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New test update here

Posted: Tue May 08, 2012 7:24 pm
by Captain Deathbeard
I've made another mini-update to fix the crashing issues, but I've been changing a lot of stuff with the building update work so it may introduce new crashes or problems. I don't have time to test it in-depth, so you can get the new update here, please let me know if you get any major problems with it, otherwise i will add it to the autoupdater in a couple of days.

http://www.lofigames.com/demo/kenshiUpdate_0.23.4.zip

Re: New test update here

Posted: Tue May 08, 2012 10:20 pm
by wazupwolfff
Do i have to put it somewhere?

Re: New test update here

Posted: Tue May 08, 2012 10:44 pm
by vurt
wazupwolfff wrote:Do i have to put it somewhere?
Overwrite the old file in the root of /Kenshi.

Re: New test update here

Posted: Tue May 08, 2012 11:01 pm
by SilentHill
I didint test 0.23.3 but in this one my characters get stuck and are unable to move.

Re: New test update here

Posted: Wed May 09, 2012 3:31 am
by Brettflan
Well, one odd minor discovery: modding the executables to be Large Address Aware causes a crash at startup for 0.23.4.
kenshi_0.23.4_LAA_crash.png
LAA mod crash
kenshi_0.23.4_LAA_crash.png (13.64 KiB) Viewed 5387 times
Doing the same on 0.23.3 worked fine. No big deal, of course, but I thought it was worth mentioning.


EDIT: I'm also noticing the pathfinding for the player party does seem to be getting stuck more often than in 0.23.3, and it also seems to stop responding to new movement orders on occasion, usually course-correcting after a few seconds. Once they got completely stuck though and I had to Quick Save and Quick Load to get them started again.
This is in my current game where my party has now visited every town. The NPCs are also still only appearing about a minute after the game loads; I do have immediate control of my party, so I can have them move around while waiting for NPCs to appear.

In case it's useful, I've gone ahead and attached my savegame where all towns and most outposts have been visited, with the long delay in NPC loading evident when you load the save.

Re: New test update here

Posted: Wed May 09, 2012 10:54 am
by Captain Deathbeard
bare in mind you need to update to 0.23.3 before applying this patch.

I'm already aware of the npc spawn delay, is it really a minute? for me its about 10 second.

Where did they get stuck? Was it in the open or were they wedged against a wall or something? Can you do it again in the same spot?

Re: New test update here

Posted: Wed May 09, 2012 6:26 pm
by Brettflan
Having now tested specifically for how long it takes between that savegame loading with my characters available and NPCs actually appearing, for me it's pretty consistently around 1 minute 50 seconds to 1 minute 55 seconds.

System specs: AMD Phenom II X4 965, Geforce GTX 260, 8 GB memory, Western Digital 1 TB Black hard drive, up-to-date Windows 7 Ultimate 64-bit.

Are you running from an SSD or something? Otherwise I'm not sure how there would be such a stark difference in how long it takes for NPCs to show up between my setup and yours.

About them getting stuck, It seems to only happen after a while of play. Usually it seems to happen where they get stuck on a corner, but if you load a game and immediately try to get them to move along the same path again they won't get stuck. So it's not really easily reproducible. They sometimes will even stop in the middle of nowhere (sometimes for just a split second, rarely for much longer like 10 seconds or so), though the longer random stops seems to accompany the problem of them having a large delay between when you tell them to move somewhere and when they actually respond and change course to move to the new target location.
Like I mentioned above, doing a quick save and quick load seems to immediately clear the problem up, with them being fully responsive to move orders and not getting stuck on anything. If I were to hazard a guess, I'd think the problem shows up and starts to get worse depending on how many units (both NPCs and player controlled units) are running pathfinding routines simultaneously in the world. As for why the problem seems worse to me in this release, I wouldn't know. I only rarely saw pathfinding glitches myself with 0.23.3, which seemed to clear up pretty quickly, and I don't recall seeing the delay in accepting my movement orders in 0.23.3. On the other hand, I was still a couple of towns short of visiting them all before I updated to 0.23.4.

Re: New test update here

Posted: Wed May 09, 2012 7:34 pm
by 1337
Had the same problems yesterday, but didn't get to test it out a little more.

I was out in the open (with a new team of two guys i made in 23.3). I had only my main selected and he didn't respond to my first 2 or 3 right-clicks, then after moving he randomly stopped responding again the same...

I also ended up being stuck on stairs in brink but after wildly clicking everywhere for 10secs, he started moving again and then afterwards he climbed said stairs without a problem...

Edit: just tried the 23.3ver again, there really is a problem with the reactivity in 23.4 that wasn't there in 23.3. Also to focus the camera on a character in 23.4 i have to click really fast or it won't work (by fast i mean push and release fast) in 23.3 focusing the camera was easier for me.

Re: New test update here

Posted: Thu May 10, 2012 10:52 am
by Stumpy
Well the thread creation error doesn't seem to be effecting me anymore, but when I exited a building I had a super crash. Seems to happen after a few minutes regardless of what I'm doing though.

Re: New test update here

Posted: Fri May 11, 2012 10:07 am
by Captain Deathbeard
do all your characters stop responding, or is it only one at a time?

stumpy: what are your system specs?

Re: New test update here

Posted: Fri May 11, 2012 10:19 am
by Brettflan
Chris_The_Great wrote:do all your characters stop responding, or is it only one at a time?

stumpy: what are your system specs?
It seems to be all of them. I could select one or two of my group, give them a new movement order, select someone else and give them a move order, and even repeat that a few more times, and the delay seemed pretty consistent from one movement order to the next.

Them getting stuck was sometimes consistent when it appeared to be a physical object they were getting stuck on. On the rare occasions they stopped in the middle of nowhere for no reason, though (accompanying the general unresponsiveness of everyone to movement orders), it seemed like it was usually just like 1-3 of them at a time or so that just stopped moving for a bit.

Re: New test update here

Posted: Fri May 11, 2012 1:09 pm
by Stumpy
AMD Phenom II 1100t
nVidia 560 GTX
16gig RAM
Ye not so olde Win 7 64 bit
Half asleep and feel like I'm forgetting something...

Re: New test update here

Posted: Fri May 11, 2012 1:55 pm
by Captain Deathbeard
so you are always getting a super-crash? Were you ever able to run older versions without the crashes? Do you ever get a crash dump?

Can you ctrl-alt-delete and track how much memory kenshi is using up before it crashes? You will have to run in a window, and kenshi will show up in task manager as _core.exe.

Re: New test update here

Posted: Fri May 11, 2012 10:34 pm
by Stumpy
Yep, seems to always happen after a minute or two and it's always a super crash with no dump. Except this latest crash it seems it did make a crashdump only with a crashdumpfailed.txt below it. Also it peaks at about 800mb of memory used.

I was able to play the game prior to this update without much issue.

Re: New test update here

Posted: Sat May 12, 2012 12:06 pm
by Captain Deathbeard
Its not a memory problem then. can you send me the crashdump?

Re: New test update here

Posted: Sat May 12, 2012 12:34 pm
by Stumpy
Wouldn't let me because the crashdump is empty :/

Re: New test update here

Posted: Sat May 12, 2012 1:14 pm
by Captain Deathbeard
is there anything written in the crashdumpfailed.txt ?

Re: New test update here

Posted: Sat May 12, 2012 8:33 pm
by Stumpy
Just this.
2147942408
2147942408
2147942408
2147942408
2147942408