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Showing results for tags 'server crash'.
Found 7 results
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I was surprised not to see this bug listed anywhere on forums as it is a well exploited one during PvP. Exploited Bug: During large raids a company can demolish multiple lighthouses at once to cause a server crash and rollback Effects: Servers at full pop then are empty for more defenders to log in Random roll on whether or not your boat gets teleported to neighboring tile Additional tactic used - have additional ships sit on boarders waiting for enemies to be teleported out of zone and kill them before they load in. Can be used to avoid unwanted outcomes Confirmations: Visually watched it happen The raiders bring boxes of lighthouses to raids (Confirmed via twitch streams and physically killing people with them in their inventories) Only seen it utilized during large raids with 100+ people as the server is already in an unstable state
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- lighthouse
- pvp
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Server: EU PvP L14 Company: Covenant Ships: "A Clappy Boi" (Level 23 Schooner), "Covenants' Dread" (Brig), "SS Blackbeard" (schooner) Bug: Most of the bug testing has been tested using "A Clappy Boi". Every time we try to leave L14, on EU PvP, we crash the entire L14 server. The crash only happens with our ships built before the 8.72 patch. Before this patch we could sail around freely with no issues. Our allies in L14 can leave and re-enter the square with no problems. It just seems to be our ships having the issues. We built a new ship today ("SS Abgedreht") and it has no problems leaving and entering L14. When we try to leave the server with our bugged ships we crash the server and cause a 10 minute rollback. Yesterday on Jan, 3rd, we crashed the server and our ship(A Clappy Boi) was stuck on the world border. Every time anyone on the ship would log in, it would crash the L14 server. One of our company members fast traveled onto the schooner and it crashed the server again. We were eventually able to get unstuck somehow . Our best guess would be it has something to do with the ship's inventory while changing servers, but everything we've tried has failed to stop the bug. Things we have tried: We have tried destroying storage boxes and other inventory items on our ship. We have been able to successfully swim across the border (to confirm it's the ship not our player accounts). We have tried slowly travelling across the world border on our schooner (Thinking it might have been desyncing us for going across too fast). Feel free to message me on discord, #1576 , if you want us to crash the server again.
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Players with a schooner crashed while changing grids in EU PVP going from N12 to N11, I fast travled to the bed of the schooner and I ended up getting kicked from the game with an error message of not being able to reach the server. Can't load back into the game, I tired to rejoin atlas and it just removed the button and the logo in the background kept spinning. I relaunched the game and got the rejoin Atlas button back, been stuck in "PrimalGameData_BP" loading screen for the past 20 minutes Edit- Clicked "JOIN NEW ATLAS" and got this error message "Host Pending Connection Timeout Lost/timedout pending connection to host."
- 1 reply
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- 1
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- server bug
- server crash
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Everytime we try to cross the server border it crashes the server and rolls it back. We can continually crash the server over and over again. Please fix this since we can't leave our server and it crashes everyone.
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This is what I haven been seeing for the last 48h+ with all the "patch fixes" there is no point fixing stuff in game if ppl cant enter the game, characters are being stuck and deleted, everyday is a tryout if u can join the game and leave the freeport just to be stuck on the next grid. I got my character the deleted 3 days ago, i made a new one after playing for 1h after that it crashed ofc and im not being able to log in for 2 days now.........
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- server crash
- bug
