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Last active 8 years ago
@Tupolov Looks like 1.52 is stable so far - 4 hours of testing... With ALiVE 1.0 and same mission that was freezing with 1.54+
SOAR also rolled back and attempted to use 1.52 prior to ALiVE 1.0 as well. It appeared to resolve the freezing issues but created more issues for us as a result.
We'll try out the mission tonight.
@Tupolov Also, there's some issues with this mission. Not quite configured correctly. I'm gonna remove the scripts, tweak the mission to have it how it should be and pass it back. I'll leave it running tonight to see if I get the freeze.
http://alivemod.com/wiki/index.php/Insurgency has more details on how to get CQB working with AI Commander (Asymmetric)
I changed two things about the mission. Spawned RHS Russians via the Military module for ALiVE and put down a BTR at spawn.
Everything else was 100% out of the box Stratis Insurgency that's included in the mod files when downloading ALiVE.
Edit: Just running the mission won't cause it to freeze. You'll need to be in and "playing" spawning some BLUFOR to attack the REDFOR should work. Just spawn enough units simulate actual game play.
@Tupolov Thank you @SOAR_Jooce @SOAR_Griz for the logs! I will look into this.
I did note
The server is running version: 154.134149Assuming this is a perf build? If so, which one?
also,
18:54:36 There are are no groups for OPCOM faction(s) ["OPF_G_F"]! Please check if you chose the correct faction, and that the faction has groups defined in the ArmA 3 default categories infantry, motorized, mechanized, armored, air, sea!
isn't great. We've seen issues before when OPCOM doesn't find groups.Whatever
tf_microdagr
is I wouldn't use it, its causing RPT spam (a lot!)There's no ALiVE specific error, which is good, nothing is "failing". The Virtual AI profile system is still running at the end.
I'll run the mission on a dedi and see if I can reproduce
Once again, thanks for your patience and diligence with this!
v15 for the performance binary.
The microdagr was from the guy that mistakenly joined with all of his mods on...
Honestly, I may have to wait for Griz to answer this one. Mission making is not really my forte. All that I changed was the Force Faction in the military placement module to RHS Russians. I spawned in BLUFOR using Zeus and I either used default BLUFOR, or the USMC faction from RHS. I can't recall which groups that I used but I only used one or the other.
All other modules were untouched and were those placed down by the ALiVE team for their Stratis insurgency map.
I hope you can find the answer you were looking for from that. I linked the missions above if you would like to take a look at them, but again, they're the default insurgency missions that come packaged with ALiVE. The second test mission just has RHS added.
Here are the results. RPT + Mission files
I took the base ALiVE Stratis mission ( no changes to any modules ) and played for an hour.
I took the same mission, added RHS and changed the modules to spawn Russians (rhs_faction_msv). No dump files per usual, but I noticed something different. There weren't any "failed to send message to player" errors despite the fact that everyone began to rubber band/run in place (typically freeze behavior). I also notices that the AI, which typically rubber band and freeze also, did not freeze.
We sat on the server while frozen for a few more minutes. I ran the two scripts that Tupolov posted as well in hopes that it would log that information someplace in the RPT.
I will note, that we had one person mistakenly joined with all of their mods on, but I'm not sure that made an impact. I'll try testing again this weekend, the unit wants to actually play the game right now.
@Tupolov Exactly, not trying to stop people from discussing it, but its a waste of time if people are not willing to repro with just vanilla.
This thread will just go on and on unless a method to the testing is put in place. Therefore, I've requested that people test CBA and ALiVE only and repro it. If you can't repro then at least we know its most likely a conflict with ALiVE and another mod. That one bit of information is critical.
Next step would be to repro with CBA, ALiVE and ACE to confirm it is in indeed ALiVE with ACE.
Our dev reproduced the issue with XX mods too, so that is just confirming what you guys are seeing - not actually contributing to a constructive methodical test approach.
Honestly, what's a waste of time is repeatedly pointing out something that has already been determined. Sure, just taking our case alone is not good enough data, but we have tested with CBA and ALiVE alone and had no issues. That has been stated before. From there we have moved on to realizing that this is some kind of conflict. I'm pretty certain my first post on these forums indicated that our unit believed that and more supporting data came in.
It also seems like a waste of your devs time to have even tried testing this with multiple mods. If their intent was only to confirm what everyone here has repeatedly proven to be the case, that really didn't serve much purpose.
The tone of "don't post here unless you're having a problem with only ALiVE" rubbed me the wrong way. I'm going to take a step back in just watch this unfold then. Hopefully this doesn't get swept under the rug and no one ever determines where the conflict is or we (our unit) simply won't be able to use ALiVE anymore.
