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Topic Starter Topic: Multiplayer crash / lockup with 1.3

Gibblet
Gibblet
Joined: 03 Dec 2005
Posts: 15
PostPosted: 08-03-2006 08:27 AM           Profile Send private message  E-mail  Edit post Reply with quote


-Single player works fine, with no lockups or crashes of any kind.
-I can start a multiplayer lan, or internet server with no trouble.
-I have no trouble at all connecting to any other multiplayer game / only quake 4 gives me problems. :icon27:

My problem is with joining games from the server list:
{this problem occurs whether it is punkbuster, or not}
When I press the join icon I make it past the verification screen, but things crash or lockup (Freeze) when the map begins to load, and the weapon list starts to flash at the bottom of the screen.
Somtimes after a few game restarts, I can actually join a game / after doing so, I can switch to another server and join again with no trouble. -----Then if I exit the game / restart Q4 / try the SAME server, or any other server, the crash / wont load map condition returns.
Any ideas on what could be causing this? I tried a fresh install twice with the 1.3 full patch. Thanks for any ideas!

Asus m2n32 sli-deluxe mobo
am2 4600 dual core proc. (dual core checked in q4 menu)
2 gigs ram
7950gx2 video card
x-fi platinum audio (tried open al and standard / sound fine)
*linksys router*- not an issue with other games
-all latest drivers / bios
- settings on high - widescreen 1920 / 1200




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The Illuminated
The Illuminated
Joined: 30 Nov 1999
Posts: 1665
PostPosted: 08-03-2006 09:50 AM           Profile Send private message  E-mail  Edit post Reply with quote


Interesting.. Is it when the gamescreen is doing a video mode restart?

I have this thing (not just 1.3) where mine kinda looks like it's going back to the desktop between multiplayer levels, or joining a pure server with any kind of custom content.. But mine doesn't freeze, it just takes about 30 seconds to come back.




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Gibblet
Gibblet
Joined: 03 Dec 2005
Posts: 15
PostPosted: 08-03-2006 11:12 AM           Profile Send private message  E-mail  Edit post Reply with quote


It happens whether there is a video mode restart or not...I know what you are describing, but it is a crash that happens.




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The Illuminated
The Illuminated
Joined: 13 Apr 2001
Posts: 1070
PostPosted: 08-03-2006 12:31 PM           Profile Send private message  E-mail  Edit post Reply with quote


is there any errors showing in the console log ?

assuming you have logging set up, there should be a file residing in q4base that may offer some help




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Gibblet
Gibblet
Joined: 03 Dec 2005
Posts: 15
PostPosted: 08-03-2006 05:19 PM           Profile Send private message  E-mail  Edit post Reply with quote


I checked the q4 base, and didnt see anything. How do you set things up to show an error log? Sounds like this might help




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The Illuminated
The Illuminated
Joined: 30 Nov 1999
Posts: 1665
PostPosted: 08-04-2006 04:01 PM           Profile Send private message  E-mail  Edit post Reply with quote


Dump these into your config, and start a server.. see if you can generate the error.

seta g_log "1" //enables game logging
seta logFile "2" // 1=buffer log 2=flush after each print
seta logFileName "qconsole.log" // name of logfile




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Gibblet
Gibblet
Joined: 03 Dec 2005
Posts: 15
PostPosted: 08-04-2006 05:43 PM           Profile Send private message  E-mail  Edit post Reply with quote


Thanks alot for your time in helping! Here is part of the error log / the whole thing is quite long, I can post it if needed:

