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    Recent Best Controversial
    • RE: AI Wave Survival Mod Information

      @slykar

      Was it a crash or did the game get stuck in an infinite loop, where the gameplay froze, but the UI still worked?

      I've had both happen very frequently since the last FAF patch, and haven't been able to find an obvious cause. Using unit mods also greatly increases the likelihood of a freeze, but once again, no clear indication of when it might happen.

      posted in Modding & Tools
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    • RE: FAF Unable to Login after Observer Bug Crash

      I was able to get FAF working again by just logging back in through the website. Don't know if the error is related to the observer bug.

      posted in FAF support (client and account issues)
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    • FAF Unable to Login after Observer Bug Crash

      Was hosting games fine, then had the observer bug. Game filled up, had an observer, went to launch and game froze. Did a forced restart of computer, relaunched FAF, re-hosted, game filled up, had an observer, launched and froze again. Forced restart of computer. FAF unable to login due to the following error:

      Client Version: 2024.8.0
      com.faforever.client.login.TokenRetrievalException: {"error":"invalid_grant","error_description":"The provided authorization grant (e.g., authorization code, resource owner credentials) or refresh token is invalid, expired, revoked, does not match the redirection URI used in the authorization request, or was issued to another client."}
      at com.faforever.client.api.TokenRetriever.lambda$retrieveToken$1(TokenRetriever.java:111)
      Suppressed: The stacktrace has been enhanced by Reactor, refer to additional information below:
      Assembly trace from producer [reactor.core.publisher.MonoFlatMap] :
      reactor.core.publisher.Mono.flatMap

      posted in FAF support (client and account issues)
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    • RE: Beach Water Depth Units not Detected

      Looks like a depth of 3.75 or less and T4 units will be visible.

      posted in Mapping
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    • RE: Beach Water Depth Units not Detected

      @kilatamoro

      Which is what I am attempting to prevent.

      posted in Mapping
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    • Beach Water Depth Units not Detected

      Anyone know what water depth causes T4 units to basically be invisible to other units? The bug where a T4 is in the water, but most of its body is above the water and it is able to shoot on land units, but cannot be seen or fired back on? Is there a specific water depth that occurs at?

      posted in Mapping
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    • RE: Replays of Games Stuck in Infinite Loop

      @Jip

      Do you know if this issue has occurred in other games not using the AI Wave Survival mod, or is the issue exclusive AI Wave Survival mod game?

      Around the same time as the last FAF Patch, I increased the use of the following code that attaches orbs to a unit's bones. Now all units have a chance at having orbs attached to increase their DPS, depending on player strength. I've also noticed the freeze is most likely to occur during the endgame phase of the game, when many bosses are spawning and they will all have multiple orbs attached.

      Here is the code for attaching orbs to units. Note that the script first checks to make sure units have more than 1 bone before calling the function to attach the orbs.
      For Land Units:

      AttachedLandUnitSpawn = function(self, selfId, attachedUnitId, selfBoneId)
          local platOrient = self:GetOrientation()
          local location = self:GetPosition()
          local StellarCore = CreateUnit(attachedUnitId, self:GetArmy(), location[1], location[2], location[3], platOrient[1], platOrient[2], platOrient[3], platOrient[4], 'Land')
          WaitTicks(2)
          StellarCore:AttachTo(self, selfBoneId)
          StellarCore:SetCreator(self)
          self.Trash:Add(StellarCore)
      end
      

      For Air Units:

      AttachedAirUnitSpawn = function(self, selfId, attachedUnitId, selfBoneId)
          local platOrient = self:GetOrientation()
          local location = self:GetPosition()
          local StellarCore = CreateUnit(attachedUnitId, self:GetArmy(), location[1], location[2], location[3], platOrient[1], platOrient[2], platOrient[3], platOrient[4], 'Air')
          WaitTicks(2)
          StellarCore:AttachTo(self, selfBoneId)
          StellarCore:SetCreator(self)
          self.Trash:Add(StellarCore)
      end
      

      For Navy Units:

