Opcodes? (0x544BC8, 0x536DF4, 0x536D37)
#1

Not sure if this is a bug, but i have been working on a server sided grass mod for the desert. Basically i have removed, re-added and re-textured all the objects with the textures from object id 13042, texture "ce_ground01"

as shown here,









but the sad thing is it causes this, which is shortly followed by the client crashing.

[03:45:02] Warning(opcode 0x107): Exception 0xC0000005 at 0x544BC8

[03:45:02] Warning(opcode 0x107): Exception 0xC0000005 at 0x536DF4

[03:45:02] Warning(opcode 0x107): Exception 0xC0000005 at 0x544BC8

[03:45:02] Warning(opcode 0x107): Exception 0xC0000005 at 0x536DF4

[03:45:02] Warning(s007): Exception 0xC0000005 at 0x544BC8

[03:45:02] Warning(s007): Exception 0xC0000005 at 0x536DF4

[03:45:03] Warning(s007): Exception 0xC0000005 at 0x544BC8

[03:45:03] Warning(s007): Exception 0xC0000005 at 0x536DF4

[03:45:03] Warning(s007): Exception 0xC0000005 at 0x544BC8

[03:45:03] Warning(s007): Exception 0xC0000005 at 0x536DF4

[03:45:03] Warning(opcode 0x213): Exception 0xC0000005 at 0x544BC8

[03:45:11] Warning(opcode 0x213): Exception 0xC0000005 at 0x536DF4

This happens at Palimino Creek which is nowhere near the replaced objects,



Some idea to why this happens would be greatly appreciated
Reply
#2

Quote:
Originally Posted by Jay_
Frequent

0x00544BC8

Object related.

Typically occurs when too many objects are showing for the client, i.e. more than what it can handle.

One practical solution may be to use an object handler/streamer. Many streamers on these forums come with configuration settings to decrease the maximum amount of visible objects showing for a player at any given time
Maybe this can help you out. Do you use an objectstreamer?

EDIT: I read the top section a little bit better and I see you made some kind of grass mod. Does this use clientsided objects? Maybe they reached the visible-object limit in combination with your other objects.
Reply
#3

Yeah i thought that too mate, but my mod only uses 75 objects that are not streamed an shouldn't really have to be, there is however a map in that area at palimino creek that uses 300 odd objects, so its no where near the maximum available.


if i turn to the left i crash.. so i did that a few times and noticed the opcodes seem to change on each relog such as,

[04:28:53] Warning(opcode 0xA5): Exception 0xC0000005 at 0x544BC8

[04:28:53] Warning(opcode 0xA5): Exception 0xC0000005 at 0x536DF4

[04:28:53] Warning(opcode 0x175): Exception 0xC0000005 at 0x43E0C2

[04:28:53] Warning(opcode 0x9C4): Exception 0xC0000005 at 0x47A7C2

[04:28:53] Warning(opcode 0x7FF): Exception 0xC0000005 at 0x6D321C

[04:28:53] Warning(opcode 0x53F): Exception 0xC0000005 at 0x48D378

[04:28:53] Warning: couldn't create vehicle type: 451 <<< WTF is that?, cannot create a turismo?

[04:28:53] Warning(opcode 0xA5): Exception 0xC0000005 at 0x544BC8

[04:28:53] Warning(opcode 0xA5): Exception 0xC0000005 at 0x536DF4

[04:28:53] Warning(opcode 0x175): Exception 0xC0000005 at 0x43E0C2

[04:28:53] Warning(opcode 0x9C4): Exception 0xC0000005 at 0x47A7C2

[04:28:53] Warning(opcode 0x7FF): Exception 0xC0000005 at 0x6D321C

then on the next relog,

[04:32:44] Warning(s007): Exception 0xC0000005 at 0x544BC8

[04:32:44] Warning(s007): Exception 0xC0000005 at 0x536DF4

[04:32:44] Warning(s007): Exception 0xC0000005 at 0x542721

[04:32:44] Warning(s007): Exception 0xC0000005 at 0x542721

[04:32:44] Warning(s007): Exception 0xC0000005 at 0x542721

[04:32:44] Warning(s007): Exception 0xC0000005 at 0x542721

[04:32:44] Warning(opcode 0x107): Exception 0xC0000005 at 0x544BC8

[04:32:44] Warning(opcode 0x107): Exception 0xC0000005 at 0x536DF4

[04:32:44] Warning(s007): Exception 0xC0000005 at 0x542721

no idea, might just have to forget it
Reply
#4

What about installing the CrashDetect plugin? That one might be able to track down the source.
Reply
#5

i'm pretty sure that plugin is to detect unexplainable server crashes, not the client.

correct me if i am wrong.
Reply
#6

It detects also other errors and warnings during the play time, with some luck it might detect the cause of your problem. Client crashes are caused by the server most of the time. I guess it's your only bet, because nobody can translate those weird codes for you.
Reply
#7

No, the crashdetect plugin will not show any information about it, because this is only a client-side problem.
The server could create 999 objects without any difficulties, while the client would/could have some troubles.
And I don't think the script, where the objects are in, causes the problems.

The object limit for the clients is 1000, but it will not handle 1000 different objects in one area, same for 300. If you use much different and big objects, they use more memory, which leads to this problem.

I had this bug with a map myself, it crashed everytime at the same place for every player, but there were no wrong objects IDs, Mods, or something else.
There were simply too much different objects in one place (even in an "empty" area (5 ft. above the ocean)).

You could test, if this problem occurs for other players too, or try to remove the grass mod.#

Furthermore I think the problem could also be caused by the re-texturing. I think the objects will need more memory if they are assigned to another texture (maybe the old texture doesn't get unloaded by the engine, so every object has 2 textures in the memory, but this is only a guess!)

Furthermore I noticed that some objects cause more crashes than others if used massively, but I think this goes with the size & the texture's sizes.
Reply
#8

Ahh yes, very clever indeed NaS!
the crashdetect found absolutely nothing at all, but in what your saying there, i have actually used objects from the north (desert) at palimino creek which still remain sand and were not effected by the mod. so basically that one single object id has two textures loaded for it!

So that clears that up for me, i might have to stick to custom.img modding i think and just replace the 'des' textures in that which i have done in the past. The reason i wanted to do it this way is because people have been stealing my work and that makes me crabby lol.
Reply
#9

You could do that, but others wouldn't see it then.
Maybe you could use a streamer with low draw distance (at least I would test it).
If the bug disappears then I think everything would be fine.
Reply
#10

Yeah good idea there,
but streaming would mean that if i joined a race with /join, say that race was anywhere up north and i wasn't already there i would fall because the objects haven't loaded yet. it would be much the same for car spawns, so they really needed to be global objects in my opinion for the whole thing to look legit.

but then again i'm probably just using it for something it wasn't intended for...

Thanks anyway NaS you have been a huge help!
Reply


Forum Jump:


Users browsing this thread: 2 Guest(s)