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Author Topic: Crashes on Tac Missions, smoke grenades cause lag  (Read 6423 times)

Offline tb87670

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Crashes on Tac Missions, smoke grenades cause lag
« on: September 11, 2012, 08:05:58 am »
Playing on a few tac missions and they randomly crash to desktop for no apparent reason. Had all settings set to highest possible on graphics and game ran well except smoke grenades cause major lag and the random CTD's. On the last CTD I got a prompt to make a crash log, it's very short:

Quote
======start======
Date: 2012-09-11
Windows version 6.1 (Build 7600)
Win32 DEBUG, cpu: IA-32, version: 2.5-dev

Failed to init symbol context
======end========

Offline tb87670

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Re: Crashes on Tac Missions, smoke grenades cause lag
« Reply #1 on: September 11, 2012, 10:54:47 am »
Found out what was happening with my crash log, when my game crashes it asks me to upload the crash log but before I can click yes it crashes that prompt also, with Windows asking me to look for solutions to the problem or closing the program. Working on Win7 64-bit. Here is the crash-dump from this last crash I found in my application folder:

Quote
======start======
Date: 2012-09-11
Windows version 6.1 (Build 7600)
Win32 DEBUG, cpu: IA-32, version: 2.5-dev

Failed to get file flags from (C:\Windows\syswow64\msvcrt.dll) File in wrong format
0x75eac1c1 : C:\Windows\syswow64\msvcrt.dll : initterm
0x98193d : C:\Program Files (x86)\UFOAI-2.5-dev\ufo.exe : /home/users/mattn/mingw-cross-env/usr/lib/gcc/i686-pc-mingw32/4.7.0/include/c++/bits/stl_algobase.h (562) : in function (_ZNSt20__copy_move_backwardILb0ELb1ESt26random_access_iterator_tagE13__copy_move_bIcEEPT_PKS3_S6_S4_)
0x982f93 : C:\Program Files (x86)\UFOAI-2.5-dev\ufo.exe : /home/users/mattn/mingw-cross-env/usr/lib/gcc/i686-pc-mingw32/4.7.0/include/c++/bits/stl_algobase.h (582) : in function (_ZSt22__copy_move_backward_aILb0EPcS0_ET1_T0_S2_S1_)
0x9830f1 : C:\Program Files (x86)\UFOAI-2.5-dev\ufo.exe : /home/users/mattn/mingw-cross-env/usr/lib/gcc/i686-pc-mingw32/4.7.0/include/c++/bits/stl_algobase.h (591) : in function (_ZSt23__copy_move_backward_a2ILb0EPcS0_ET1_T0_S2_S1_)
0x982642 : C:\Program Files (x86)\UFOAI-2.5-dev\ufo.exe : /home/users/mattn/mingw-cross-env/usr/lib/gcc/i686-pc-mingw32/4.7.0/include/c++/bits/stl_algobase.h (626) : in function (_ZSt13copy_backwardIPcS0_ET0_T_S2_S1_)
0x981ae6 : C:\Program Files (x86)\UFOAI-2.5-dev\ufo.exe : /home/users/mattn/mingw-cross-env/usr/lib/gcc/i686-pc-mingw32/4.7.0/include/c++/bits/vector.tcc (627) : in function (_ZNSt6vectorIcSaIcEE15_M_range_insertIPKcEEvN9__gnu_cxx17__normal_iteratorIPcS1_EET_S9_St20forward_iterator_tag)
0x981d9b : C:\Program Files (x86)\UFOAI-2.5-dev\ufo.exe : /home/users/mattn/mingw-cross-env/usr/lib/gcc/i686-pc-mingw32/4.7.0/include/c++/bits/stl_vector.h (1276) : in function (_ZNSt6vectorIcSaIcEE18_M_insert_dispatchIPKcEEvN9__gnu_cxx17__normal_iteratorIPcS1_EET_S9_St12__false_type)
0x981ff3 : C:\Program Files (x86)\UFOAI-2.5-dev\ufo.exe : /home/users/mattn/mingw-cross-env/usr/lib/gcc/i686-pc-mingw32/4.7.0/include/c++/bits/stl_vector.h (1045) : in function (_ZNSt6vectorIcSaIcEE6insertIPKcEEvN9__gnu_cxx17__normal_iteratorIPcS1_EET_S9_)
0x48944e : C:\Program Files (x86)\UFOAI-2.5-dev\ufo.exe : /home/users/mattn/localslave/src-master/src/src/common/dbuffer.cpp (21) : in function (_ZN7dbuffer3addEPKcj)