Loading non pre-cached file maps/mp/q4dm6/model_player_marine.cm
WARNING: Loading non pre-cached file models/lipsync/marine_head/head_kane2_mesh_mp.md5mesh
WARNING: Loading non pre-cached file models/lipsync/marine_head/head_kane2_mesh_mp.md5mesh
WARNING: Loading non pre-cached file models/lipsync/marine_head/anderson_mesh_mp.md5mesh
WARNING: Loading non pre-cached file models/lipsync/marine_head/anderson_mesh_mp.md5mesh
WARNING: Loading non pre-cached file maps/mp/q4dm6/model_player_marine.cm
WARNING: Loading non pre-cached file models/characters/player/player_tactical_transfer.md5mesh
WARNING: Loading non pre-cached file models/characters/player/player_tactical_transfer.md5mesh
client 7 disconnected.
V1N disconnected.
alien was machinegunned by .RePTiLe.
Fodder was railed by RobK
WARNING: Loading non pre-cached file models/gibs/head_pork.cm
WARNING: Loading non pre-cached file models/gibs/torso_pork.cm
WARNING: Loading non pre-cached file models/gibs/rup_arm_pork.cm
WARNING: Loading non pre-cached file models/gibs/left_waist_pork.cm
WARNING: Loading non pre-cached file models/gibs/lup_leg_pork.cm
WARNING: Loading non pre-cached file models/gibs/rup_leg_pork.cm
WARNING: Loading non pre-cached file models/gibs/rup2_leg_pork.cm
WARNING: Loading non pre-cached file models/gibs/pelvis_pork.cm
alien: brb
WARNING: client thinks map entity 0x1e8 (entity488) is stale, sequence 0xdf
WARNING: client thinks map entity 0x1e9 (entity489) is stale, sequence 0xdf
------------ Game Map Shutdown --------------
---------------------------------------------
Shutting down voice chat ...
--------------- BSE Shutdown ----------------
---------------------------------------------
Shutting down sound hardware
idRenderSystem::Shutdown()
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): failed
...deleting GL context: success
...releasing DC: success
...resetting display
...closing smp thread
...shutting down QGL
...unloading OpenGL DLL
--------------- Game Shutdown ---------------
rvStatAllocator: dump of usage stats
0 total bytes handed out in 0 requests
begin game: 0; end game: 0
player hit: 0; player kill: 0
player death: 0;
damage dealt: 0; damage taken: 0
stat team: 0
flag capture: 0;
flag drop: 0; flag return: 0
------------ Game Map Shutdown --------------
---------------------------------------------
Shutdown event system
---------------------------------------------




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Gibblet
Gibblet
Joined: 03 Dec 2005
Posts: 15
PostPosted: 08-04-2006 05:48 PM           Profile Send private message  E-mail  Edit post Reply with quote


Strange thing, I have joined this same server before without crashing. Is there custom content causing the conflict? {non precached} I had to contol/alt/del to end this




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True Nightmare
True Nightmare
Joined: 14 Nov 2000
Posts: 4216
PostPosted: 08-05-2006 12:38 AM           Profile Send private message  E-mail  Edit post Reply with quote


Make sure you've got 'proper' custom PK4 files in q4base when join INet erver; remove anything that's not supposed to be here, the game crashes out if it finds anything that shouldn't be there (development folders, files and scripts etc)



_________________
Tutorials, tools and resources


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Gibblet
Gibblet
Joined: 03 Dec 2005
Posts: 15
PostPosted: 08-05-2006 03:15 PM           Profile Send private message  E-mail  Edit post Reply with quote


I found nothing suspect in the q4 base, however the errors seem to point to something...... my primitive brain cant quite grasp. I,ll keep trying

anyone have router trouble with the game, which may prevent the map from loading?

-cool, Ive risen to the ranks of gib lol




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The Illuminated
The Illuminated
Joined: 30 Nov 1999
Posts: 1665
PostPosted: 08-07-2006 08:03 AM           Profile Send private message  E-mail  Edit post Reply with quote


If you start your own server (multiplayer, create server) and vote in a new map, do you still crash?

You haven't expanded (unzipped) the stock pk4s or modified them in any way, right?




