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Malformed Packet Causing A Game Drop


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#121 Jonathan Paine

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Posted 31 May 2013 - 02:53 PM

Seeing around half my games DC to mechlab. Emailed support. Support claimed that the problem was solved and attempted to close the ticket. Thanks for nothing!

============================ PrepareLevel tourmalinedesert ============================
Initializing default materials...
[Error] Runaway thread
======== tourmalinedesert is loaded in 7.4 sec ========
Coolant flush initialized: 1 : 0
Coolant flush post init: 1 : 0
Coolant flush initialized: 1 : 1
Coolant flush post init: 1 : 1
Coolant flush initialized: 1 : 2
Coolant flush post init: 1 : 2
CHAT TEAM- Jonathan Paine to TEAM:
heading epsi
CGameRules::OnDisconnect: Client has disconnected: cause=eDC_ProtocolError, desc=Remote disconnected: Malformed packet (1486)
CGameClientChannel::Release
could not free all buffers from CDevBufferMan!
UnLoadLevel End: 0.4 sec
sv_gamerules = mechlab []
============================ Loading level mechlab ============================
Initializing default materials...
======== mechlab is loaded in 3.1 sec ========

#122 YaoYaoYiffy

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Posted 31 May 2013 - 07:53 PM

Well, I was doing ok for awhile, and then the "malformed packets" cropped back up during the "Win 25" challenge. Would have been able to finish the stupid thing if not for disconnects.

And now tonight I'm back to disconnecting every match, either at the start or before the actual end.

Edit: bought a Cataphract. Loaded it out. Disconnected 7 matches in a row on start...

Edit edit: My entire mechbay is currently in-game without me. I'm beyond swearing at this point, but I'll sanitize myself for the forums...this is stupid.

Posted Image

Edited by YaoYaoYiffy, 31 May 2013 - 08:42 PM.


#123 Notick

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Posted 01 June 2013 - 01:03 AM

View PostYaoYaoYiffy, on 31 May 2013 - 07:53 PM, said:

Well, I was doing ok for awhile, and then the "malformed packets" cropped back up during the "Win 25" challenge. Would have been able to finish the stupid thing if not for disconnects.

And now tonight I'm back to disconnecting every match, either at the start or before the actual end.

Edit: bought a Cataphract. Loaded it out. Disconnected 7 matches in a row on start...

Edit edit: My entire mechbay is currently in-game without me. I'm beyond swearing at this point, but I'll sanitize myself for the forums...this is stupid.

Posted Image


I'm sorry. But Meat Bicycle is probably the best 'Mech name ever.

#124 Arc Viper

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Posted 01 June 2013 - 07:00 AM

at first I was just having some random ping spikes in games, but now I'm disconnecting from every one. Confirmed Malformed packet issue.

#125 DeathofSelf

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Posted 01 June 2013 - 09:58 PM

Insert "Honey badger(PGI) doesn't give a f-ck meme" here

#126 Haiven

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Posted 02 June 2013 - 05:21 AM

Seeing the same as everyone else...I haven't been able to finish a game since the last patch.