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Hey Guys, Recently i keep having Crashes, the latest one is the one below. any ideas ? Fatal error! VERSION: 6.2 ShooterGameServer.exe!FPxQueryFilterCallback::preFilter() (0x00000001416e3cf0) + 17 bytes [h:\yarkupdate\engine\source\runtime\engine\private\collision\physxcollision.cpp:575] PhysX3_x64.dll!MultiQueryCallback<physx::PxSweepHit>::invoke() (0x000007fef29e0f93) + 67 bytes [e:\arksvn_pc\engine\source\thirdparty\physx\physx_3.4\source\physx\src\npscenequeries.cpp:406] PhysX3_x64.dll!physx::Sq::AABBTreeRaycast<1>::operator()() (0x000007fef2a9b4b1) + 220 bytes [e:\arksvn_pc\engine\source\thirdparty\physx\physx_3.4\source\scenequery\src\sqaabbtreequery.h:223] PhysX3_x64.dll!physx::Sq::AABBPruner::sweep() (0x000007fef2a98e1f) + 17 bytes [e:\arksvn_pc\engine\source\thirdparty\physx\physx_3.4\source\scenequery\src\sqaabbpruner.cpp:324] PhysX3_x64.dll!physx::NpSceneQueries::multiQuery<physx::PxSweepHit>() (0x000007fef29df2c8) + 33 bytes [e:\arksvn_pc\engine\source\thirdparty\physx\physx_3.4\source\physx\src\npscenequeries.cpp:815] PhysX3_x64.dll!physx::NpSceneQueries::sweep() (0x000007fef29de5f5) + 5 bytes [e:\arksvn_pc\engine\source\thirdparty\physx\physx_3.4\source\physx\src\npscenequeries.cpp:145] ShooterGameServer.exe!GeomSweepMulti_PhysX<0>() (0x00000001416ba297) + 0 bytes [h:\yarkupdate\engine\source\runtime\engine\private\collision\physxcollision.cpp:1510] ShooterGameServer.exe!GeomSweepMulti() (0x00000001416d0a8c) + 89 bytes [h:\yarkupdate\engine\source\runtime\engine\private\collision\physxcollision.cpp:1581] ShooterGameServer.exe!UWorld::SweepMulti() (0x00000001416e007a) + 0 bytes [h:\yarkupdate\engine\source\runtime\engine\private\collision\worldcollision.cpp:157] ShooterGameServer.exe!AShooterCharacter::CheckAndHandleBasedPlayersBeingPushedThroughWalls() (0x00000001404450a5) + 0 bytes [h:\yarkupdate\projects\shootergame\source\shootergame\private\shootercharacter.cpp:3758] ShooterGameServer.exe!APrimalCharacter::Tick() (0x0000000140191204) + 0 bytes [h:\yarkupdate\projects\shootergame\source\shootergame\private\primalcharacter.cpp:4617] ShooterGameServer.exe!AShooterCharacter::Tick() (0x000000014047506b) + 0 bytes [h:\yarkupdate\projects\shootergame\source\shootergame\private\shootercharacter.cpp:4408] ShooterGameServer.exe!AActor::TickActor() (0x000000014133a88e) + 0 bytes [h:\yarkupdate\engine\source\runtime\engine\private\actor.cpp:774] ShooterGameServer.exe!FActorTickFunction::ExecuteTick() (0x00000001413221fa) + 27 bytes [h:\yarkupdate\engine\source\runtime\engine\private\actor.cpp:149] ShooterGameServer.exe!TGraphTask<FTickTaskSequencer::FTickFunctionTask>::ExecuteTask() (0x00000001415b0956) + 31 bytes [h:\yarkupdate\engine\source\runtime\core\public\async\taskgraphinterfaces.h:871] ShooterGameServer.exe!FNamedTaskThread::ProcessTasksNamedThread() (0x0000000140e30c4d) + 0 bytes [h:\yarkupdate\engine\source\runtime\core\private\async\taskgraph.cpp:939] ShooterGameServer.exe!FNamedTaskThread::ProcessTasksUntilQuit() (0x0000000140e30d5e) + 0 bytes [h:\yarkupdate\engine\source\runtime\core\private\async\taskgraph.cpp:680] ShooterGameServer.exe!FTaskGraphImplementation::WaitUntilTasksComplete() (0x0000000140e3a769) + 0 bytes [h:\yarkupdate\engine\source\runtime\core\private\async\taskgraph.cpp:1777] ShooterGameServer.exe!FTickTaskSequencer::ReleaseTickGroup() (0x00000001415c4f35) + 0 bytes [h:\yarkupdate\engine\source\runtime\engine\private\ticktaskmanager.cpp:205] ShooterGameServer.exe!FTickTaskManager::RunTickGroup() (0x00000001415c8de2) + 0 bytes [h:\yarkupdate\engine\source\runtime\engine\private\ticktaskmanager.cpp:999] ShooterGameServer.exe!UWorld::Tick() (0x000000014146f10e) + 20 bytes [h:\yarkupdate\engine\source\runtime\engine\private\leveltick.cpp:1224] ShooterGameServer.exe!UGameEngine::Tick() (0x000000014140fc52) + 0 bytes [h:\yarkupdate\engine\source\runtime\engine\private\gameengine.cpp:1174] ShooterGameServer.exe!FEngineLoop::Tick() (0x000000014002bc4b) + 0 bytes [h:\yarkupdate\engine\source\runtime\launch\private\launchengineloop.cpp:2443] ShooterGameServer.exe!GuardedMain() (0x0000000140026add) + 0 bytes [h:\yarkupdate\engine\source\runtime\launch\private\launch.cpp:140] ShooterGameServer.exe!GuardedMainWrapper() (0x0000000140026b3a) + 5 bytes [h:\yarkupdate\engine\source\runtime\launch\private\windows\launchwindows.cpp:125] ShooterGameServer.exe!WinMain() (0x000000014002c53a) + 17 bytes [h:\yarkupdate\engine\source\runtime\launch\private\windows\launchwindows.cpp:209] ShooterGameServer.exe!__tmainCRTStartup() (0x00000001422c227d) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618] kernel32.dll!UnknownFunction (0x00000000775b59cd) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x000000007781383d) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x000000007781383d) + 0 bytes [UnknownFile:0]
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- server crash
- crash
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Multiple servers have crashed and no restarting on Krakens Maw (and others I am sure). Now while devs, and server administrators of offical servers don't see this as much of an issue and want to turn a blind eye, what they do not realise is that a player cannot simply just pick another starting server. You need to DIE in your current server, which is impossible if you cannot log into it. Another solution, make another character. Same problem, you need to be able to load up the server. Result, 1000's of people are locked out! Why is nothing being done about this? Before people start commenting "waaah its Christmas, let the devs have a break"... it's simple, they chose the release date, so they would be prepared for this to happen. If anything thats MORE of a reason to make sure it works. I know for me personally, its no longer Christmas either. So. Moot point.