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Gibblet
Gibblet
Joined: 03 Dec 2005
Posts: 15
PostPosted: 08-07-2006 01:58 PM           Profile Send private message  E-mail  Edit post Reply with quote


Everything is fine if I start my own lan/int server, including voting / switching maps. I never modified any pk4 files. I just reinstalled and downloaded full patch from a different source. Can anyone recommend a "pure" server? - no unwanted downloads
thanks




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Gibblet
Gibblet
Joined: 03 Dec 2005
Posts: 15
PostPosted: 08-07-2006 06:54 PM           Profile Send private message  E-mail  Edit post Reply with quote


Ok guys, tell me if you think that this may be a router issue.
Fresh install - tried to connect to server and crashed during load screen.
Second try - connected to punkbuster server and played fine for over an hour.
I restarted Q4 and tried to connect to the SAME server, resulting in 3 crashes in a row - all during the load screen. There were still people playing during my attempts.
This same thing happens on non-pb servers as well.
Does quake4 require some sort of special router settings that most games dont?
It seems like something is cutting off the connection during the load screen - weapon list freezes, and screen locks before the crash. Once Ive loaded in though, everything plays fine...wth




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Gibblet
Gibblet
Joined: 03 Dec 2005
Posts: 15
PostPosted: 08-09-2006 05:23 PM           Profile Send private message  E-mail  Edit post Reply with quote


latest error log, any ideas?

log file 'qconsole.log' opened on Wed Aug 09 19:21:58 2006

couldn't exec autoexec.cfg
-------- Initializing Sound System ----------
sound system initialized.
---------------------------------------------
--------------- R_InitOpenGL ----------------
Initializing OpenGL subsystem
...registered window class
...registered fake window class
...initializing QGL
...calling LoadLibrary( 'opengl32' ): succeeded
setting to: 1920 1200
...calling CDS: ok
...created window @ 0,0 (1920x1200)
Initializing OpenGL driver
...getting DC: succeeded
...PIXELFORMAT 10 selected
...creating GL context: succeeded
...making context current: succeeded