============================ Loading level mechlab ============================
======== mechlab is loaded in 3.0 sec ========
could not free all buffers from CDevBufferMan!
UnLoadLevel End: 0.2 sec
Game rules class: Assault
============================ PrepareLevel rivercity ============================
Initializing default materials...
[Error] Runaway thread
[Error] Error: CTexMan::ImagePreprocessing: Scaling of 'objects/environments/skyboxes/forestcolony_clouddome_a.dds' compressed texture is dangerous (only single mip) [File=objects/environments/skyboxes/forestcolony_clouddome_a.dds]
[Error] Error: CTexMan::ImagePreprocessing: Scaling of 'objects/environments/skyboxes/rivercity_cloud_fulldome.dds' compressed texture is dangerous (only single mip) [File=objects/environments/skyboxes/rivercity_cloud_fulldome.dds]
[Error] Error: CTexMan::ImagePreprocessing: Scaling of 'objects/environments/skyboxes/rivercity_planet_dif.dds' compressed texture is dangerous (only single mip) [File=objects/environments/skyboxes/rivercity_planet_dif.dds]
[Error] Error: CTexMan::ImagePreprocessing: Scaling of 'textures/particles/weapons/laser_beam_1x4_lop0.dds' compressed texture is dangerous (only single mip) [File=textures/particles/weapons/laser_beam_1x4_lop0.dds]
[Error] Error: CTexMan::ImagePreprocessing: Scaling of 'textures/particles/weapons/ppc_beam_b.dds' compressed texture is dangerous (only single mip) [File=textures/particles/weapons/ppc_beam_b.dds]
[Error] Error: CTexMan::ImagePreprocessing: Scaling of 'textures/particles/weapons/laser_beam_1x4_lop1.dds' compressed texture is dangerous (only single mip) [File=textures/particles/weapons/laser_beam_1x4_lop1.dds]
======== rivercity is loaded in 11.4 sec ========
Coolant flush initialized: 1 : 0
Coolant flush post init: 1 : 0
Coolant flush initialized: 1 : 1
Coolant flush post init: 1 : 1
CGameRules::OnDisconnect: Client has disconnected: cause=eDC_ProtocolError, desc=Remote disconnected: Received an ack for a packet newer than what we've sent (received 52607, at 52606); disconnecting
CGameClientChannel::Release
could not free all buffers from CDevBufferMan!
UnLoadLevel End: 0.4 sec
sv_gamerules = mechlab []
============================ Loading level mechlab ============================
Initializing default materials...
[Error] Error: CTexMan::ImagePreprocessing: Scaling of 'textures/particles/weapons/laser_beam_1x4_lop0.dds' compressed texture is dangerous (only single mip) [File=textures/particles/weapons/laser_beam_1x4_lop0.dds]
[Error] Error: CTexMan::ImagePreprocessing: Scaling of 'textures/particles/weapons/ppc_beam_b.dds' compressed texture is dangerous (only single mip) [File=textures/particles/weapons/ppc_beam_b.dds]
======== mechlab is loaded in 3.6 sec ========

#127 Opus

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Posted 02 June 2013 - 07:10 AM

Honestly; IS ANYBODY FROM PGI working on a solution? :D

Its been 8 F"KING days since I have played a full match.

I guess I can spend my money on other games.... :D

#128 Chebasaz

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Posted 02 June 2013 - 07:14 AM

Hate to beat a dead horse, but it's been at least a week since I've been able to play as well due to this bug. This needs to be a larger priority than a new skin or 50% off trial mech sales....

I like the challenge ideas btw and would like to see more of them. I would suggest you guys make sure the patch right before the challenge doesn't break a large portion of your players though. It's kind of annoying not being able to even compete in those.

#129 maxmarechal

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Posted 02 June 2013 - 07:20 AM

View PostNotick, on 01 June 2013 - 01:03 AM, said:


I'm sorry. But Meat Bicycle is probably the best 'Mech name ever.

nope...i like "french flea" much more :D ,do they bite more or deeper?

same for me today
two games...got kicked to desk two times after a few minutes....

#130 Infernus1986

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Posted 02 June 2013 - 08:05 AM

View PostOpus, on 02 June 2013 - 07:10 AM, said:

Honestly; IS ANYBODY FROM PGI working on a solution? :D

Oh they are you just need to bug them on twitter they wont respond here.
We wouldn't want people to find out this "AAA MMO" is full of bugs before you GRAB DEAL

#131 Opus

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Posted 02 June 2013 - 08:10 AM

Posted Image

Posted Image

#132 Opus

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Posted 02 June 2013 - 08:21 AM

Posted Image

#133 Infernus1986

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Posted 02 June 2013 - 08:27 AM

View PostOpus, on 02 June 2013 - 08:21 AM, said:



keep it on topic don't give the mods reason to lock the thread
also its spelled default

#134 FuzzyLog1c

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Posted 02 June 2013 - 08:34 AM

View PostInfernus1986, on 02 June 2013 - 08:27 AM, said:

keep it on topic don't give the mods reason to lock the thread


They don't need a logical reason to close threads.

