game crash on load *believe ot be new wall/turret related*

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kommadant
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Joined: Sat Mar 15, 2014 10:50 am

Thu Mar 27, 2014 4:39 pm

well iv never had a crash on game load before so due to timing and a few other things ill explain shortly I believe this is directly due to the new walls and the new turrets being in effect as they are buggy anyway and iv even noticed extreme lag in my game when my steam is in online mode which it never did before until this new update, and I play normally on high graphics with population and squad sizes in world on 4, and I even tried to lower everything to bare minimum graphics and pop/squad size both set to.5 and had no effect.

now as for the load game crash I recently built a base in a high enemy area to train my men in turrets, while building base there was one section of wall that would constantly disappear upon new load so I had to play around with it a few times and made an odd wall formation that wouldn't disappear on load, and while doing this several walls appeared (wall the walls I had rebuilt on top of each other) and I had to delete 7 or so walls placed in the exact same spot as they didn't appear till the new walls were in place, very odd. the crash happened after I set up the base and went to assault location (cannibal village 2) upon returning, a usual long game play crash happened and an attempt to reload and the load game crashes started

At that time I reloaded a prior save and redid my cannibal village assault acme back to base and did several hours of building / work, and of course saved frequently and then experienced another long game play crash and then the load game crashes are happening again, so it has to be something involving 1 or all of these things.......location of build area....turrets.....walls.....previously described buggy wall section of map.

I have a crash dump report but the "Sorry, the board attachment quota has been reached." warning has appeared I will store it for later

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Hatsune_Neko
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Thu Mar 27, 2014 5:53 pm

you can use dropbox as a offsite file storage for the time being.
just upload the file there then paste the url link here
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kommadant
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Sun Mar 30, 2014 4:24 pm

https://www.dropbox.com/s/f89dd2ohazo6g ... 0.65.1.zip


let me know if that works correctly to make sure I did it right

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PnzrNorm
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Sun Mar 30, 2014 7:30 pm

Looks right.
This likely won't be resolved until the new pathfinding system and Havok AI is implemented, which should fix the memory leak causing these crashes.

kommadant
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Joined: Sat Mar 15, 2014 10:50 am

Tue Apr 01, 2014 4:55 pm

PnzrNorm wrote:Looks right.
This likely won't be resolved until the new pathfinding system and Havok AI is implemented, which should fix the memory leak causing these crashes.

any estimated time on that? next path or 5 down the line or something? I would imagine this being a pretty high priority as even sometimes the path finding has AI opening up random gates and doors that are not in anyway hindering movement to complete their objective such as opening town gate 200 feet away to then walk to workbench a few feet from their original position and If u close the gate again they will stop what they r doing and re open the gate again before continuing.

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PnzrNorm
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Tue Apr 01, 2014 5:38 pm

kommadant wrote:any estimated time on that? next path or 5 down the line or something? I would imagine this being a pretty high priority as even sometimes the path finding has AI opening up random gates and doors that are not in anyway hindering movement to complete their objective such as opening town gate 200 feet away to then walk to workbench a few feet from their original position and If u close the gate again they will stop what they r doing and re open the gate again before continuing.
Even Chris mentioned this at one point when I say, putting a time estimate on anything will only lead to disappointment because either:
A) It will arrive on time but not everything will be as expected since it was rushed
B) It arrives later than estimated

I will say that the pathfinding issues could be resolved with the next big patch, which will likely come a week or so after this week of smaller bug-fixes is completed.
Then again, Chris is also working on the big, bad, new world map in addition to all of the content being released in recent builds, so it may be some time before the new AI engine is mentioned/finalised.

kommadant
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Joined: Sat Mar 15, 2014 10:50 am

Tue Apr 01, 2014 11:21 pm

well personally im more concerned about the AI probs, without that being fixed im just going to have better looking walls to run into and finer grained sand to die in lmao, but ill wait patiently

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PnzrNorm
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Wed Apr 02, 2014 12:52 am

kommadant wrote:well personally im more concerned about the AI probs, without that being fixed im just going to have better looking walls to run into and finer grained sand to die in lmao, but ill wait patiently
Whenever the AI is fixed, it will (hopefully) also fix the super crash issues. :D

kommadant
Posts: 10
Joined: Sat Mar 15, 2014 10:50 am

Sat Apr 05, 2014 3:02 pm

tell chris good work, I saw the update as i browsed through my steam games and i loaded game, everything ran smooth, i even took the liberty of loading all save game files one after another and no crash on any of them, great job, ill be sure to post any other big time game breaking glitches asap, now i can actually clear old some un needed saves that are cluttering up my load game list lol

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