------------ Input Initialization -----------
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
---------------------------------------------
...initializing QAL
...calling LoadLibrary( 'OpenAL32.dll' ): succeeded
...checking for ALC_ENUMERATION_EXT: succeeded
...shutting down QAL
...unloading OpenAL DLL
...initializing QAL
...calling LoadLibrary( 'OpenAL32.dll' ): succeeded
sound: MULTICHANNEL
...using GL_ARB_multitexture
...using GL_ARB_texture_env_combine
...using GL_ARB_texture_cube_map
...using GL_ARB_texture_env_dot3
...using GL_ARB_texture_env_add
...using GL_ARB_texture_non_power_of_two
...using GL_NV_blend_square
...using GL_ARB_texture_compression
...using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_filter_anisotropic
maxTextureAnisotropy: 16.000000
...using GL_1.4_texture_lod_bias
X..GL_EXT_shared_texture_palette not found
...using GL_EXT_draw_range_elements
...using GL_EXT_blend_minmax
...using GL_NV_float_buffer
...using GL_EXT_texture3D
...using GL_EXT_stencil_wrap
...using GL_NV_register_combiners
...using NV_vertex_program
...using NV_fragment_program
...using GL_EXT_stencil_two_side
X..GL_ATI_fragment_shader not found
X..GL_ATI_text_fragment_shader not found
...using GL_ARB_vertex_buffer_object
...using GL_ARB_vertex_program
...using GL_ARB_fragment_program
...using GL_ARB_shader_objects
...using GL_ARB_fragment_shader
...using GL_ARB_vertex_shader
...using GL_ARB_shading_language_100
...using EXT_depth_bounds_test
---------------- R_NV20_Init ----------------
---------------------------------------------
----------------- R200_Init -----------------
Not available.
---------------- R_ARB2_Init ----------------
Available.
---------------------------------------------
------------ R_ReloadARBPrograms ------------
glprogs/test.vfp
glprogs/test.vfp
glprogs/interaction.vfp
glprogs/interaction.vfp
glprogs/bumpyEnvironment.vfp
glprogs/bumpyEnvironment.vfp
glprogs/ambientLight.vfp
glprogs/ambientLight.vfp
glprogs/SimpleInteraction.vfp
glprogs/SimpleInteraction.vfp
glprogs/md5rInteraction4.vp
glprogs/md5rInteraction1.vp
glprogs/md5rInteraction.vp
glprogs/md5rSimple4.vp
glprogs/md5rSimple1.vp
glprogs/md5rSimple.vp
glprogs/md5rStdTex4.vp
glprogs/md5rStdTex1.vp
glprogs/md5rStdTex.vp
glprogs/md5rSkyBox4.vp
glprogs/md5rSkyBox1.vp
glprogs/md5rSkyBox.vp
glprogs/md5rEnvNormal4.vp
glprogs/md5rEnvNormal1.vp
glprogs/md5rEnvNormal.vp
glprogs/md5rEnvReflect4.vp
glprogs/md5rEnvReflect1.vp
glprogs/md5rEnvReflect.vp
glprogs/md5rEnvBump4.vp
glprogs/md5rEnvBump1.vp
glprogs/md5rEnvBump.vp
glprogs/md5rShadow4.vp
glprogs/md5rShadow1.vp
glprogs/md5rShadow.vp
glprogs/md5rBasicFog4.vp
glprogs/md5rBasicFog1.vp
glprogs/md5rBasicFog.vp
glprogs/shadow.vp
glprogs/R200_interaction.vp
glprogs/nv20_bumpAndLight.vp
glprogs/nv20_diffuseColor.vp
glprogs/nv20_specularColor.vp
glprogs/nv20_diffuseAndSpecularColor.vp
glprogs/environment.vfp
glprogs/environment.vfp
glprogs/arbVP_glasswarp.txt
glprogs/arbFP_glasswarp.txt
---------------------------------------------
using ARB_vertex_buffer_object memory
using ARB2 renderSystem
reloading textures/common/debuggraph.
reloading makeIntensity( gfx/lights/squarelight1a).
reloading gfx/lights/squarelight1.
reloading gfx/lights/round.
reloading gfx/guis/mainmenu/splash.
reloading gfx/guis/soundmeter/audiobg.
reloading gfx/guis/white.
reloading gfx/guis/guicursor_arrow.
reloading gfx/guis/guicursor_hand.
reloading gfx/guis/scrollbarh.
reloading gfx/guis/scrollbarv.
reloading gfx/guis/scrollbar_thumb.
reloading gfx/guis/scrollbar_right.
reloading gfx/guis/scrollbar_left.
reloading gfx/guis/scrollbar_up.
reloading gfx/guis/scrollbar_down.
reloading fonts/english/bigchars.
found DLL in pak file: C:/Program Files/id Software/Quake 4/q4base/game000.pk4/gamex86.dll
copy gamex86.dll to C:/Program Files/id Software/Quake 4/q4base/gamex86.dll
game using MMX & SSE & SSE2 & SSE3 for SIMD processing
enabled Flush-To-Zero mode
enabled Denormals-Are-Zero mode
------------- Initializing Game -------------
gamename: baseQUAKE4-1
gamedate: Jul 21 2006
584ms to load 644k of entityDef
121ms to load 177k of articulatedFigure
Initializing event system
...531 event definitions
Initializing class hierarchy
...247 classes, 299484 bytes for event callbacks
Initializing scripts
Compiled 'C:/Program Files/id Software/Quake 4/q4base/scripts/main.script': 3206.6 ms
-------------- Compile stats ----------------

Memory usage:
Strings: 54, 8464 bytes
Statements: 84435, 1688700 bytes
Functions: 3361, 380380 bytes
Variables: 324172 bytes
Mem used: 3532564 bytes
Static data: 4948144 bytes
Allocated: 6313684 bytes
Thread size: 7072 bytes