#135 Middcore

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Posted 02 June 2013 - 09:51 AM

So, Cyberghost is no longer a functioning workaround for me. If I try to start the game while connected to Cyberghost, I continually get an error that says "The remote name could not be resolved: 'patcher.mwomercs.com'

If I disconnect from Cyberghost, I can start the game, but crash back to the 'mech lab on every match launch.

So the game is now, in essence, TOTALLY UNPLAYABLE.

Right after I was foolish enough to buy some MC, too.

#136 Opus

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Posted 02 June 2013 - 10:32 AM

View PostInfernus1986, on 02 June 2013 - 08:27 AM, said:

keep it on topic don't give the mods reason to lock the thread
also its spelled default


Ahhh yes i did, thanks for being the knowitall and pointing out my fualts.....

But it is on topic, in an extremely not so subtle way, thanks for not knowticing

HA!

#137 VvFreezervV

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Posted 02 June 2013 - 11:35 AM

Hadn't played since early beta, redownloaded to see how game is, crashed first and second matches. Fun?

:P

#138 thepartisan

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Posted 02 June 2013 - 02:06 PM

View PostHaiven, on 02 June 2013 - 05:21 AM, said:

Seeing the same as everyone else...I haven't been able to finish a game since the last patch.

============================ Loading level mechlab ============================
======== mechlab is loaded in 3.0 sec ========
could not free all buffers from CDevBufferMan!
UnLoadLevel End: 0.2 sec
Game rules class: Assault
============================ PrepareLevel rivercity ============================
Initializing default materials...
[Error] Runaway thread
[Error] Error: CTexMan::ImagePreprocessing: Scaling of 'objects/environments/skyboxes/forestcolony_clouddome_a.dds' compressed texture is dangerous (only single mip) [File=objects/environments/skyboxes/forestcolony_clouddome_a.dds]
[Error] Error: CTexMan::ImagePreprocessing: Scaling of 'objects/environments/skyboxes/rivercity_cloud_fulldome.dds' compressed texture is dangerous (only single mip) [File=objects/environments/skyboxes/rivercity_cloud_fulldome.dds]
[Error] Error: CTexMan::ImagePreprocessing: Scaling of 'objects/environments/skyboxes/rivercity_planet_dif.dds' compressed texture is dangerous (only single mip) [File=objects/environments/skyboxes/rivercity_planet_dif.dds]
[Error] Error: CTexMan::ImagePreprocessing: Scaling of 'textures/particles/weapons/laser_beam_1x4_lop0.dds' compressed texture is dangerous (only single mip) [File=textures/particles/weapons/laser_beam_1x4_lop0.dds]
[Error] Error: CTexMan::ImagePreprocessing: Scaling of 'textures/particles/weapons/ppc_beam_b.dds' compressed texture is dangerous (only single mip) [File=textures/particles/weapons/ppc_beam_b.dds]
[Error] Error: CTexMan::ImagePreprocessing: Scaling of 'textures/particles/weapons/laser_beam_1x4_lop1.dds' compressed texture is dangerous (only single mip) [File=textures/particles/weapons/laser_beam_1x4_lop1.dds]
======== rivercity is loaded in 11.4 sec ========
Coolant flush initialized: 1 : 0
Coolant flush post init: 1 : 0
Coolant flush initialized: 1 : 1
Coolant flush post init: 1 : 1
CGameRules::OnDisconnect: Client has disconnected: cause=eDC_ProtocolError, desc=Remote disconnected: Received an ack for a packet newer than what we've sent (received 52607, at 52606); disconnecting
CGameClientChannel::Release
could not free all buffers from CDevBufferMan!
UnLoadLevel End: 0.4 sec
sv_gamerules = mechlab []
============================ Loading level mechlab ============================
Initializing default materials...
[Error] Error: CTexMan::ImagePreprocessing: Scaling of 'textures/particles/weapons/laser_beam_1x4_lop0.dds' compressed texture is dangerous (only single mip) [File=textures/particles/weapons/laser_beam_1x4_lop0.dds]
[Error] Error: CTexMan::ImagePreprocessing: Scaling of 'textures/particles/weapons/ppc_beam_b.dds' compressed texture is dangerous (only single mip) [File=textures/particles/weapons/ppc_beam_b.dds]
======== mechlab is loaded in 3.6 sec ========

I had this since the beginning of May. A constant torrent of blackscreens. I would rage if I had premium. Luckily I didn't get it back then. One day maybe...... maybe this will get fixed

Edited for date changes.

