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Thread: Connect to a server(5.0), any key/click gives Windows' default Beep. Client hung up.

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    Connect to a server(5.0), any key/click gives Windows' default Beep. Client hung up.

    Connecting to a server running v5.0 is possible, but selecting a side/flag sounds Windows' default Beep.
    Any mouse click or keypress (Esc) will only sound Windows' default Beep.

    Need to use 'End Task' in Windows Task manager to stop Launcher64.exe.

    Seen this happen a few times on DangerDogz server and currently on Team Fusion #3 server.
    A restart of the launcher64 server process (exit and restart it) fixes it, as after that, the problem does not occur. Well, not immediately anyways.

    Whenever this occurs on one client, all clients appear to have the same issue.

    Log file attached here, from an attempt to connnect to TF3.

    log.zip

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    Re: Connect to a server(5.0), any key/click gives Windows' default Beep. Client hung

    Same thing happening to me. I would appreciate any ideas.

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    Re: Connect to a server(5.0), any key/click gives Windows' default Beep. Client hung

    Hi there.

    Had the same problem yesterday, AFTER I "tweaked" my user.ini file the old fasion way.. -the user.ini in Documents.
    (Copying my loadout from one ex.Spit to other versions of Spit`s)
    Now when we have the V-verson, with cannons ++ it crashed my game as You describes.

    Reversed my user.ini file and entered my loadout in game, and everything back to normal with no problems..

    This is my only experience with the same problem you have.

    Good luck! - and DD-FT, Thank You for Your great server !

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    Re: Connect to a server(5.0), any key/click gives Windows' default Beep. Client hung

    Looking at it ...

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    Re: Connect to a server(5.0), any key/click gives Windows' default Beep. Client hung

    Thanks to MicroWave we found the cause:

    This happens when a player

    1. selects the Wellington IA/trop

    2. selects 2x2000 AP bombs into Central Bob Bay

    3. spawns in.

    We're working on a fix. In the mean time, the quick fix for server admins is to remove the Wellington IA/trop from *all* missions you run.

    We are sorry for the inconveniences.

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    Re: Connect to a server(5.0), any key/click gives Windows' default Beep. Client hung

    Thanks Artist!

    Wellington 1a/Trop has now been removed from the running mission on the DangerDogz server.

  10. #7
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    Re: Connect to a server(5.0), any key/click gives Windows' default Beep. Client hung

    Aha, thank you.

    I think this might happen also when AI spawn in with different loadouts. Perhaps it is the AI Wellington Mk Ia as well, and perhaps it is also with different loadouts than the 2X2000lb bombs.

    Reason I'm saying that is I'm sure I've seen it happen in our test servers, and definitely the one server I was the only one who spawned in, and I definitely didn't spawn into a Wellington.

    But there were definitely Wellington AI coming, though none of them should have the 2X2000lb bombs. They should all be 9X500lb.

    Haven't tested this too extensively to be be really certain, but just be aware it COULD be AI aircraft, too, and it COULD be different loadouts than just 2X2000lb.
    System: Microsoft Windows 10 Pro 64 bit, 10.0.18362 N/A Build 18362, 20,437 MB |
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    Re: Connect to a server(5.0), any key/click gives Windows' default Beep. Client hung

    Hi Flug,

    we fixed this one in patch 003, so it must be something else (maybe same problem different aircraft/loadout, but maybe something totally different)

    What gave a hint in this case were the Server logs always showed the same sequence:

    Code:
    Mission running normally
    ...
    Then this error:
    [12:23:23] =================================================
    [12:23:23] System.ApplicationException: Hook: {_Bomb29} not found.
    [12:23:23] at maddox.core.HookNamed..ctor(maddox.core.ActorMesh , String )
    [12:23:23] at maddox.core.ActorMesh.findHook(Object )
    [12:23:23] at maddox.objects.weapons.BombGun.set(maddox.core.Actor , String )
    [12:23:23] at maddox.objects.air.Aircraft.maddox.objects.air.Aircraft/SPAWN.weaponsLoad(maddox.objects.air.Aircraft , Byte[] )
    [12:23:23] at maddox.objects.air.Aircraft.init(5VUIhZAfLLjlWb5rvC1y5Il_cwouhW5eZUX_AMML8alS/Properties , maddox.core.ActorSpawnArg )
    [12:23:23] at maddox.objects.air.Aircraft.maddox.objects.air.Aircraft/SPAWN.actorSpawn(maddox.core.ActorSpawnArg )
    [12:23:23] at maddox.ai.air.AirGroup.load(maddox.rts.SectFile , String )
    [12:23:23] at maddox.game.Mission.loadAirGroups(maddox.rts.SectFile )
    [12:23:23] at maddox.game.Mission._load(maddox.rts.SectFile )
    [12:23:23] =================================================
    [12:23:23]
    [12:23:23] =================================================
    [12:23:23] System.ApplicationException: Hook: {_Bomb29} not found.
    [12:23:23] at maddox.game.Mission._load(maddox.rts.SectFile )
    [12:23:23] at maddox.game.GameServerIterfaceImpl.MissionLoad(ISectionFile )
    [12:23:23] =================================================
    ...
    Then this one once for every player currently connected (I think)
    [12:23:23] =================================================
    [12:23:23] System.NullReferenceException: Object reference not set to an instance of an object.
    [12:23:23] at maddox.objects.air.Aircraft.replicateStep(maddox.rts.Obj/Creating , maddox.rts.NetChannel )
    [12:23:23] at maddox.net.NetServer.doCreate(maddox.rts.NetChannel , Boolean )
    [12:23:23] =================================================
    ...
    And the same, everytime a player enters the server
    [12:25:43] =================================================
    [12:25:43] System.NullReferenceException: Object reference not set to an instance of an object.
    [12:25:43] at maddox.objects.air.Aircraft.replicateStep(maddox.rts.Obj/Creating , maddox.rts.NetChannel )
    [12:25:43] at maddox.net.NetServer.doCreate(maddox.rts.NetChannel , Boolean )
    [12:25:43] =================================================
    [12:25:44] * always ~20 seconds *
    [12:26:03] Server: XYZ_Nickcname joins the server.
    There were less conclusive errors in the client's logs, too (be aware the logs always show the computer's date/time: "same time" may differ wildly)

