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surio

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Everything posted by surio

  1. They are in different stages of getting dried, hence they might not stack. Once they become dried fruit completely, they end up stacking against their respective fruits such as "dried cranberry". There is the other problem too that if you place a fruit in press it does allow you to take it out before you use the press. But it transforms the fruit into a mash once you place it. The mechanic is quite finicky as you mention.
  2. You know, I was just speaking to my PC guy to go through this. I've had it with the snakes in the plane at this point!
  3. So, me again. Logged into the game after a break of 2 weeks. Things are back to the same buggy problem with the laptop. 17.2.2024 12:42:46 [Warning] =============================================================== 17.2.2024 12:42:50 [Warning] Texture asset 'game:textures/block/wood/debarked/.png' not found (defined in : alternate:0). 17.2.2024 12:42:50 [Warning] Texture asset 'game:textures/block/wood/debarked/.png' not found (defined in : alternate:0). 17.2.2024 12:42:50 [Warning] Texture asset 'game:textures/block/wood/debarked/.png' not found (defined in : alternate:0). 17.2.2024 12:42:53 [Notification] Wow, client daytime drifted off significantly from server daytime (22.4 mins) 17.2.2024 12:42:53 [Notification] Track music/to-dawn.ogg now started 17.2.2024 12:42:56 [Fatal] Caught unhandled exception in thread 'networkproc'. Exiting game. 17.2.2024 12:42:56 [Fatal] System.OverflowException: Arithmetic operation resulted in an overflow. at Vintagestory.Common.ArrayConvert.ByteToByte(Byte[] data, Int32 length) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\Convert\ArrayConvert.cs:line 73 at Vintagestory.Common.CompressionZSTD.Decompress(Byte[] fi) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\Convert\Compression.cs:line 678 at Vintagestory.Client.TcpNetClient.TryGetMessageFromIncoming() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Network\TcpNetClient.cs:line 80 at Vintagestory.Client.TcpNetClient.ReadMessage() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Network\TcpNetClient.cs:line 51 at Vintagestory.Client.NoObf.SystemNetworkProcess.NetworkProcess() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\NetworkProcess.cs:line 135 at Vintagestory.Client.NoObf.ClientThread.Update() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientThread.cs:line 75 at Vintagestory.Client.NoObf.ClientThread.Process() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\ClientThread.cs:line 61 17.2.2024 12:43:00 [Notification] Window was resized to 0 0? Window probably got minimized. Will not rebuild frame buffers 17.2.2024 12:43:14 [Notification] Destroying game session, waiting up to 200ms for client threads to exit 17.2.2024 12:43:43 [Notification] Exiting current game to main menu, reason: client thread crash 17.2.2024 12:43:45 [Warning] Texture with texture id 41 is leaking memory, missing call to Dispose. Set env var TEXTURE_DEBUG_DISPOSE to get allocation trace. 17.2.2024 12:43:56 [Notification] Exiting game now. Server running=False. Exit reason: Main screen quit button was pressed This time, running the DISM and SFC fixed some problems, but the bug still remains. VS client loadsbut when trying to join the game, bails with the above error. No amount of restarts or reruns of the commands fixes the issue now NB: It's the same old Windows 10 update that's causing the update manager to fail and cause issues.
  4. In the interests of fairness, here's my resolution to the game failure issue. The discussions I had with others here helped in closure. Special thanks to @Miguel Coelho who suggested sfc /scannonw that set this entire course. I have given the full account, so it can help someone facing the same issue. - surio.
  5. Dear all, I updated my second post to provide closure and resolution on this issue. It was in the end, a poorly rolled out windows update failure that silently caused all this. My many thanks to all who helped and engaged. Seems that my issue is resolved for now, and we were able to have an uninterrupted, error free gaming session over LAN for nearly an hour since my steps to fix things. Thank you.
  6. The machine that bugs out has always been a client. The stable machine has always been the server. To answer both of you, the machine currently bugging out played very well for over 100 hours for the same game game/same world with 100s of mods. Now it won't play for even vanilla. I don't think the hardware/timing/etc straws we are clutching at decided to suddenly manifest as a gremlin *after* 3+ weeks of good behaviour and precisely after making a JSON recipe change.
  7. The "dialog" I attached has featured a few times as has the "networkproc" error, both in github and in these forums. I both cases it was an errant mod. This is why I wiped clean to test plain vanilla. Since that has also failed on same error I have made my complaint officially. Laptop works well for all other activities except this gameplay. I also reinstalled the game to ensure any corruption at that level doesn't replicate. I do not see a hardware issue.
  8. Thanks for noticing it. I wanted to avoid all obvious questions, hence the detailed post, which might also lead to overlaod and people missing it on first read. I missed that other point you made but I have also installed/upgraded to latest .NET 7 and it still doesn't resolve.
  9. Glad everyone that has responded seemed to have a great time with the game and the support. I'll address some points people brought up. For what it's worth, I will chime in and be the dissenting voice. I can relate as I am also in a similar situation. Like OP it's the only way I play this, LAN multiplayer with family. I have three machines running this and it's crashing only on one machine. It's a new SSD and a powerful laptop. I removed all the mods, tried vanilla and ever reinstalled VS on this machine hoping that will fix it. Alas no. FWIW, I have been debugging non-stop to try and fix things. My situation is odd because the client running the world and another pc running a similar setup (modded and vanilla) works well. only one machine bugs out. I have pinged team members on discord as well on this. Not a single one responded or said Boo. So, all hypotheticals aside, "contacting support and they'll fix it for you" doesn't always pan out how you want it. I have made an entry in forums as well hoping that someone can provide a way out. You may check it and help if you can. Happy to work along with someone in dev team to get it resolved as I paid for 3 licences and not playing at all. And the worlds seem to develop an issue around the 80+ hours mark. The last one that I am struggling with seemed to give problems for one machine at 100 hour mark.