Edited by thepartisan, 02 June 2013 - 02:08 PM.


#139 gameadmin

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Posted 02 June 2013 - 02:27 PM

It's my first post ever on this forum, although I've been an avid MWO player for a couple weeks, now working on a master slot. Starting a couple days ago I've been getting "Malformed packet" for 13 out of 16 games once.

UNPLAYABLE! whaaaaaaaahhh!

I disabled QoS on my d-link rounter, Disabled options that prevent DoS, opened up port mapping of the udp range to the app as per forum posts here, and though risky, just decided to make this Wndows 7 64 box the DMZ machine on the router (so all unsolicited port packets get to the app. No firewall is on on the Machine. Then the game worked mostly! Hurray! But now plagued with another type of error : "ack for a packet newer than what we've sent". I have high speed business class comcast with my own high end cable modem. And there is no packet loss from here to curb. Its not 80% of games failing, just 1 in 8, but its sad.

UDP is a dangerous protocol to use for LOGIC its only meant for lossy streaming (audio, video) and can be spoofed (UDP has no security at all of any type). Also UDP can arrive in ANY ORDER, by design of internet. Obviously some insane notions on UDP and netwroking are tainting this app and a systems level engineer is needed on the development team.

PLEASE FIX THIS HORRIBLE BUG! or at least let team mates know that the client crashed out and why. Or let users choose to have only TCP/IP packets instead of UDP "disposable" packets, as a fallback measure if your app notices disconnects. That would make the game playable, and probably reliable in pathological situations where UDP delay and loss is high.
==================

Also I get a lot of crashes of :

Application Name: MWOClient.exe
Application Version: 3.4.1.4418
Application Timestamp: 519d71fb
Fault Module Name: StackHash_0a52
Fault Module Version: 6.1.7601.17514
Fault Module Timestamp: 4ce7ba58
Exception Code: c0000374
Exception Offset: 000ce653
OS Version: 6.1.7601.2.1.0.256.48
Locale ID: 1033

you guys should turn debugging LOCATIONS on in deliverables so stack location does not have to appear as "StackHash"

Finally, the game is really fun, but the definition of BETA means "no known bugs at time of release of specifically enumerated version, and feature complete" , the word used in the industry and codified by the esteemed Darin Adler in a tech paper for Apple decades ago is "Alpha". Too many people misuse "beta" and resort to idiotic post-beta naming such as "release candidate" "release candidate 2" "golden release" etc etc. The ACTUAL lifecycle of code naming is v3.2.1d (development) then v3.4.2a (Alpha) then v3.4.5BETA, then after beta testers are done and still no bugs found, then promoted to all as v.3.4.5 or such. The numbers are irrelevant in my examples.,

This code is not "beta". It is clear from web sites that it has known bugs in most releases, and therefore it is alpha code still.

It is very fun and very impressive and amazing work, but it is indeed not beta quality yet.

"beta" should and usually means NO KNOWN BUGS AT TIME OF DESIGNATION OF BUILD, AND FEATURE COMPLETE

#140 TyR

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Posted 02 June 2013 - 03:56 PM

Since there are often people who do not read previous posts or check other areas of the forums for information, I will again quote what was said in the Ask the Devs Answers. So, yes they are aware of the problem. Yes they are addressing it. Complaining about the game being broken (again) or the devs are clueless and possibly ignoring your plight does little good. Since this appears to be another CryEngine issue, expect that it probably took a little time to track down as did the HUD issue that was recently resolved.

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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