Author Topic: 0.3.1 and Debug Servers  (Read 2416 times)

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Offline Ingrater

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Re: 0.3.1 and Debug Servers
« Reply #45 on: June 27, 2010, 11:21:22 AM »
~SJ~ Xarg we don't have access to the renderer code of the engine (we don't really have access to anything of the engine...) So it won't help if you would run our debugging dll's because it would not provide any usefull information if it is a crash related to the renderer. Try different graphics card drivers maybe one is more stable with crysis then an other.

Regards Ingrater
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Offline HAARP

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Re: 0.3.1 and Debug Servers
« Reply #46 on: June 27, 2010, 11:30:28 AM »
What about crashes unrelated to the renderer?

Offline Ingrater

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Re: 0.3.1 and Debug Servers
« Reply #47 on: June 27, 2010, 11:45:03 AM »
We only can fix crashes that are in our part of the game code. Unfortunately all of the remaining crashes seem to be engine related and might vansih with the port to wars.
There comes a point where the talking must stop, and people have to do actual work.

Offline Rally

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Re: 0.3.1 and Debug Servers
« Reply #48 on: June 27, 2010, 12:39:33 PM »
We only can fix crashes that are in our part of the game code. Unfortunately all of the remaining crashes seem to be engine related and might vansih with the port to wars.

That doesn't sound very reassuring. I've tried all the tips on this forum and my system runs all other games and even Crysis just fine. Yet I'm crashing left and right in MWLL and you're telling me you can't do anything?

Offline Ingrater

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Re: 0.3.1 and Debug Servers
« Reply #49 on: June 27, 2010, 01:24:07 PM »
Yes I do, for example the cryengine was nerver designed for legs with more than 1 knee joint, what is causing the regular crashes with the novacat. And that is only one example. No one did things like we do with the cryengine yet, so we often hit heavly untested code. But if you have better knowdelge then me about c++ and the cryengine feel free to join the team and fix all the bugs.
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Offline Rally

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Re: 0.3.1 and Debug Servers
« Reply #50 on: June 27, 2010, 03:51:57 PM »
Ok, I understand. I see you're doing your best and I appreciate it!

But I won't be helping you. The truth is, I know nothing of the cryengine. But I do wish I could fix all the bugs, especially the nova cat!

Offline HAARP

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Re: 0.3.1 and Debug Servers
« Reply #51 on: June 27, 2010, 03:52:57 PM »
btw, we just managed to crash the MWLL debug server about an hour ago! 8)

Offline Unearthly

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Re: 0.3.1 and Debug Servers
« Reply #52 on: June 27, 2010, 04:20:35 PM »
btw, we just managed to crash the MWLL debug server about an hour ago! 8)

Actually it was computer blue screening, not the server crashing.  :o Been too lazy to figure if its related to my overclock since it happens so infrequently.

Offline HAARP

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Re: 0.3.1 and Debug Servers
« Reply #53 on: June 27, 2010, 04:36:53 PM »
btw, we just managed to crash the MWLL debug server about an hour ago! 8)

Actually it was computer blue screening, not the server crashing.  :o Been too lazy to figure if its related to my overclock since it happens so infrequently.
You gotta be kidding

Why would you even overclock a server?! That's just asking for trouble ::)

Offline Askis

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Re: 0.3.1 and Debug Servers
« Reply #54 on: June 27, 2010, 04:37:56 PM »
Did any of the Debug Servers crash at all since you put them up?^^'

Offline Ingrater

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Re: 0.3.1 and Debug Servers
« Reply #55 on: June 27, 2010, 08:19:52 PM »
The A.I. Debug server did not crash once yet.
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Offline KingLeerUK

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Re: 0.3.1 and Debug Servers
« Reply #56 on: June 27, 2010, 09:24:44 PM »
We only can fix crashes that are in our part of the game code. Unfortunately all of the remaining crashes seem to be engine related and might vansih with the port to wars.

That doesn't sound very reassuring. I've tried all the tips on this forum and my system runs all other games and even Crysis just fine. Yet I'm crashing left and right in MWLL and you're telling me you can't do anything?

We are working on the issues, but as Ingrater has already said we are pushing the boundaries of what CryEngine2 can do.  There are known crashes from cryanimation.dll that we cannot do anything about (directly) due to that code being unavailable to us in the modSDK.  We therefore have to write code "around" those issues and blackbox test to circumvent the error.  This is incredibly time consuming and exceeds any effort for mod development I've ever seen before.
 
I can guarantee my opinion is skewed, but in my view MWLL as a mod is much more of a game than many AAA released titles, and done entirely by volunteer effort.
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Offline Mekabuser=12thVR=

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Re: 0.3.1 and Debug Servers
« Reply #57 on: June 28, 2010, 03:48:21 PM »
true.