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GHPC CTD upon hitting target in PACT Campaign #251

Open Akkapama opened 5 months ago

Akkapama commented 5 months ago

Describe the bug

I was playing the PACT Campaign mission "Recon in Force Eagle" when I got a CTD after hitting an M60 with a T-72 APFSDS round.

Are you playing with mods?

No

To Reproduce

No clear steps. I've had it happen before in another PACT Campaign mission with the T-64A. I logged an issue about it back then in the Feedback section of Discord. It seems to happen randomly and I've had it happen 4 times now. The only thing that is the same in all CTD's so far, is that it's only in the PACT Campaign. I've never had it happen in the quick missions and I did recently replay ALL OF THEM.

Expected Behavior

No CTD.

Video

https://www.youtube.com/watch?v=SNRYQwEfv00

Player Log

Mono path[0] = 'F:/SteamLibrary/steamapps/common/Gunner HEAT PC/Bin/GHPC_Data/Managed' Mono config path = 'F:/SteamLibrary/steamapps/common/Gunner HEAT PC/Bin/MonoBleedingEdge/etc' [Physics::Module] Initialized MultithreadedJobDispatcher with {0} workers. Initialize engine version: 2021.3.31f1 (3409e2af086f) [Subsystems] Discovering subsystems at path F:/SteamLibrary/steamapps/common/Gunner HEAT PC/Bin/GHPC_Data/UnitySubsystems GfxDevice: creating device client; threaded=1; jobified=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA GeForce RTX 3080 (ID=0x2206) Vendor: NVIDIA VRAM: 10053 MB Driver: 31.0.15.5161 Begin MonoManager ReloadAssembly

Hardware Info

Graphics Device Name: NVIDIA GeForce RTX 3080 Graphics Device Type: Direct3D11 Graphics Device Vendor: NVIDIA Graphics Device Vendor ID: 4318 Graphics Device Version: Direct3D 11.0 [level 11.1] Graphics Memory: 10053 Graphics MultiThreaded: False Graphics Shader Level: 50 Max Compute Buffer Inputs: 32 Processor Count: 16 Supports Compute Shaders: True Supports Instancing: True Memory: 32694 Unloading 6 Unused Serialized files (Serialized files now loaded: 0) Unloading 20 unused Assets to reduce memory usage. Loaded Objects now: 140819. Total: 28.809100 ms (FindLiveObjects: 8.573700 ms CreateObjectMapping: 2.540300 ms MarkObjects: 17.444800 ms DeleteObjects: 0.250000 ms)

Couldn't create a Convex Mesh from source mesh "turret casting" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh. Warning: PostProcessLayer not set, attempting to automatic find Warning: PostProcessLayer not set, attempting to automatic find Running randomized set item jets Initialising AI Manager from SceneController.cs. This prefab should eventually be manually placed in gameplay scenes. Running GameState: NewSceneLoading Follow camera has no target assigned. Current player not set NewSceneLoading: 00 minutes, 03 seconds, 197 ms Running GameState: TerrainSceneLoaded Unloading 9 Unused Serialized files (Serialized files now loaded: 0) Unloading 535 unused Assets to reduce memory usage. Loaded Objects now: 468787. Total: 108.771800 ms (FindLiveObjects: 36.219700 ms CreateObjectMapping: 13.186500 ms MarkObjects: 54.828700 ms DeleteObjects: 4.536600 ms)

