A lot of crashed client!

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A lot of crashed client!

Postby Brego » Thu Nov 28, 2013 4:33 am

Hello
A week ago when i was playing in game was no any crash of client.
but today when i launch client every 20-25 min crashed/
i wanna said that some time ago it was too but i changed some option in Nvidia videocard.
and then not any crashed .but today it's begin again.In option of videocard was nothing changing.
what did you changed in game?i used even Ccleaner to delete Java cash.not help.
what happen again with gAME?
WHat you can advice?
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Re: A lot of crashed client!

Postby loftar » Thu Nov 28, 2013 4:53 am

I haven't changed anything the last week. Are you using the default client? I'm not getting any error reports from your username.

Please post the error details.
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Re: A lot of crashed client!

Postby Brego » Thu Nov 28, 2013 8:01 am

loftar wrote:I haven't changed anything the last week. Are you using the default client? I'm not getting any error reports from your username.

Please post the error details.


Well
i using Latikai client.
but so strange that this crashes was earlier .then when changed Nvidia settings all is gone.i can played 5 hours without crashed/today it's begun again
Thanks!
Later i will do this .
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Re: A lot of crashed client!

Postby CobiEven » Fri Nov 29, 2013 2:44 am

I seem to get a lot of crashes. I use ender's. It seems like once an hour.
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Re: A lot of crashed client!

Postby DarkNacht » Fri Nov 29, 2013 6:10 am

CobiEven wrote:I seem to get a lot of crashes. I use ender's. It seems like once an hour.

Open the .jnlp file that you use to launch the game and increase your max heap size.
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Re: A lot of crashed client!

Postby loftar » Fri Nov 29, 2013 7:51 am

CobiEven wrote:I seem to get a lot of crashes. I use ender's. It seems like once an hour.

It always helps if you post the error details.
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Re: A lot of crashed client!

Postby CobiEven » Fri Nov 29, 2013 8:09 am

I cant find ender's .jnlp file. When I do find it how do I increase the heap size?

What do you mean by error details? What I was doing when the crashes occur or the actual error log?
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Re: A lot of crashed client!

Postby CobiEven » Fri Nov 29, 2013 9:49 am

It just crashed while I was foraging. I was doing nothing else but walking at the time. I don't how to attach the file so here is the error message:

Error Report

Reported at: 2013-11-29 00:40:53

Properties


Name

Value

cpus 4
gl.caps GLCaps[wgl vid 0xf arb: rgba 8/8/8/8, opaque, accum-rgba 16/16/16/16, dp/st/ms 24/8/4, sample-ext default, dbl, mono , hw, GLProfile[GL4bc/GL4bc.hw], on-scr[.]]
gl.conf haven.GLConfig@10cc72b
gl.exts [GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_blend_color, GL_EXT_abgr, GL_EXT_texture3D, GL_EXT_clip_volume_hint, GL_EXT_compiled_vertex_array, GL_SGIS_texture_edge_clamp, GL_SGIS_generate_mipmap, GL_EXT_draw_range_elements, GL_SGIS_texture_lod, GL_EXT_rescale_normal, GL_EXT_packed_pixels, GL_EXT_texture_edge_clamp, GL_EXT_separate_specular_color, GL_ARB_multitexture, GL_ARB_map_buffer_alignment, GL_ARB_conservative_depth, GL_EXT_texture_env_combine, GL_EXT_bgra, GL_EXT_blend_func_separate, GL_EXT_secondary_color, GL_EXT_fog_coord, GL_EXT_texture_env_add, GL_ARB_texture_cube_map, GL_ARB_transpose_matrix, GL_ARB_internalformat_query, GL_ARB_texture_env_add, GL_IBM_texture_mirrored_repeat, GL_EXT_multi_draw_arrays, GL_SUN_multi_draw_arrays, GL_NV_blend_square, GL_ARB_texture_compression, GL_3DFX_texture_compression_FXT1, GL_EXT_texture_filter_anisotropic, GL_ARB_texture_border_clamp, GL_ARB_point_parameters, GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3, GL_ARB_texture_env_crossbar, GL_EXT_texture_compression_s3tc, GL_ARB_shadow, GL_ARB_window_pos, GL_EXT_shadow_funcs, GL_EXT_stencil_wrap, GL_ARB_vertex_program, GL_EXT_texture_rectangle, GL_ARB_fragment_program, GL_EXT_stencil_two_side, GL_ATI_separate_stencil, GL_ARB_vertex_buffer_object, GL_EXT_texture_lod_bias, GL_ARB_occlusion_query, GL_ARB_fragment_shader, GL_ARB_shader_objects, GL_ARB_shading_language_100, GL_ARB_texture_non_power_of_two, GL_ARB_vertex_shader, GL_NV_texgen_reflection, GL_ARB_point_sprite, GL_ARB_fragment_program_shadow, GL_EXT_blend_equation_separate, GL_ARB_depth_texture, GL_ARB_texture_rectangle, GL_ARB_draw_buffers, GL_ARB_color_buffer_float, GL_ARB_half_float_pixel, GL_ARB_texture_float, GL_ARB_pixel_buffer_object, GL_EXT_framebuffer_object, GL_ARB_draw_instanced, GL_ARB_half_float_vertex, GL_ARB_occlusion_query2, GL_EXT_draw_buffers2, GL_WIN_swap_hint, GL_EXT_texture_sRGB, GL_ARB_multisample, GL_EXT_packed_float, GL_EXT_texture_shared_exponent, GL_ARB_texture_rg, GL_ARB_texture_compression_rgtc, GL_NV_conditional_render, GL_EXT_texture_swizzle, GL_ARB_texture_gather, GL_ARB_sync, GL_ARB_framebuffer_sRGB, GL_EXT_packed_depth_stencil, GL_ARB_depth_buffer_float, GL_EXT_transform_feedback, GL_ARB_transform_feedback2, GL_ARB_draw_indirect, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, GL_ARB_framebuffer_object, GL_EXT_texture_array, GL_EXT_texture_integer, GL_ARB_map_buffer_range, GL_EXT_texture_snorm, GL_ARB_blend_func_extended, GL_INTEL_performance_queries, GL_ARB_copy_buffer, GL_ARB_sampler_objects, GL_NV_primitive_restart, GL_ARB_seamless_cube_map, GL_ARB_uniform_buffer_object, GL_ARB_depth_clamp, GL_ARB_vertex_array_bgra, GL_ARB_shader_bit_encoding, GL_ARB_draw_buffers_blend, GL_ARB_geometry_shader4, GL_EXT_geometry_shader4, GL_ARB_texture_query_lod, GL_ARB_explicit_attrib_location, GL_ARB_draw_elements_base_vertex, GL_ARB_instanced_arrays, GL_ARB_base_instance, GL_ARB_fragment_coord_conventions, GL_EXT_gpu_program_parameters, GL_ARB_texture_buffer_object_rgb32, GL_ARB_compatibility, GL_ARB_texture_rgb10_a2ui, GL_ARB_texture_multisample, GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_timer_query, GL_ARB_tessellation_shader, GL_ARB_vertex_array_object, GL_ARB_provoking_vertex, GL_ARB_sample_shading, GL_ARB_texture_cube_map_array, GL_ARB_gpu_shader5, GL_ARB_gpu_shader_fp64, GL_ARB_shader_subroutine, GL_ARB_transform_feedback3, GL_ARB_transform_feedback_instanced, GL_EXT_texture_storage, GL_ARB_texture_storage, GL_INTEL_map_texture, GL_ARB_ES2_compatibility, WGL_EXT_depth_float, WGL_ARB_buffer_region, WGL_ARB_extensions_string, WGL_ARB_make_current_read, WGL_ARB_pixel_format, WGL_ARB_pbuffer, WGL_EXT_extensions_string, WGL_EXT_swap_control, WGL_EXT_swap_control_tear, WGL_ARB_multisample, WGL_ARB_pixel_format_float, WGL_ARB_framebuffer_sRGB, WGL_ARB_create_context, WGL_ARB_create_context_profile, WGL_EXT_pixel_format_packed_float, WGL_EXT_create_context_es2_profile]
gl.renderer Intel(R) HD Graphics 4600
gl.vendor Intel
gl.version 4.0.0 - Build 9.18.10.2989
jar.git-rev 15.10.2013 02:06
java.vendor Oracle Corporation
java.version 1.7.0_45
mem.free 47,076,776
mem.max 778,502,144
mem.total 225,927,168
os.arch x86
os.name Windows 8
os.version 6.2
thcl haven.HackThread
thnm Haven UI thread
usr CobiEven