...5 aas types
game initialized.
---------------------------------------------
Loading viseme file: annosoft
----------- Initializing Session ------------
----------------- BSE Init ------------------
--------- BSE Created Successfully ----------
session initialized
---------------------------------------------
WARNING: Couldn't load image: models/monsters/burn_misc_sm
------ Common Initialization Complete -------
guid set to OTQxNgtdL8U
PunkBuster Client: Attempting to resolve master4.evenbalance.com
PunkBuster Client: Resolved to [66.180.170.20]
PunkBuster Client: PunkBuster Client (v1.262 | A0) Enabled
PunkBuster Client: Game Version [Quake4 Final V1.3.0.2393 Build 2393 win-x86 Jul 21 2006]
PunkBuster Client: Not Connected to a Server
PB client is ENABLED
WARNING: rvServerScan::AddActiveServer() - Unexpected active server '85.197.232.66:15737'
"0" resolved to 70.86.86.242:28004
------------ Game Map Shutdown --------------
---------------------------------------------
... found 1 wavein devices
... default wavein mixer opened
... 2 destinations found for 'SB X-Fi Audio [7C00]'
... found destination 'Recording Control'
..... found source 'Microphone'
..... found source 'Auxiliary'
..... found source 'Line-In'
..... found source 'MIDI Synth'
..... found source 'S/PDIF-In'
..... found source 'Digital-In'
..... found source 'Auxiliary 2'
..... found source 'Line-In 2/Mic 2'
..... found source '"What U Hear"'
..... found source 'Wave'
... voice chat initialised.
Sending challenge to 70.86.86.242:28004
received challenge response 0x4891699c from 70.86.86.242:28004
sending connect to 70.86.86.242:28004 with challenge 0x4891699c
Waiting for authorization
sending connect to 70.86.86.242:28004 with challenge 0x4891699c
sending connect to 70.86.86.242:28004 with challenge 0x4891699c
received connect response from 70.86.86.242:28004
------------ Game Map Shutdown --------------
---------------------------------------------
reloading guis/mainmenu.gui.
reloading guis/restart.gui.
reloading guis/gameover.gui.
reloading guis/msg.gui.
reloading guis/takeNotes2.gui.
reloading guis/takeNotes.gui.
reloading guis/takeNotesQA.gui.
reloading guis/editcvars.gui.
reloading guis/spawn.gui.
reloading guis/intro.gui.
reloading guis/netmenu.gui.
------------ Map Initialization -------------
Map: mp/q4dm1
-------------- Game Map Init ----------------
collision data:
93 models
6472 vertices (151 KB)
11872 edges (417 KB)
4349 polygons (373 KB)
17416 polygon edges (68 KB)
2051 brushes (96 KB)
12325 brush planes (192 KB)
9307 nodes (254 KB)
12964 polygon refs (101 KB)
8113 brush refs (63 KB)
4502 internal edges
172 sharp edges
0 contained polygons removed
0 polygons merged
1718 KB total memory used
91 msec to load collision data.
map bounds are (2496.0, 4048.0, 2504.0)
max clip sector is (0.0, 0.0, 0.0)
5 KB passage memory used to build PVS
5 msec to calculate PVS
52 areas
134 portals
19 areas visible on average
416 bytes PVS data
[Load AAS]
loading maps/mp/q4dm1.aas32
[Load AAS]
loading maps/mp/q4dm1.aas48
[Load AAS]
loading maps/mp/q4dm1.aas96
[Load AAS]
loading maps/mp/q4dm1.aas250
[Load AAS]
loading maps/mp/q4dm1.aas128
Entering doom_main()
Exiting doom_main()
Spawning entities
g_skill cannot be changed in multiplayer.
------------ Game Map Shutdown --------------
---------------------------------------------
Shutting down voice chat ...
********************
ERROR: Failed to compile unknown shader glsl/MultiplyBlend.glsl:
Unknown error
********************
WARNING: idSession: triggering mainmenu watchdog




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Gibblet
Gibblet
Joined: 03 Dec 2005
Posts: 15
PostPosted: 08-13-2006 06:19 PM           Profile Send private message  E-mail  Edit post Reply with quote


Ok guys the problem is solved. There is a conflict with my dual core proc and multiplayer.....dont ask me why its not a problem with singleplayer / different game I guess. I set the processor affinity by unchecking the 0 processor while q4 is running.
Thanks for the input :icon30:




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