Running randomized set item ENY Screen 1 Running randomized set item ENY Screen 2 Running randomized set item ENY Screen 3 Running randomized set item ENY Screen 4 Running randomized set item ENY ATGM Initialising AI Manager from SceneController.cs. This prefab should eventually be manually placed in gameplay scenes. TerrainSceneLoaded: 00 minutes, 04 seconds, 267 ms Running GameState: AppLoaded AppLoaded: 00 minutes, 00 seconds, 128 ms Running GameState: MissionLoaded MissionLoaded: 00 minutes, 00 seconds, 036 ms Running GameState: NetworkReady NetworkReady: 00 minutes, 00 seconds, 024 ms Running GameState: MissionUnitsLoaded Performing unit spawns... Spawning unit(s) at node 1st Platoon (Red) NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. Spawning unit(s) at node Anti Super Flank ATGM (Blue) Spawning unit(s) at node 2nd Platoon Red (Red) NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. Spawning unit(s) at node Screen 2 (1) (Blue) Spawning unit(s) at node Screen 3 (Blue) Spawning unit(s) at node ATGM1 (1) (Blue) Spawning unit(s) at node Screen 1 (2) (Blue) Spawning unit(s) at node 1st Platoon (Blue) NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. Due to logistics, selected ammo type M774 APFSDS-T Due to logistics, selected ammo type M774 APFSDS-T Due to logistics, selected ammo type M456 HEAT-FS-T Due to logistics, selected ammo type M456 HEAT-FS-T NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. Due to logistics, selected ammo type M774 APFSDS-T Due to logistics, selected ammo type M774 APFSDS-T Due to logistics, selected ammo type M456 HEAT-FS-T Due to logistics, selected ammo type M456 HEAT-FS-T NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. Due to logistics, selected ammo type M774 APFSDS-T Due to logistics, selected ammo type M774 APFSDS-T Due to logistics, selected ammo type M456 HEAT-FS-T Due to logistics, selected ammo type M456 HEAT-FS-T NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. Due to logistics, selected ammo type M774 APFSDS-T Due to logistics, selected ammo type M774 APFSDS-T Due to logistics, selected ammo type M456 HEAT-FS-T Due to logistics, selected ammo type M456 HEAT-FS-T Failed to find and remove ammo visual - possible desync of conceptual ammo and visible rounds Failed to find and remove ammo visual - possible desync of conceptual ammo and visible rounds Failed to find and remove ammo visual - possible desync of conceptual ammo and visible rounds Failed to find and remove ammo visual - possible desync of conceptual ammo and visible rounds MissionUnitsLoaded: 00 minutes, 01 seconds, 371 ms Running GameState: PlayerInitialization PlayerInitialization: 00 minutes, 00 seconds, 573 ms Running GameState: PlayerReady PlayerReady: 00 minutes, 00 seconds, 479 ms Running GameState: SkyReady Using default mission weather data. SkyReady: 00 minutes, 00 seconds, 061 ms Running GameState: EnvironmentTimeReady EnvironmentTimeReady: 00 minutes, 00 seconds, 082 ms Running GameState: GameInitialization GameInitialization: 00 minutes, 04 seconds, 167 ms Running GameState: GameReady NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. GameReady: 00 minutes, 04 seconds, 352 ms Finished initializing all GameStates 00 minutes, 18 seconds, 936 ms Assigning mission briefing data. This button has no condition set up! Triggered event: Screen 3 Retreat Aborted redirect action due to missing or deactivated waypoints Triggered event: QRF CounterAttack Triggered Fight To The Limit Of Advance -> PASS. Triggered Break Contact To Fallback Position -> DISPLAY. C:\build\output\unity\unity\Modules\Audio\Public\sound\SoundChannel.cpp(343) : Error executing result (An invalid seek position was passed to this function. ) C:\build\output\unity\unity\Modules\Audio\Public\sound\SoundChannel.cpp(343) : Error executing result (An invalid seek position was passed to this function. ) NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. Failed to find voice clip "obstructed" for crew position Gunner for voice actor Christian Piontek! NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. Unregistered ammo type 9M14M Malyutka-M! Calculating firing table just-in-time... NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. Failed to find and remove ammo visual - possible desync of conceptual ammo and visible rounds NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. Failed to find voice clip "obstructed" for crew position Gunner for voice actor Christian Piontek! NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. Failed to find voice clip "obstructed" for crew position Gunner for voice actor Christian Piontek! NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. Failed to find and remove ammo visual - possible desync of conceptual ammo and visible rounds NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. Failed to find voice clip "obstructed" for crew position Gunner for voice actor Christian Piontek! NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. NavMeshAgent and NavMeshObstacle components are active at the same time. This can lead to erroneous behavior. Look rotation viewing vector is zero Look rotation viewing vector is zero Look rotation viewing vector is zero Look rotation viewing vector is zero Look rotation viewing vector is zero Look rotation viewing vector is zero A crash has been intercepted by the crash handler. For call stack and other details, see the latest crash report generated in:

Desktop (Please complete the following information):

Additional context

No crash.dmp file.

Akkapama commented 5 months ago

Let me know if you guys want me to test this more in a dev build or something with better error logging. Or even if any of you guys need me to stream my gameplay. Anything to help.

This issue happens with every campaign mission now so campaign has kinda become unplayable for me.

Akkapama commented 4 months ago

Seems fixed now. Not sure what fixed it but it doesn't happen at all anymore.

brikabrak commented 4 months ago

Since the random nature of this may have it happen again, in the future if there is no crash dump file present in the standard spot, please look in %LOCALAPPDATA%\CrashDumps and see if a crash dump corresponds with the app around the time it happens. These are system-level and much heavier as they contain more OS information.

Akkapama commented 4 months ago

I just had the crash happen again. I want to upload the localappdata crashdump but the file is too large. How could I share this with you?

Akkapama commented 4 months ago

GHPC.exe.16304.zip Nevermind, a zip did the trick!

donnydesplaines commented 4 months ago

GHPC.exe.12984.dmp.zip It's happening to me from time to time as well. Adding a dump in case it helps.

Akkapama commented 4 months ago

GHPC.exe.13864.zip

brikabrak commented 3 months ago

Thanks for this. Looks to be a game memory issue caused by something with mesh data. Please verify all your steam files and let us know if the issue persists.