0x486c59 : C:\Program Files (x86)\UFOAI-2.5-dev\ufo.exe : /home/users/mattn/localslave/src-master/src/src/common/net.cpp (712) : in function (_Z17NET_StreamEnqueueP10net_streamPKci)
0x48918f : C:\Program Files (x86)\UFOAI-2.5-dev\ufo.exe : /home/users/mattn/localslave/src-master/src/src/common/netpack.cpp (622) : in function (_Z17NET_WriteConstMsgP10net_streamPK7dbuffer)
0x4a4a3b : C:\Program Files (x86)\UFOAI-2.5-dev\ufo.exe : /home/users/mattn/localslave/src-master/src/src/server/sv_send.cpp (146) : in function (_Z12SV_MulticastiP7dbuffer)
0x49b3b4 : C:\Program Files (x86)\UFOAI-2.5-dev\ufo.exe : /home/users/mattn/localslave/src-master/src/src/server/sv_game.cpp (335) : in function (SV_EndEvents)
0x6a612949 : C:\Program Files (x86)\UFOAI-2.5-dev\base\game.dll : /home/users/mattn/localslave/src-master/src/src/game/g_events.cpp (620) : in function (_Z10G_EventEndv)
0x6a611d73 : C:\Program Files (x86)\UFOAI-2.5-dev\base\game.dll : /home/users/mattn/localslave/src-master/src/src/game/g_events.cpp (340) : in function (_Z17G_EventActorWoundPK7edict_si)
0x6a613eb8 : C:\Program Files (x86)\UFOAI-2.5-dev\base\game.dll : /home/users/mattn/localslave/src-master/src/src/game/g_health.cpp (163) : in function (_Z16G_SendWoundStatsP7edict_s)
0x6a61abac : C:\Program Files (x86)\UFOAI-2.5-dev\base\game.dll : /home/users/mattn/localslave/src-master/src/src/game/g_stats.cpp (41) : in function (_Z11G_SendStatsP7edict_s)
0x6a60bddd : C:\Program Files (x86)\UFOAI-2.5-dev\base\game.dll : /home/users/mattn/localslave/src-master/src/src/game/g_combat.cpp (81) : in function (G_Morale)
0x6a60cae1 : C:\Program Files (x86)\UFOAI-2.5-dev\base\game.dll : /home/users/mattn/localslave/src-master/src/src/game/g_combat.cpp (433) : in function (_Z22G_CheckDeathOrKnockoutP7edict_sS0_PK9fireDef_si)
0x6a613d74 : C:\Program Files (x86)\UFOAI-2.5-dev\base\game.dll : /home/users/mattn/localslave/src-master/src/src/game/g_health.cpp (149) : in function (_Z13G_BleedWoundsi)
0x6a61a8e2 : C:\Program Files (x86)\UFOAI-2.5-dev\base\game.dll : /home/users/mattn/localslave/src-master/src/src/game/g_round.cpp (217) : in function (_Z16G_ClientEndRoundP8player_s)
0x6a606141 : C:\Program Files (x86)\UFOAI-2.5-dev\base\game.dll : /home/users/mattn/localslave/src-master/src/src/game/g_ai.cpp (1231) : in function (AI_PlayerRun)
0x6a606197 : C:\Program Files (x86)\UFOAI-2.5-dev\base\game.dll : /home/users/mattn/localslave/src-master/src/src/game/g_ai.cpp (1249) : in function (_Z6AI_Runv)
0x6a615c2a : C:\Program Files (x86)\UFOAI-2.5-dev\base\game.dll : /home/users/mattn/localslave/src-master/src/src/game/g_main.cpp (452) : in function (_Z10G_RunFramev)
0x49ba5e : C:\Program Files (x86)\UFOAI-2.5-dev\ufo.exe : /home/users/mattn/localslave/src-master/src/src/server/sv_game.cpp (639) : in function (_Z15SV_RunGameFramev)
0x49ba10 : C:\Program Files (x86)\UFOAI-2.5-dev\ufo.exe : /home/users/mattn/localslave/src-master/src/src/server/sv_game.cpp (625) : in function (_Z21SV_RunGameFrameThreadPv)
0x61af6e : C:\Program Files (x86)\UFOAI-2.5-dev\ufo.exe : /home/users/mattn/mingw-cross-env/tmp-sdl/SDL-1.2.15/./src/thread/SDL_thread.c (205) : in function (SDL_RunThread)
======end========
« Last Edit: September 11, 2012, 10:57:22 am by tb87670 »

Offline Crystan

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Re: Crashes on Tac Missions, smoke grenades cause lag
« Reply #2 on: September 11, 2012, 12:03:38 pm »
Smoke Grenades cant cause any lag. Lag is a high delay time between computer or phone networks. You ment a FPS drop.

