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Malformed Packet Causing A Game Drop


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#101 Oli240376

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Posted 29 May 2013 - 02:26 PM

@MourningZero: Are you using the free version of CyberGhostVPN?

#102 Jonathan Paine

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Posted 29 May 2013 - 03:25 PM

I'm part of the malformed packet clan as well:

"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 Deathlike

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Posted 29 May 2013 - 05:03 PM

View PostJonathan Paine, on 29 May 2013 - 03:25 PM, said:

2. Play using VPN (seems more like witchcraft than a solution)


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 Katsin

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Posted 29 May 2013 - 07:04 PM

Was rock solid before last patch. Now getting:
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 MannishBoy

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Posted 29 May 2013 - 07:08 PM

I've just been dropped three consecutive games after getting in as far as the scoreboard before the round starts. Of course, the mech I was in is unavailable for some period after I'm dropped (since there is no rejoin option for things like this).

Frustrated. Pingtest.net shows my connection is rock solid right now, too.

#106 Darokin Korin

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Posted 29 May 2013 - 09:20 PM

I thought I had this particular gremlin kicked the last patch, but now it's back with a vengeance. Same error as stated by the other folks here. Is the netcode really this fragile at this point? I've dropped my adapters MTU to 1400 and that seems to have helped a little bit. Instead of crashing every match I now crash every couple of matches. Or 2-3 in a row and then a good run of 6-7 games before the next rounds of crashes.

#107 Dude42

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Posted 29 May 2013 - 09:31 PM

Talk about kicking you when you're down.

http://mwomercs.com/...e-dc-crediting/

Edited by Dude42, 29 May 2013 - 09:31 PM.


#108 Jonathan Paine

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Posted 29 May 2013 - 10:35 PM

Connecting using ComCast in California.
Switched to Google's public dns
8.8.8.8
8.8.4.4

no more crashes

#109 mrt33

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Posted 30 May 2013 - 02:19 AM

View PostJonathan Paine, on 29 May 2013 - 03:25 PM, said:

I'm part of the malformed packet clan as well

...

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 Middcore

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Posted 30 May 2013 - 07:30 AM

This was happening to me on like 75% of my drops after the most recent patch. Support asked me for a bunch of stuff like my dxdiag, a trace route, etc., but had no solution beyond saying they were forwarding it to the devs and recommending I use a VPN as a workaround in the meantime.

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 LaserAngel

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Posted 30 May 2013 - 08:46 AM

I'm not having this problem but I have noticed a dramatic increase in bandwidth consumption. I left my real-time monitoring page open and after a several matches I noticed 80 kb/s in and 50 kb/s out. My ping has also increased from ~30 ms up to 90 ms.

#112 MrPils

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Posted 30 May 2013 - 12:19 PM

Im seeing exactly the same as above. Resent packet count is way up when playing and in game my ping bounces from 110 doing nothing up to 240+ during action. Before the patch on 21st my in game ping was 105 - 125 with virtually no loss. Got to be a bug in the new netcode tweak they mention in the patch notes.

#113 2sl0w

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Posted 30 May 2013 - 02:54 PM

3 guesses as to what caused the crash in all of those logs... =[



Posted Image

View PostJonathan Paine, on 29 May 2013 - 10:35 PM, said:

Connecting using ComCast in California.
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.


#114 Infernus1986

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Posted 30 May 2013 - 03:12 PM

View Post2sl0w, on 30 May 2013 - 02:54 PM, said:

Trying this and will report back


it makes no difference

#115 TurboSid

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Posted 30 May 2013 - 07:00 PM

I'm continuously crashing. not sure what to do here except maybe wait for a fix?

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 MannishBoy

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Posted 30 May 2013 - 07:38 PM

View PostJonathan Paine, on 29 May 2013 - 10:35 PM, said:

Connecting using ComCast in California. Switched to Google's public dns 8.8.8.8 8.8.4.4 no more crashes


No effect for me. Changed it and crashed mid game the next two games.

View PostTurboSid, on 30 May 2013 - 07:00 PM, said:

I'm continuously crashing. not sure what to do here except maybe wait for a fix? 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...


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 Jagsmar

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Posted 31 May 2013 - 06:16 AM

5 Stages of Malformed Packets: (borrowed and modified slightly from wiki)
  • 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 Butane9000

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Posted 31 May 2013 - 07:36 AM

I haven't downloaded any VPN or programs talking about in this thread. And so far while I still crash it happens less often. Whatever they are doing to fix it on their side it appears to be working. Because before the patch I would disconnect right as the match loaded up or the start up sequence. Lately when I've been disconnecting it's mid match (which still isn't good) but most of the time it's towards the end of the match.

That being said this issue does need to be fixed asap.

#119 DragonsFire

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Posted 31 May 2013 - 08:00 AM

View PostLaserAngel, on 30 May 2013 - 08:46 AM, said:

I'm not having this problem but I have noticed a dramatic increase in bandwidth consumption. I left my real-time monitoring page open and after a several matches I noticed 80 kb/s in and 50 kb/s out. My ping has also increased from ~30 ms up to 90 ms.


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 TyR

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Posted 31 May 2013 - 11:40 AM

For anyone who missed seeing this in the Ask the Devs answers post today...

View PostBryan Ekman, on 31 May 2013 - 11:06 AM, said:

Dude42: Any chance of getting the malformed packet issue resolved before release?
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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