Network Changes!!

Discussion in 'Test Server' started by Hobart, Apr 25, 2013.

  1. Hobart Developer

    Test has been updated with probable fixes to Chat and Social issues.
  2. Ghostchild Active Member

    Was all excited to test these changes, then i ran into renton keep, lagged, then crashed to desktop.
  3. Filzin Well-Known Member

    I crashed to desktop within 15 seconds all 4 times I logged into Renton Keep as well.
  4. Wigin Developer

    I am in Renton Keep right now without any issues can one of you post the last 20 lines of your vgclient.txt file in your bin/logs directory?
  5. Sorcinum Dizzy Active Member

    Cool thanks hobs! Will copy this week.
    Lookin forward for. Some network changes
    ShalimarTroy likes this.
  6. kronovan New Member

    I wasn't expecting this to be on the Test server until May, so I haven't been checking back. I copied my 2 characters and will test tonight.
  7. H a g Member

    Well i've just been to Test-Servers aswell and could play 2 of my 3 chars alright. Just the main Character showed some problems:

    First i had to rename it, because it said that MY name was taken already!! :eek:

    And as he was copied over in RK chunk, i couldn't even move him, because the game ended itself within seconds after login. I've added the last lines of my logfile- as requested earlier. GL in fixing this ...

    2013-05-01 12:57:24 1367405439 458 2 4307242685 Critical: Assertion failed: LODSet < LODSET_MAX [File:C:\Dev\Vanguard\Test\Code\External\Unreal\Engine\UnCamMgr.cpp] [Line: 247]
    2013-05-01 12:57:24 1367405439 459 2 4307242685 Critical: Assertion failed: LODSet < LODSET_MAX [File:C:\Dev\Vanguard\Test\Code\External\Unreal\Engine\UnCamMgr.cpp] [Line: 247]
    2013-05-01 12:57:24 1367405439 460 2 4307242685 Critical: Windows GetLastError: Der Vorgang wurde erfolgreich beendet. (0)
    2013-05-01 12:57:24 1367405439 461 2 4307242685 Critical: Windows GetLastError: Der Vorgang wurde erfolgreich beendet. (0)
    2013-05-01 12:57:24 1367405439 462 2 4307242685 Exit: Executing UObject::StaticShutdownAfterError
    2013-05-01 12:57:24 1367405439 463 4 4307242685 Exit: Executing UObject::StaticShutdownAfterError
    2013-05-01 12:57:24 1367405439 464 2 4307242686 Exit: Executing UWindowsClient::ShutdownAfterError
    2013-05-01 12:57:24 1367405439 465 4 4307242686 Exit: Executing UWindowsClient::ShutdownAfterError
    2013-05-01 12:57:24 1367405439 466 2 4307242690 Critical: UClient::GetTextureLODBias
    2013-05-01 12:57:24 1367405439 467 2 4307242690 Critical: UClient::GetTextureLODBias
    2013-05-01 12:57:24 1367405439 468 2 4307242691 Critical: ASyncLoadTexture
    2013-05-01 12:57:24 1367405439 469 2 4307242691 Critical: ASyncLoadTexture
    2013-05-01 12:57:24 1367405439 470 2 4307242691 Critical: UNormalBitmapMaterial::preCache
    2013-05-01 12:57:24 1367405439 471 2 4307242691 Critical: UNormalBitmapMaterial::preCache
    2013-05-01 12:57:24 1367405439 472 2 4307242691 Critical: FDynamicActor::IsRenderable
    2013-05-01 12:57:24 1367405439 473 2 4307242691 Critical: FDynamicActor::IsRenderable
    2013-05-01 12:57:24 1367405439 474 2 4307242691 Critical: VgSceneTreeNode::IsActorVisible
    2013-05-01 12:57:24 1367405439 475 2 4307242691 Critical: VgSceneTreeNode::IsActorVisible
    2013-05-01 12:57:24 1367405439 476 2 4307242691 Critical: VgSceneTreeNode::GetDynamicActorPVNodes
    2013-05-01 12:57:24 1367405439 477 2 4307242691 Critical: VgSceneTreeNode::GetDynamicActorPVNodes
    2013-05-01 12:57:24 1367405439 478 2 4307242691 Critical: RenderLevels::BuildVisibleNodeList
    2013-05-01 12:57:24 1367405439 479 2 4307242691 Critical: RenderLevels::BuildVisibleNodeList
    2013-05-01 12:57:24 1367405439 480 2 4307242691 Critical: VgPlanetScene::RenderLevels
    2013-05-01 12:57:24 1367405439 481 2 4307242691 Critical: VgPlanetScene::RenderLevels
    2013-05-01 12:57:24 1367405439 482 2 4307242691 Critical: (Pos=-68222.00,-14789.00,48741.20)
    2013-05-01 12:57:24 1367405439 483 2 4307242691 Critical: (Pos=-68222.00,-14789.00,48741.20)
    2013-05-01 12:57:24 1367405439 484 2 4307242691 Critical: UGameEngine::Draw
    2013-05-01 12:57:24 1367405439 485 2 4307242691 Critical: UGameEngine::Draw
    2013-05-01 12:57:24 1367405439 486 2 4307242691 Critical: UWindowsViewport::Repaint
    2013-05-01 12:57:24 1367405439 487 2 4307242691 Critical: UWindowsViewport::Repaint
    2013-05-01 12:57:24 1367405439 488 2 4307242691 Critical: UWindowsClient::Tick
    2013-05-01 12:57:24 1367405439 489 2 4307242691 Critical: UWindowsClient::Tick
    2013-05-01 12:57:30 1367405734 271 4 4307247817 Log: Closed viewport
    2013-05-01 12:57:30 1367405734 272 4 4307247919 Log: All Windows Closed
    2013-05-01 12:57:30 1367405734 273 4 4307247919 Log: appRequestExit(0)
    2013-05-01 12:57:30 1367405734 274 4 4307248093 Exit: Preparing to exit.
    2013-05-01 12:57:30 1367405734 275 4 4307248095 Log: Purging garbage
    2013-05-01 12:57:30 1367405734 276 4 4307248100 Exit: Game engine shut down
    2013-05-01 12:57:30 1367405734 277 4 4307248194 Exit: Windows client shut down
    2013-05-01 12:57:30 1367405734 278 4 4307248264 Log: Garbage: objects: 13503->0; refs: 96926
    2013-05-01 12:57:30 1367405734 279 4 4307248264 Exit: Object subsystem successfully closed.
    2013-05-01 12:57:30 1367405734 280 4 4307248270 Exit: Exiting.
  8. Shal Active Member

