36 AM
That being said this issue does need to be fixed asap.
#119
Posted 31 May 2013 - 08:00 AM
LaserAngel, on 30 May 2013 - 08:46 AM, said:
Hey Laser,
I think you might also be seeing the same issue myself and number of others are seeing that is being discussed in this thread:
http://mwomercs.com/...k/page__st__140
Additionally, there was a suggested fix that has appeared to work for some that is outlined in this thread that revolves around increasing your UDP packet allowance on your router in case it is seeing the increased bandwidth utilization as false positive DDoS and inadvertently throttling it:
http://mwomercs.com/...ss-since-patch/
Not saying that this will solve your issue of course, but just wanted to put the information out there in case you hadn't seen it.
#120
Posted 31 May 2013 - 11:40 AM
Bryan Ekman, on 31 May 2013 - 11:06 AM, said:
A: Yes. The engineering team is working on this now. Similar to the HUD bug, this is an issue deep within CryEngine.
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