PLEASE HELP - Game crashing on CTF flag grab

Discussion in 'Halo and Forge Discussion' started by ExTerrestr1al, Jun 16, 2017.

  1. ExTerrestr1al

    ExTerrestr1al Forerunner
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    (THIS APPEARS TO BE SOLVED, BUT THERE IS FURTHER DISCUSSION ONGOING)

    It is either a mass disconnect for the host, which is what I think Halo 5 on XB1 does when the map crashes. But especially if the host grabs the blue flag on my map, it acts as though the grab is not registering, and then repeated attempts of the player to grab eventually causes them all to crash back to the lobby screen.

    It has happened 3 times for me, one time for my son and one time during Thirsty Thirteen for Ascend Hyperion.

    It is perhaps noteworthy that this seems to happen when it is the host and when the room is quite full.

    Please help me troubleshoot this nasty problem!

    I have deleted and re-added both of my flags just in case. it then appeared to be fixed but just didn't appear until a later game. They have only the two default labels, the ctf include and ctf Spawn & Return.

    there are 1382 objects
    14 groups
    218 scripts (no scripts that should be affecting flags)
    54% FX
    79% light map
    28% collision
    14% physics
     
    #1 ExTerrestr1al, Jun 16, 2017
    Last edited: Jun 28, 2017
  2. CommanderColson

    CommanderColson Forerunner
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    its not your fault, its just mcc feeling left out
     
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  3. ExTerrestr1al

    ExTerrestr1al Forerunner
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    by your response, I'm guessing this occurs with Master Chief Collection as well? Is that what you mean? Have people seen this with H5?
     
  4. ExTerrestr1al

    ExTerrestr1al Forerunner
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    does anyone have an input or blind suggestions even?

    I have created a copy with no scripts at all. I have only been able to get one flag grab under similar circumstances as the crashes (host grabs blue with full 16 or close to full players).

    So far, that one test was good. No crash/disco.

    Can anyone think of a reason why scripts that do not target the flag would cause performance problems for the map, even long before the limit of 256? (roughly half)
     
  5. Yumudas Beegbut

    Yumudas Beegbut Legendary
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    The only thing that comes to mind is a corrupted object that causes problems for the whole map. I'm not really familiar with that problem, but sometimes people get weird errors and can then track down the culprit and delete it and things are OK afterwards.
     
  6. ExTerrestr1al

    ExTerrestr1al Forerunner
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    thanks YB.

    I think I have solved it (for now) by deleting the most recent objects I believe I had added, which were two script brains that were spawned in/out on some conditions, and also removed scripts associated with this "scheme" I was working on that were in another script brain. I have not seen this error since.

    However, other errors are creeping up now. Like occasionally not loading one of the flags or not having a waypoint for one. It seems to be a game thing, not necessarily the map, though.

    Also, sometimes Fx and other things simply don't load or load in the wrong position, or load as if the scripting for the objects are disabled when they are not. Still working on that...
     
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  7. Yumudas Beegbut

    Yumudas Beegbut Legendary
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    I have seen the 8 flag limit and couldn't get around it. It'll spawn the skull-top pole without the waving flag.

    The Game doesn't wanna have too much FX happening at once. I've seen where it starts refusing to show objects with FX and I've seen where the framedrops kick in hard.

    Oh, I've been working on a weapon spawning system that has multiple copies of each weapon and each has one script and they all fired at the same time... In Forge, the game clock ran about half as fast as it should. But it works fine in Customs, so try it out in customs before ditching it.

    Other than that I haven't had to deal with map performance stuff, so I can only make guesses.
     
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  8. ExTerrestr1al

    ExTerrestr1al Forerunner
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    8 flag limit? I'm not sure what you mean. That after 8 people it starts glithcing?

    I may remove those effects... but I wasn't too worried about including them because the FX meter didn't seem to go up (at all) when they engaged/spawned in. But perhaps I am asking too much of H5 at this point?

    The weirdness is only in actual Customs, not forge. It seems to creep up when there are lots of players (except the flag not appearing thing, which can be any new match), so I wonder if...

    Does the timing of events in the game clock get more precarious as the player count increases? For instance, how is each player receiving their timing info about when things should occur? Is it the central server? Me, as the host? IDK...

    It would stand to reason, if that is the case, that the number of players who need to experience each scripted, timed event, would cause those events to actually multiply the actual work being done or sent/received between the players.

    Does your cohort @Agent Zero85 have any thoughts?

    Also, in general I think I would like his input on what breaks maps and what performance things we can workaround when bad stuff happens. I've heard he has quote "broken the game in every way possible".
     
  9. Yumudas Beegbut

    Yumudas Beegbut Legendary
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    If you add 8 Flag (only) objects to your map, they'll be fine but the next one will be a pole without a flag on it. Not sure what happens when you use Flag Spawn objects instead.

    I've seen things that make me think that both the local xbone and server will process stuff, even the same stuff) and the server can send data that overrides the xbone. One example is sometimes when an object moves with a constant velocity and rotation and then suddenly teleports to another position... I'm pretty sure both were moving the object but when a collision happened on the server it sent the results to the xbone which then updated it.

    I guess the server might hit limits for both processing the data and sending the data out to all players. More players would have to increase both loads, I think. And there are some hard limits programmed in like the 8 flags or 16 navpoint limit for weapon pads. But I have little idea which things cause the server or xbone to crash.

    I'm good at crashing the server which isn't very educational. You're right about @Agent Zero85 producing glitches. He found lots of weirdness with the strongholds. Like adding or removing navpoints on them messes up their built-in ones. Those things don't like being messed with. Hopefully he'll chime in.
     
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  10. ExTerrestr1al

    ExTerrestr1al Forerunner
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    I had this exact thing happen with flags. I wanted to add and remove waypoints to players of each team depending on the situation in the gameplay, and doing so, no matter what, ALWAYS removed the navpoint from the flags themselves, even though they were not being targetted.

    The game is apparently treating flags as if they are players, but not removing the navpoint from being visible to the "flag/player" and instead removing the navpoint assocated with the flag itself. I think this is an actual miscoded item in their game code that just needs a little attention and it would be fixed.

    Have him try this instead, which worked for me until it was the actual thing that caused the problem outlined in this thread's OP.

    You can put the navpoints on script brains that themselves despawn (nav goes away too), which does not remove the navpoint from being visible, but removes the objects associated with it. But, as mentioned, it did create a new problem. it might not have been due to the coding or by using this method, but could als ohave been that this put my map over some sort of script limit I did not know about.
     
  11. ExTerrestr1al

    ExTerrestr1al Forerunner
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    I think I have improved performance by removing the aforementioned Spark Fountains (4x) entirely. They were scripted to spawn in 1.5 seconds before a death trap initiates, as a sort of warning, but they usually didn't appear at all, and overall the whole map just seemed ****'d during gameplay.

    For this reason (if anyone searches for this in the future) I would recommend NEVER using this Fx item in any map.
     

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