    not sure what the problem is, but i'm still getting the flight bug when crossing chunks.
  9. Hobart Developer

    We are still looking into the Renton Keep issue. For those crashing, what are your graphics settings?

    Which flight issue? Not being able to get your mount to fly? Or something else?
  10. Leavwiz Well-Known Member

    flight issue is being dismounted when entering chunks. is particularly common going to POTA (strand of the ancients) or COB chunk
  11. Hobart Developer

    is this only happening on Test?
  12. iamme Active Member

    Happens all over on the live server. Sometimes dismounting, sometimes godwalking(no mount but running around at full flight speed) and sometimes still on the mount and flying but at half speed.

    iamme
    Isoel likes this.
  13. Shal Active Member

    yep. iamme pretty much summed it up. the two most common ones are flying from the SoD chunk to the forgotten battlefield chunk and flying from skrillen point to the pota chunk.

    its as if the game grounds your character and doesn't notice that you're in the air when crossinh chunks.
  14. Cummings Active Member

    Yeah but this has been an issue on Live server FOREVER. Bottom line is flight is working on test as it is on live. This is a bug independent of the network layer change. The Initial problem with flying mounts not working on the test server has been resolved.
    Schiller likes this.
  15. Ghostchild Active Member

    My graphics settings are on highest performance possible.
  16. Alimora Well-Known Member

    Id like to let everyone know that we had no lag on alagan with 22 people, and killed tharidin with 21 people without a hitch.
    Dosi likes this.
  17. Fingurs Member

    Yeah when the server pop is low it happens. We have never killed him before 8pm PST neither because too many people are online.

    I do love how you included the amount of people that you killed that mob with. I am such a fan of humble brags. So Ill close out with one myself.

    When we first killed Tharridon back in November, 2012 the lag was hardly a bother even with the numbers influx. So not sure what happened between now and then. Take a look for yourself. The video is old now (November, 2012) but you can get the idea.

  18. Hobart Developer

    Test updated with chat fix. Also, please check out Renton Keep for those who were crashing around there.
    Dosi likes this.
  19. Alimora Well-Known Member

    Like we also said on test, the dev/gm summon function is pretty bugged. It summons you then wipes your entire ui of any stats and values. i made a screeny ill post later

    Several custom ui mods no longer work either in general like the marking tool, and connection monitor has lost the fps value.
  20. Hobart Developer

    Custom UI mods may need to be updated. Check your UIErrors log and tell me if you see anything. I made some optimizations to the UI parser that significantly helped zoning.

    Also, the network FPS was removed as it wasn't relevant. If you want, I can add your client FPS to the tooltip.

    Does a /reloadui fix the stat issue after a summons?

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