@HeroesandvillainsOS @SOAR_Jooce, first and foremost the devs here can only be held accountable for their own mod. And I didn't read his post in a way that is actively discouraging finding the root cause, if it is indeed an issue being caused by ALiVE and another mod conflicting with eachother. He's saying that any crash needs to be attempted to be replicated with ALiVE and CBA only first before reporting.
This thread has become an absolute mess because there has been no universal testing method aside from a couple of the tests Ski ran. It does nobody any good to come in here complaining about the crash, and then listing 17 @mods being run with the mission.
If @alive, @cba, @ace and @rhs are causing reproducible crashes in a mission, the next step is to try the same mission vanilla only. Then adding the mods one by one back in. Then posting the report.
Maybe I'm wrong and this kind of testing isn't welcome in this thread, but I read all this as a deterrent to some of the crash stuff posted just recently. How on earth can an issue be fixed by the ALiVE dev team if logs are being posted with a dozen other Addons? Testing needs a base, meaning alive and CBA only, otherwise no issue will ever get fixed.
Someone needs to be bold enough to play the vanilla game with alive and CBA. I'd do it myself but I'm not having any crashing problems whatsoever and haven't since getting the performance binaries over on the bis forums weeks ago.
1) Not once have I complained about the crashes to ALiVE devs as if it was there fault, nor am I asking them to stop what they're doing and address our issues as if the world revolves around those of us that are having this problem. I even specifically say multiple times that I'm not blaming ALiVE (you sure you read this thread?).
2) The method that Ski is using is the same method that our unit used to get the point where I decided to bring our results here. If it crashes with multiple mods, then remove mods until you find out which one is causing it. What's so messy about that? That's how we got to the point where we knew removing ALiVE stopped our freezing.
3) Testing has been done with CBA and ALiVE only (again are you sure you read this thread or even the entirety of my last post) and our unit has not encountered a crash. You yourself have the nerve to tell someone else to test this because you can't be bothered. The MOMENT that we were aware ALiVE 1.0 was released, our unit stopped and made the effort to try it out, and we spent months trying to find out the problem before that.
4) I'm only concerned that the "messy" progress that has been made doesn't stop. This is the only thread with remotely constructive testing and discussion going on about the modded issues and to bring that to a halt may mean even longer until a resolution is found. I'm not demanding ALiVE fix this issue, I'm simply asking that the communication doesn't get stopped just because it's not necessarily directly caused by the ALiVE mod.
@Tupolov Seriously people.
Please do not report any hangs, crashes, bugs, freezes unless you can repro with just the following mods running:
We cannot help unless we know it is reproducable with our mod only. I know that is difficult because you guys use lots of mods, but its the only way we are going to get to the bottom of this.
Can I please request no more posts on this thread unless your issue is on ALiVE/CBA only.
Our unit didn't have any issues with CBA and just ALiVE during testing. It was only after introducing other mods that we had issues - not to say someone else hasn't had problems. We can roll back our version of ALiVE and see how things go, but we already have the results of running ALiVE by itself.
That said, it doesn't seem right to halt all discussion of this issue just because we don't have evidence that the issue is not specifically ALiVE. The one thing that you can't argue based on all of these results, is that removing ALiVE from a mod pack will stop the freezing (if it's occurring).
This discussion has been very constructive and without it, people wouldn't have narrowed the problem down to what they have. Savage even informed us that a dev has been able to reproduce the issue while running several mods so we have that going for us right now as well.
Even if the ALiVE team can't do anything about the issue directly if it's not ALiVE, that doesn't mean we can't take the information that we've gathered to another mod author. We just don't know which mod author that is yet.
I hope I'm wrong here, but I really get the impression based on your recent comments on this thread and Reddit that you're getting defensive about this whole thing. Maybe I'm simply misunderstanding, but the only result I foresee from stopping this discussion like that, is that you'll be halting the little progress we've had with determining a cause.
We've narrowed it down to being a conflict of some kind. This thread seems to be the only one that I can locate where people are constructively trying to find out what mod that is. We're nearly certain that it's not ALiVE itself, but we can't ignore that removing ALiVE from our modpacks has given good results.
Our RPT's are typically useless when it comes to these freezes so we're just trying with various mods to determine what's going on. @ski2060 has specifically kept plugging away to try and determine which mod the conflict is with.
I think we all hope that we narrow that mod down so we can contact that mods author about it and get a dialog started.