Author Topic: bug  (Read 3610 times)

ceres

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« Reply #15 on: October 29, 2005, 10:34:36 am »
How much memory is the client supposed to use? It is currently taking 500Mo still increasing whiule being stuck during a \"loading\". Is this some kind of memory leak?
I\'m using Xordan latest release

Something new : Now i get those those messages :
QueueMessage:
  *** Input Buffer Full! Dropping packet of type 111!
  *** Input Buffer Full! Dropping packet of type 13!
  *** Input Buffer Full! Dropping packet of type 115!
  *** Input Buffer Full! Dropping packet of type 111!
...

each time the memory used by the client increases. A problem in the queue of packet?

it also happens during loading (only type 111 and 115 then)

and now I get also those :
 Ignoring DR pkt version 0 for entity Gobble with version 0.

ie the packet are ignored although the version matches

####
In fact there must be some serious memory leak in this release : After 5min I start swapping. The only error messages the client gives are about the netqueue (Igoring packets, input buffer full) But I have no idea where the leak is located.
« Last Edit: October 29, 2005, 11:18:09 am by ceres »

Danok

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« Reply #16 on: November 26, 2005, 08:35:30 am »
Quote
Originally posted by leoni
For me it\'s the same bug.
It also happens in the arena on the stairs. The game crashes everytime I get into the game. For a secend i can see my character than the game crashes with the same error
psclient.bin: coreanimation.cpp:240: void CalCoreAnimation::getPose(float, std::vector >& const: Assertion `time >= 0.0f && \"time must be > 0\"\' failed.

My character is a diaboli. I think it had nothing to do with the races.

Can someone tell me how I can get back in the game with my character without creating a newone? Please let me know when you have an answer.


Same problem, same place for me.  One month later. :( Console output:
planeshift.application.client:
  PSLoader: step 5: success
psclient.bin: coreanimation.cpp:240: void CalCoreAnimation::getPose(float, std::vector >&) const: Assertion `time >=0.0f && \"time must be > 0\"\' failed.
Aborted

I updated (saved and restored my smallinventory.xml, of course), and still have the same problem.  I can\'t even move my character so I won\'t crash every time the game loads.  Did anyone ever come up with a solution (short of compiling from scratch, of course--I\'m no programmer--I can never seem to get my build environment complete enough for projects this big.  :P ).
-----Danok Danoi
Dragon Master of The White Dragons' Clan
The Dragon Council

Araye

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« Reply #17 on: November 26, 2005, 03:06:46 pm »
So I still have the problem.  I have not tried the \"fix\".  I\'m lazy.  The way I get around it is I know when it happens to me.  I think I also know it has something to do with the camera angle when I go down stairs.  I\'d say 95% of the time, I\'m going down stairs when it happens.

But I have found that if I change (press \"m\") camera views before going down stairs it doesn\'t happen.  Mostly though I just free the camera (\"tab\"), rotate until the camera is at an angle that keeps it from \"filming through the stairs\" and then proceed to explore.

It still happens from time to time, so when I come back into the game, I try to run forward as fast as I can (no matter where I am) and this gets me past the \"bad spots\".

Araye
« Last Edit: November 26, 2005, 03:08:04 pm by Araye »

stfrn

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« Reply #18 on: November 26, 2005, 05:45:40 pm »
The coreanimation bug will be fixed when the next client update scomes, there are a few things being waited on now.
The \"input buffer full, dropped packet of type X\" will also be mroe clear as it will use the name of the packet type.
player -> gm -> dev -> bum