  10. Reserved, in case I need to add something else Update: 14-Jan-2024 Friends, I wanted to be fair and fact based, so I took the exhortations in another thread about whether system is up to date and to check against those by running DISM and sfc, seriously. So, these are my findings. 1. Seems my laptop had silently failed a critical update, namely, https://answers.microsoft.com/en-us/windows/forum/all/2024-01-security-update-for-windows-10-version/969c01b7-a80c-49b2-92b3-ed09232924f9 and apparently this silent failure seems to cause other issues but in weird ways. With this knowledge I ran DISM and sfc, sure enough: Subsequently, after rebooting, I am very happy to report that my laptop client is working without errors. I tested for an hour in vanilla gameplay, and an hour of my earlier modded world without the errors. I am leaving all this information for the benefit of someone else who might end up in my situation. My thanks to everyone who continued to engage me and threw in their thoughts. Sanity prevailed, and my family thanks you all. - surio.
  11. I run 3 clients in total and it comprises 2 desktops (1 lan server, another joins as client) and 1 laptop, also joins as client. All these are running v1.18.15. Originally modded but now all 3 are running in vanilla mode. The only mode of playing the game is via LAN as an entire family. Existing modded world of 100+ hours, was stable for all three clients for several days of hard gameplay - combat/exploration/mining/etc. then came a bug. This error came originally after changing a JSON recipe to differentiate recipes due to mod clashes. Immediately since, one out of the 3 clients, running on a laptop has repeatedly bugged out and crashed with attached dialogue box. Even after reverting the previous mod, the laptop never ever recovered from this error and game was unplayable from the laptop. To isolate or clear this problem, first, all mods were removed, cache was cleared and a fresh vanilla world was created on the same desktop machine but laptop crashed again. Again, the entire VS client was uninstalled, all the %VSData% directory was deleted, fresh VS install on laptop and LAN mode was attempted. On a fresh vanilla creative world, on LAN, laptop again crashed with the same dialog error and the two logs are now attached. as a final testing attempt, tried to play the game on SP and this time while trying to chisel a rock, game crashed again. This log is also attached. PLEASE NOTE: during all these testings, in the main desktop where world is created and serves as the 'LAN server', game runs well and ran well. The desktop running same sets of mods, vanilla, etc also connects and plays w/o any issues. Only laptop client bugged out over last weekend (06/07-Jan-24) and never recovered since. I'm surio on the discord channl as well if you need additional info Hardware spec of laptop which is bugging out. OS: Windows 10 Pro 64-bit CPU Intel Core i7 7500U @ 2.70GHz 59 °C Kaby Lake-U/Y 14nm Technology RAM 16.0GB Dual-Channel Unknown @ 1064MHz (15-15-15-35) Motherboard Dell Inc. 08H44Y (U3E1) Graphics C27F390 (1920x1080@60Hz) Generic PnP Monitor (1920x1080@60Hz) Intel HD Graphics 620 (Dell) Storage 476GB Hitachi HS-SSD-E100N 512G (SATA (SSD)) 30 °C 119GB SDXC Card (USB ) Optical Drives No optical disk drives detected Audio Intel Display Audio Edit: Today (11-Jan-24) I had another crash when testing the game. Yesterday's crash was 9.1.2024 17:51:03 [Fatal] Caught unhandled exception in thread 'networkproc'. Exiting game. 9.1.2024 17:51:03 [Fatal] System.IO.IOException: Stream ended too early at ProtocolParser.ReadUInt32(CitoStream stream) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\Network\Packets.Serializer.cs:line 285 at ProtocolParser.ReadZInt32(CitoStream stream) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\Network\Packets.Serializer.cs:line 221 at Packet_EntityMovedMinimalSerializer.Deserialize(CitoMemoryStream stream, Packet_EntityMovedMinimal instance) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\Network\Packets.Serializer.cs:line 22257 Whereas today's error was 10.1.2024 18:34:42 [Fatal] Caught unhandled exception in thread 'networkproc'. Exiting game. 10.1.2024 18:34:42 [Fatal] System.OverflowException: Arithmetic operation resulted in an overflow. at Vintagestory.Common.ArrayConvert.ByteToByte(Byte[] data, Int32 length) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\Convert\ArrayConvert.cs:line 73 at Vintagestory.Common.CompressionZSTD.Decompress(Byte[] fi) in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Common\Convert\Compression.cs:line 678 at Vintagestory.Client.TcpNetClient.TryGetMessageFromIncoming() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Network\TcpNetClient.cs:line 80 at Vintagestory.Client.NoObf.SystemNetworkProcess.NetworkProcess() in C:\Users\Tyron\Documents\vintagestory\game\VintagestoryLib\Client\Systems\NetworkProcess.cs:line 135 Consistent failure of the client, but it chooses different places within the code to fail during gameplay. And it was a brand new world yesterday and new world today as well As can be seen, only one client is giving this error out of the three. Desktop game client that runs my player world world, works fine (with mods, w/o mods). Second desktop running mods joins the LAN server fine (in vanilla too). Game on a laptop, the only one that throws error in modded, continues with error after starting as vanilla too I see that error showing up many times but no one seems to have a post or a resolution when this error shows up. If you need anything else from me please ask and I will do my best to provide you. client-crash.txt client-debug.txt client-main.txt
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