Solution:
http://ufoai.org/forum/index.php/topic,6755.msg53820.html#msg53820

Offline Sandro

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Re: Crashes on Tac Missions, smoke grenades cause lag
« Reply #3 on: September 11, 2012, 02:06:29 pm »
Here is the crash-dump from this last crash I found in my application folder:

Looks like a case of infamous dbuffer crash. Try setting sv_threads to 0; you can do that by opening the ingame console by pressing tilde key, then entering "sv_threads 0" (without quotes). Once is enough, game will remember it from now on.
Altyernatively, can be done by starting the game with "ufo.exe +sv_threads 0" commandline. As in the previous case, once is enough.

Offline tb87670

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Re: Crashes on Tac Missions, smoke grenades cause lag
« Reply #4 on: September 11, 2012, 04:53:01 pm »
Smoke Grenades cant cause any lag. Lag is a high delay time between computer or phone networks. You ment a FPS drop.

Solution:
http://ufoai.org/forum/index.php/topic,6755.msg53820.html#msg53820

Hardware lag aka FPS drop, don't need to be nitpicky. I could be nitpicky and say you spelled meant wrong above as 'ment' but I knew what you meant to spell and normally wouldn't call anyone out for it. Back to topic, I'm going to try both posted solutions and post results here later. Thanks for the replies.

Offline Crystan

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Re: Crashes on Tac Missions, smoke grenades cause lag
« Reply #5 on: September 11, 2012, 11:14:26 pm »
Sorry, I didn't mean to offend you.

Offline tb87670

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Re: Crashes on Tac Missions, smoke grenades cause lag
« Reply #6 on: September 13, 2012, 10:06:36 am »
Sorry, I didn't mean to offend you.

It's cool. So about the smoke fix, it's better but still a bit of slowdown going on when it's on my screen. Seems like an expensive effect CPU/GPU wise. As for the other SV_threads fix, I had only 1 crash out of 10 tac-missions and that one was a straight CTD with the same log, right after that I disabled shaders and the game runs much better.

Offline Crystan

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Re: Crashes on Tac Missions, smoke grenades cause lag
« Reply #7 on: September 13, 2012, 10:49:18 am »
Well the most consuming stuff was the physics calculation, which are deactivated in the fixed .ufo. What are you sys specs?

Offline tb87670

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Re: Crashes on Tac Missions, smoke grenades cause lag
« Reply #8 on: September 14, 2012, 07:41:27 pm »
System Specs:

AMD Phenom 2.5GHz x 4 quad-core
EVGA Nvidia GeForce 550Ti GPU
Asus M4A785-M with latest BIOs
5GB DDR2 RAM
SATA2 HDD

This is an older Mobo I kept upgrading as parts took out or the need to update came up. The 550Ti was the last upgrade this PC is going to get, but it can play Battlefield 3 on medium-high online with no framerate stutters noticeable to my eyes. About the game, the .ufo file fixed the smoke grenades. Disabling the shaders all together though stopped the crashes. Played 30 or so tac missions with no issue.

Offline Crystan

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Re: Crashes on Tac Missions, smoke grenades cause lag
« Reply #9 on: September 14, 2012, 09:09:55 pm »
You've got a similar setup as I am. Strange that the smokes causing a massive fps drop.

Offline tb87670

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Re: Crashes on Tac Missions, smoke grenades cause lag
« Reply #10 on: September 15, 2012, 08:16:34 pm »
Maybe there could be a much less 'dense' smoke effect made. It can block vision and lasers for all intents and purposes with the combat rules in the game, but visually make it a shallower effect. The original XCom just had a few pixel trails in each square, which was simplistic but it let you know there was smoke there and that it was working. The current smoke looks like a very 'dense' effect, maybe it draws too many resources on certain rigs and drivers. Can't be sure, just tossing a possible idea.

I also remember older games using alpha blending back in the day, take a solid image and it goes partially transparent without using too much hardware resources for many effects. I know for sure Homeworld did this, but seen the option on quite a few other games before multi-core CPU's hit the market.