"PA has stopped working" was the massage windows gave after the game did nothing at all and the hourglass was visible. version: Galactic V70560-main 9382950991307103080 I had two ally AI's and three enemy AI's three planets, all metal. Two where selectable as starting planet, both had two spawn points. I had build three vehicle factories, eight builders, eight mines, two energy plants, five ants and three spinners. I was building more ants and spinners on repeat, energy and mines. The timer was on 4:50 when it happened.
You have outdated drivers in your Dxdiag: Code: Card name: AMD Radeon R9 200 Series Driver Version: 13.251.0.0 Driver Date/Size: 12/7/2013 00:01:52, 1318552 bytes You will want to download and install the latest drivers from the AMD website: http://support.amd.com/en-us/download/desktop?os=Windows 7 - 64#amd-catalyst-packages
Lobby ID: I tested the PTE today and I didn't crash. I was playing on a custom system with a 400 radius metal planet and a 200 radius moon against 1 AI with an economy multiplier set to 0.5. I had three vehicle factories, two bot factories, and an orbital launcher (which I didn't use). I got almost 15 minutes into the game and I won the match. Proof: Two bugs to report: - Starting a match staring at the sun. - Commander spawns before pod hits the ground. (no screenshot available)
Your Windows 7 OS lacks Service Pack 1: Code: Operating System: Windows 7 Ultimate 64-bit (6.1, Build 7600) (7600.win7_rtm.090713-1255) It is strongly recommended to upgrade to SP1 because it is very likely your crashes and performance issues were caused by the lack of said Service Pack. Also, you have outdated drivers: Code: Card name: NVIDIA GeForce GTX 650 Driver Version: 9.18.13.3788 Driver Date/Size: 5/20/2014 04:44:03, 17480432 bytes Please download and install the latest drivers from the Nvidia website: http://www.nvidia.com/download/driverResults.aspx/77224/en-us
That must mean that the crash issues affect the random planet generator. Perhaps that is why I didn't crash on a custom-made system. EDIT: @rancor47: Were you playing on a randomly generated system or a custom system when your game crashed?
I found out that the latest drivers from the Sapphire site are not the latest drivers... I'm trying now with AMD
It didn't do the trick. I got my drivers updated but am still getting the crash. version: Galactic V70560-main 14609150295101666809 same setup, same level: 5 AI, 3 metal planets, vehicle factories, mines, generators, fabbers
Have you tried the AMD Beta drivers? They're the most up-to-date drivers on the website. Also, were you playing on a random system or a custom system?
Obviously. I sure hope that when this, or what's to come, goes live, people just calm the heck down and wait a few patches for them to tune it. Start too high/low and go in small increments. It's like square-rooting the number 2.
Very same crash also happens in stable branch. It appears to be some kind of race condition and it can happen in about every screen. For me it happened e.g. in the system editor. UI became sluggish / unresponsive right after start (but UI did show up) and then PA crashed. Not reproducible, at the next attempt everything worked fine and crash-free.
OSX 10.9.5 visual effects are only in the orbital layer. OSX 10.9.5 client crash: Code: abort() called *** error for object 0x600002e3d3c0: Heap corruption detected, free list canary is damaged Thread 11 Crashed: 0 libsystem_kernel.dylib 0x00007fff8e5cd866 __pthread_kill + 10 1 libsystem_pthread.dylib 0x00007fff8ada935c pthread_kill + 92 2 libsystem_c.dylib 0x00007fff9004fb1a abort + 125 3 libsystem_malloc.dylib 0x00007fff87464bee nanozone_error + 486 4 libsystem_malloc.dylib 0x00007fff87464db0 _nano_malloc_check_clear + 445 5 libsystem_malloc.dylib 0x00007fff874636b0 nano_malloc + 35 6 libsystem_malloc.dylib 0x00007fff87461868 malloc_zone_malloc + 71 7 libsystem_malloc.dylib 0x00007fff8746227c malloc + 42 8 libc++.1.dylib 0x00007fff912c728e operator new(unsigned long) + 30 9 com.uberent.pa.client 0x000000010685f5ec std::__1::vector<KeyFrame<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >, std::__1::allocator<KeyFrame<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > >::insert(std::__1::__wrap_iter<KeyFrame<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > const*>, KeyFrame<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >&&) + 604 10 com.uberent.pa.client 0x0000000106832ffe void applyDelta<StepCurve<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > >(StepCurve<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > >&, net::MessageReader&) + 414 11 com.uberent.pa.client 0x000000010680e581 ProjectileHistory::applyDelta(net::MessageReader&, unsigned long long) + 81 12 com.uberent.pa.client 0x000000010694f208 ViewpointController::pull() + 1928 13 com.uberent.pa.client 0x000000010694e0a6 ViewpointController::update(float) + 566 14 com.uberent.pa.client 0x000000010694de16 HistoryViewerImpl::update(float) + 422 15 com.uberent.pa.client 0x000000010668be09 client::ConnectionToServer::update(float) + 537 16 com.uberent.pa.client 0x00000001066b7ba9 std::__1::__function::__func<client::ClientGame::updateAndPresent(crom::Profiler&, float)::$_22, std::__1::allocator<client::ClientGame::updateAndPresent(crom::Profiler&, float)::$_22>, void (unsigned long, unsigned long, unsigned long)>::operator()(unsigned long&&, unsigned long&&, unsigned long&&) + 425 17 com.uberent.pa.client 0x0000000106a19619 crom::AsyncParallelForDriver::threadExecute() + 729 18 com.uberent.pa.client 0x0000000106a1aaa1 void* std::__1::__thread_proxy<std::__1::tuple<void (crom::AsyncParallelForDriver::*)(), crom::AsyncParallelForDriver*> >(void*) + 113 19 libsystem_pthread.dylib 0x00007fff8ada8899 _pthread_body + 138 20 libsystem_pthread.dylib 0x00007fff8ada872a _pthread_start + 137 21 libsystem_pthread.dylib 0x00007fff8adacfc9 thread_start + 13
Also, it's blinding. Bad habit that inevitably leads to permanent blindness. Also, lethal. Staring at the sun too long may cause you to die a questionable (and blind) death.
Well there is huge improvements on the metal planets. From about 1000-2000 stuck units to 3 stuck units this game. I do call that one mighty improvement Finally metal planets are playable again it seems.