Crash To Mechlab 1St Time Evah!
#21
Posted 28 May 2013 - 06:15 PM
#22
Posted 28 May 2013 - 07:12 PM
Same symptoms as everyone else; crash to mech lab after a random amount of time.
I ended up fixing it by running the MWOL repair tool and resetting my profile (there were also 2 files that were removed, but seemed inconseqential.
I dont know what was in the profile, but after watching packet captures, something is being sent at regular intervals over TCP. Everything else is UDP and looks like tracking information of the mechs.
Anyway, try resetting the profile with the repair tool and see if that helps. I was crashing 95% of the games for the last 2 days and now i have played 20 streight without issue. No other changes with routing or install or config on my side.
After resetting the profile, you will need to reconfigure your options.
---spoke to soon--- just happened again. 830PM PST
It might have happend for another reason, didnt see the future packet error like most of the other times. did see malformed packet but nothing else.
Edited by Samurai 7, 28 May 2013 - 08:04 PM.
#23
Posted 29 May 2013 - 11:12 AM
I tried the MWO Repair Tool and ran it with all options checked (it reset my controls and such) and then I manually set my setting back and still get disconnects to MECH READY LIST window.
I hope they patch this disconnect bug soon.
#24
Posted 29 May 2013 - 12:11 PM
Interesting that I'm having this problem during the 25-win tournament. I will not be able to earn the item because of this. =_=
#25
Posted 29 May 2013 - 03:22 PM
"CGameRules::OnDisconnect: Client has disconnected: cause=eDC_ProtocolError, desc=Remote disconnected: Malformed packet (1486)"
Seems to be the culprit. What did PGI change in the last patch?
Also, for those of us who crash, anyone else using RaidCall?
#26
Posted 29 May 2013 - 03:25 PM
I have been booting every drop within secs of getting into battle , i boot back into mechlab . i just ran the MWOL repair tool like the above post stated , but this time i clicked the boxes in options , made sure ALL boxes were checked then ran MWOL tool and after it was done i restarted MWO and didnt crash to mechlab . have to reset all my setting in the game but i was able to finish a battle woohoooo <S> just a heads up , ill let u know if i start booting to mechlab again ..
thanks for the helpful tips fellow Warriors <S> \
Firestorm RMA
Fear This Eagle
#27
Posted 29 May 2013 - 05:34 PM
game was stable for me since I first started playing at game launch
now i'm lucky to get 1 or 2 full games a night out of 10 or so trys.
I'm wonder if those that are droping also have low ping rates?.. it seems my ping is really low.. in the 20's or 30's usually.
Max
#28
Posted 29 May 2013 - 05:45 PM
#29
Posted 29 May 2013 - 06:44 PM
Throws chair , kicks table over smashes keyboard into bits ...... Worked for acouple of drops but now back to booting right when i think im good poof back to mechlab . this only started for me AFTER this last patch ,not the little one but the real patch .started out one boot , then two boots and now its almost every drop ... lets get on it boyzz <S>>
Firestorm RMA
Fear This Eagle
#30
Posted 29 May 2013 - 07:35 PM
#31
Posted 31 May 2013 - 12:57 AM
Ive been contacted by the support team officially through email. They've requested several things among them a traceroute and ping test. Ive done so. Id also like to mention that I have already used the VPN connection method both externaly to NY, TN, and Toronto servers, ive also tried local VPN incase my router was being confused.
**No solution as of yet still crashing to mechlab.
#32
Posted 31 May 2013 - 02:28 PM
#33
Posted 31 May 2013 - 05:21 PM
#34
Posted 02 June 2013 - 01:17 PM
So I got a little desparate trying to resolve the crash to mechlab. There have been a few mentions on fixes and I'll link them for those of you it may help.
http://www.reddit.co...is_getting_the/
I've seen others post the malformed packet issue did not resolve for them. This is true in my case as well. Disclosing what I'm allowed, last night I recoded a small portion of .net framework and ms local PEA to rule out my system causing the mal-formed packets. It diden't work and I wont recommend doing it yourself as it is incredibly dangerous to your machine. ANYWAY, my logs show somthing interesting occur during VPN with these changes, instead of omicron showing me mal-formed packets as the dc reason it returns:
CGameRules::OnDisconnect: Client has disconnected: cause=eDC_UserRequested, desc=User left the game
CGameClientChannel::Release
Just as if you manually leave a game. WTF.
Food for thought: If the symptoms are the same and yet a different log is produced I'm thinking the client dissector is not at fault.
Moreover if I may make a hypothesis, I believe there is likely a syntax error within one of the calls updated through the new patch. The one in question is likely parsed to accept erronious data.
Personally I cannot really carry this further without PGI's direct code. I simply thought this information may be of some use.
P.S. I tested this twice and upon my virtual machine, the same disconnect and omicron log is produced. (Minus the actual different hardware and software for a VM.)
Edited by XgamerTONY, 03 June 2013 - 07:42 PM.
#35
Posted 03 June 2013 - 12:08 AM
OliverTwisted, on 29 May 2013 - 05:45 PM, said:
Mine are in "C:\Program Files (x86)\Piranha Games" for omicron that day.
"C:\Program Files (x86)\Piranha Games\LogBackups" for omicron files that are a day old or more.
The destination of the Piranha Games folder may be different on your system. If it's not in program files do a search for "Piranha Games" folder in your start bar.
#36
Posted 03 June 2013 - 01:07 PM
#37
Posted 04 June 2013 - 12:55 AM
OliverTwisted, on 03 June 2013 - 01:07 PM, said:
About 60% of the way through omicron you'll see this
============================ PrepareLevel canyonnetwork ============================
It's possible to see any other level as well. The data directly under this header contains the connect/disconnect information.
I've not seen more than 30 lines of code appear here. Though usually it's much less, around 10 lines.
#38
Posted 07 June 2013 - 12:19 AM
Edited by XgamerTONY, 07 June 2013 - 12:20 AM.
#39
Posted 07 June 2013 - 12:16 PM
#40
Posted 10 June 2013 - 08:34 AM
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