Exception chain

java.lang.RuntimeException

haven.GOut$GLOutOfMemoryException: GL Error: 1285 (out of memory)


Class

Function

File

Line

com.jogamp.common.util.awt.AWTEDTExecutor invoke AWTEDTExecutor.java 58
jogamp.opengl.awt.AWTThreadingPlugin invokeOnOpenGLThread AWTThreadingPlugin.java 103
jogamp.opengl.ThreadingImpl invokeOnOpenGLThread ThreadingImpl.java 206
javax.media.opengl.Threading invokeOnOpenGLThread Threading.java 172
javax.media.opengl.Threading invoke Threading.java 191
javax.media.opengl.awt.GLCanvas display GLCanvas.java 528
haven.HavenPanel uglyjoglhack HavenPanel.java 409
haven.HavenPanel run HavenPanel.java 442
java.lang.Thread run (null) -1

haven.GOut$GLOutOfMemoryException

GL Error: 1285 (out of memory)


Class

Function

File

Line

haven.GOut glexcfor GOut.java 99
haven.GOut checkerr GOut.java 107
haven.VertexBuf$AttribArray bindvbo VertexBuf.java 92
haven.VertexBuf$VertexArray bind VertexBuf.java 171
haven.FastMesh$VAOState apply FastMesh.java 185
haven.GLState$Applier apply GLState.java 488
haven.GOut apply GOut.java 194
haven.FastMesh$VAOCompiler$VAOCompiled draw FastMesh.java 232
haven.FastMesh draw FastMesh.java 317
haven.MapMesh$Layer draw MapMesh.java 316
haven.RenderList render RenderList.java 231
haven.RenderList render RenderList.java 243
haven.PView draw PView.java 253
haven.MapView draw MapView.java 921
haven.Widget draw Widget.java 510
haven.Widget draw Widget.java 515
haven.GameUI draw GameUI.java 565
haven.Widget draw Widget.java 510
haven.Widget draw Widget.java 515
haven.RootWidget draw RootWidget.java 80
haven.UI draw UI.java 147
haven.HavenPanel redraw HavenPanel.java 295
haven.HavenPanel$1 display HavenPanel.java 92
jogamp.opengl.GLDrawableHelper displayImpl GLDrawableHelper.java 649
jogamp.opengl.GLDrawableHelper display GLDrawableHelper.java 633
javax.media.opengl.awt.GLCanvas$9 run GLCanvas.java 1271
jogamp.opengl.GLDrawableHelper invokeGLImpl GLDrawableHelper.java 1103
jogamp.opengl.GLDrawableHelper invokeGL GLDrawableHelper.java 978
javax.media.opengl.awt.GLCanvas$10 run GLCanvas.java 1282
java.awt.event.InvocationEvent dispatch (null) -1
java.awt.EventQueue dispatchEventImpl (null) -1
java.awt.EventQueue access$200 (null) -1
java.awt.EventQueue$3 run (null) -1
java.awt.EventQueue$3 run (null) -1
java.security.AccessController doPrivileged (null) -2
java.security.ProtectionDomain$1 doIntersectionPrivilege (null) -1
java.awt.EventQueue dispatchEvent (null) -1
java.awt.EventDispatchThread pumpOneEventForFilters (null) -1
java.awt.EventDispatchThread pumpEventsForFilter (null) -1
java.awt.EventDispatchThread pumpEventsForHierarchy (null) -1
java.awt.EventDispatchThread pumpEvents (null) -1
java.awt.EventDispatchThread pumpEvents (null) -1
java.awt.EventDispatchThread run (null) -1



Since it says out of memory, does increasing the heap size, when I find that, fix the issue?
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Re: A lot of crashed client!

Postby CobiEven » Fri Nov 29, 2013 9:50 am

or should I not save maps with ender's?
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Re: A lot of crashed client!

Postby MagicManICT » Fri Nov 29, 2013 11:50 pm

Don't expect dev help with third party clients, especially when the error is located within the mod.

There's a known issue with Ender's and it consuming memory until it's running out. The answer for this, currently, is to log out (use the log out commands, don't need to close the client) and back in. This should free up the memory being used to cache maps or the other data that isn't being used. I'm not sure if Kandarim traced this down and fixed it in his client. You could try it as several people have reported liking the improvements.
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