      AttachedNavyUnitSpawn = function(self, selfId, attachedUnitId, selfBoneId)
          local platOrient = self:GetOrientation()
          local location = self:GetPosition()
          local StellarCore = CreateUnit(attachedUnitId, self:GetArmy(), location[1], location[2], location[3], platOrient[1], platOrient[2], platOrient[3], platOrient[4], 'Naval')
          WaitTicks(2)
          StellarCore:AttachTo(self, selfBoneId)
          StellarCore:SetCreator(self)
          self.Trash:Add(StellarCore)
      end
      
      posted in Game Issues and Gameplay questions
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    • RE: Replays of Games Stuck in Infinite Loop

      So only had seen the infinite loop bug in playbacks with lots of unit packs, but just occurred in a game we were playing with only a few mods. Mod list for the game is:

      2x Resources,Storage,BuildRate,BuildRange
      ACU Boost 1.5x
      AI Wave Survival
      25% Air Crash Damage
      All Faction Quantum Gate

      https://replay.faforever.com/23203884

      posted in Game Issues and Gameplay questions
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    • RE: Replays of Games Stuck in Infinite Loop

      Here is a replay using Blackops and Total Mayhem, that freezes at 45 mins in.

      https://replay.faforever.com/23191245

      posted in Game Issues and Gameplay questions
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    • RE: Sudden Crash, Happened a Few Time

      @mostlostnoob

      1st Replay's Log:
      game_23129251.log

      Replay 1:
      https://replay.faforever.com/23129251

      2nd Replay's Log:
      game_23136627.log

      Replay 2:
      https://replay.faforever.com/23136627

      3rd Replay's Log:
      game_23135805.log

      Replay 3:
      https://replay.faforever.com/23135805

      posted in Game Issues and Gameplay questions
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    • RE: Sudden Crash, Happened a Few Time

      Third replay, minimized and crashed.

      End of log:
      debug: Session time: 00:32:16 Game time: 00:44:25 Heap: 960.0M / 822.8M
      warning: Failed to load mesh for blueprint /mods/ai wave survival/projectiles/hardtorpedonanite/hardtorpedonanite_mesh
      info: CWldSession::DoBeat() unknown entity id (0x2ff0027e) supplied in a pose update.
      warning: Failed to load mesh for blueprint /mods/ai wave survival/projectiles/hardtorpedonanite/hardtorpedonanite_mesh
      warning: Failed to load mesh for blueprint /mods/ai wave survival/projectiles/hardtorpedonanite/hardtorpedonanite_mesh
      warning: Failed to load mesh for blueprint /mods/ai wave survival/projectiles/hardtorpedonanite/hardtorpedonanite_mesh
      warning: Failed to load mesh for blueprint /mods/ai wave survival/projectiles/hardtorpedonanite/hardtorpedonanite_mesh
      warning: Failed to load mesh for blueprint /mods/ai wave survival/projectiles/hardtorpedonanite/hardtorpedonanite_mesh
      warning: Failed to load mesh for blueprint /mods/ai wave survival/projectiles/hardtorpedonanite/hardtorpedonanite_mesh
      info: CWldSession::DoBeat() unknown entity id (0x2ff000af) supplied in a pose update.
      warning: Failed to load mesh for blueprint /mods/ai wave survival/projectiles/hardtorpedonanite/hardtorpedonanite_mesh
      info: Minimized true

      Replay:
      https://replay.faforever.com/23135805

      posted in Game Issues and Gameplay questions
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    • RE: Sudden Crash, Happened a Few Time

      A different replay, sudden crash, a few seconds after start. Gave the following error:

      warning: Evaluating LazyVar failed: error evaluating lazy variable: ...ver\replaydata\gamedata\lua.nx2\lua\maui\control.lua(38): call expected but got nil
      Stack trace from definition: [Set lazyvar.ExtendedErrorMessages for extra trace info]

      Replay Here:
      https://replay.faforever.com/23136627

      posted in Game Issues and Gameplay questions
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    • RE: Game not loading with BrewLAN Mods enabled and other things...