  12. #9
    Ace HenryLuebberstedt's Avatar
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    Re: Connect to a server(5.0), any key/click gives Windows' default Beep. Client hung

    Hello from the blue side,

    not "a last beeb before good bye" but a "crash to desktop" happend to me very often when I'm trying to spwan with an Ju 88 on Tobruk#3. I've just tried diffrent blue planes. Only the 108/109 are spwaning without problems. The same on the Axis vs Alies CloD-Map.

    cu
    henry
    Last edited by HenryLuebberstedt; Sep-04-2020 at 11:06.
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    Re: Connect to a server(5.0), any key/click gives Windows' default Beep. Client hung

    As Artist pointed out above the issue with the Wellington loadouts should be fixed as of patch 003.
    In patch 004 we fixed Blenheim MkI (AI only plane) loadout problems.
    Perhaps there are others. You can spot such an issue if you create a single mission with a problem
    loadout and try to play it. You'll get a nice window popup saying something like:
    Hook: {_BombXX} not found.
    .

    With all that being said, the actual symptom (first post here), might be caused
    by different bugs (not related to loadouts at all).

  14. #11
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    Re: Connect to a server(5.0), any key/click gives Windows' default Beep. Client hung

    Similar but definitely not identical situation, and it looks like we're getting this:

    Code:
    [13:30:51]	=================================================
    [13:30:51]	System.NullReferenceException: Object reference not set to an instance of an object.
    [13:30:51]	   at WYb4kT81Gj7ZXGv75lN9rAO6lAoq30CfWyWdUQD$AYNK.Armies()
    [13:30:51]	   at maddox.game.GameDef.selectArmiesRequest(IPlayer player)
    [13:30:51]	   at tsc$7$6e2KkzxKd7sYyezypfJniCO8D18_sQmVVCC5h7.xrL2HyB7JTQKUwx3mdaB3mfeOWykatPe7TePufAhQcTZ()
    [13:30:51]	   at tsc$7$6e2KkzxKd7sYyezypfJniCO8D18_sQmVVCC5h7.6bltGnnJuP$kVasanz7ZPUg(2LLuxAXLBYZPcnjosOJ2QZt2O$K90EkNj$47xmzSpxsD )
    [13:30:51]	   at eEUOw_Bh_JWOou3R5bj4wGeTAgubLXoIbmjdZmtlDoWP.GFweR0z1szbOFonytpl7m4k(2LLuxAXLBYZPcnjosOJ2QZt2O$K90EkNj$47xmzSpxsD )
    [13:30:51]	=================================================
    [13:30:51]	Server: XXXX joins the server.
    [13:30:51]	Server to [XXXX]: Welcome to Tobruk, XXXX
    So this is just at the moment the player joins the server.

    This is different from the original bug, in that the player can join the server, but the flags never show up. (So, like the "flag bug" in that way.)

    But even if you exit the server & re-enter a few different times you never get the flags again and this seems to be true for any player that enters the server after that point.

    I found some interesting possibly/probably related errors a few minutes earlier in the log file, so I'll make a different post just about this error.
    Last edited by TWC_Flug; Sep-14-2020 at 20:59.
    System: Microsoft Windows 10 Pro 64 bit, 10.0.18362 N/A Build 18362, 20,437 MB |
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  16. #12
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    Re: Connect to a server(5.0), any key/click gives Windows' default Beep. Client hung

    Quote Originally Posted by Artist View Post
    Hi Flug,

    we fixed this one in patch 003, so it must be something else (maybe same problem different aircraft/loadout, but maybe something totally different)

    What gave a hint in this case were the Server logs always showed the same sequence:
    Thank you, this was very helpful.
    System: Microsoft Windows 10 Pro 64 bit, 10.0.18362 N/A Build 18362, 20,437 MB |
    ASUS GeForce GTX 1060 3GB | Intel Core i5-2500 Quad-Core Processor 3.3 GHz 6 MB Cache LGA 1155 | Intel DB65AL motherboard | ARCTIC Freezer i11 CPU Cooler | SVGA 500 watt power supply | Microsoft Sidewinder 2 Force Feedback joystick

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