      It is a mod conflict. You are going to have to try enabling each mod one by one and launching the game, until you find the conflict. So, start with BrewLAN, see if it loads, then try again with BrewLAN and BlackOps. Repeat, adding another mod each time until you find the conflict.

      Also, check your game log for any warnings or errors.

      posted in I need help
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    • Sudden Crash, Happened a Few Time

      Having random, rare, crashes where the game suddenly minimizes, the error log window opens, and the game is aborted.

      Here is the end of the log:
      warning: Error running OnDamage script in Entity xsl0301_advancedcombat at 86cada08: ...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(5572): attempt to call method GetArmy' (a nil value) stack traceback: ...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(5572): in function <...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua:5570> [C]: ? ...faforever\gamedata\lua.nx2\lua\sim\defaultdamage.lua(44): in function <...faforever\gamedata\lua.nx2\lua\sim\defaultdamage.lua:31> warning: Error running OnDamage script in Entity xsl0301_advancedcombat at 86cada08: ...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(5572): attempt to call method GetArmy' (a nil value)
      stack traceback:
      ...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(5572): in function <...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua:5570>
      [C]: ?
      ...faforever\gamedata\lua.nx2\lua\sim\defaultdamage.lua(44): in function <...faforever\gamedata\lua.nx2\lua\sim\defaultdamage.lua:31>
      warning: Error running OnDamage script in Entity xsl0301_advancedcombat at 86cada08: ...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(5572): attempt to call method `GetArmy' (a nil value)
      stack traceback:
      ...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua(5572): in function <...gramdata\faforever\gamedata\lua.nx2\lua\sim\unit.lua:5570>
      [C]: ?
      ...faforever\gamedata\lua.nx2\lua\sim\defaultdamage.lua(44): in function <...faforever\gamedata\lua.nx2\lua\sim\defaultdamage.lua:31>
      info: Minimized true

      There are over 4000 instances of the "Error running OnDamage script" throughout the log.

      And here is the replay:
      https://replay.faforever.com/23129251

      posted in Game Issues and Gameplay questions
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    • RE: Latest Patch Cripples Airdrops

      Looks like the Transport Bug has been squashed! Thank you very much! I am sure @Thracymachus14 will be pleased the unstoppable Airdrops are back.

      posted in Modding & Tools
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    • RE: Latest Patch Cripples Airdrops

      Tested using FAF Develop to see if Airdrops were fixed, but still flying like snails.

      Replays here:
      https://replay.faforever.com/23072711
      https://replay.faforever.com/23072990

      Also saw transports on the map Survival Rush Pro 5.11 are not working correctly. The T3 transports appear to work ok, but the T1 Transports used to move T4 units were suffering the snail speed bug. Replay here:
      https://replay.faforever.com/23071067

      posted in Modding & Tools
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    • RE: Replays of Games Stuck in Infinite Loop

      Great work, Jip! I'll have to add an over-powered unit named after you, that levels peoples' bases. Then they can yell at you about it!

      I haven't had much time for hosting, so don't know when I'll be able to try. Will let other players know when I see them. Do the vanilla units not use "SetBallisticAcceleration"? I've only seen the freeze with playthroughs with unit packs.

      posted in Game Issues and Gameplay questions
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    • RE: Replay Desync

      Replays often desync when a player drops, unfortunately.

      posted in General Discussion
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    • RE: Replays of Games Stuck in Infinite Loop

      This replay is shorter, freezes at 21 mins and 34 sec. One player desyncs at start.

      https://replay.faforever.com/23060971

      So far, it seems all the replays I've come across with freezes are when players are using big unit packs, like Total Mayhem.

      posted in Game Issues and Gameplay questions
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    • RE: Replays of Games Stuck in Infinite Loop

      I've been able to find replays that freeze by comparing the Game Time versus the actual Play Time. Replays that show a Game Time that is around 20 mins to 30 mins, but have a Play Time closer to an hour are usually a replay that has the freeze.

      posted in Game Issues and Gameplay questions
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