Okay, this used to be a pretty rare crash for me (once in 5 hours or so), and now today I've been playing for 10 minutes and it froze twice already. It's not a crash, it's a freeze (so no LogCrash file), I assume either infinite loop or a deadlock.
I'll try and see what happens with the Logs build of the game. In the meantime I'm wondering if this has happened to anyone else here?
I haven't had the issue on Turbo yet so maybe it has been fixed already for the next MP update? Either way thought I'd report, as apparently nobody I've talked to has this issue.
Game freezes when using DirectInput
Game freezes when using DirectInput
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Re: Game freezes when using DirectInput
New Turbo update says this:
Is this relevant to my issue in any way?- crash fixes related to inputs drivers and windows10 or graphic device lost
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Re: Game freezes when using DirectInput
So I managed to get it to freeze on the logged game, and this is what my log ends with: (Froze while loading next map)
Not very informative, I'm afraid :/
Code: Select all
[Net] EGameState_Net_Challenge_Init : 5 251 672
MainLoop_PlaygroundPrepare : ChallengeInfo already present : 5 251 672
MainLoop_PlaygroundPrepare : challenge fully loaded : 5 252 728
[GameCtnApp] init challenge '$f37Miss$666Dev$fffShort $ff037', 'hMAOz3KshKR_Le1lONBtVMv1OU', env= Canyon, deco= Day
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Re: Game freezes when using DirectInput
Looks like my game has similar behaviour: I'm using Logitech F710 in XInput mode, but when I switch controller to DirectInput, the game freezes completely :/
Edit: it happens also when I switch it back to XInput.
Edit: it happens also when I switch it back to XInput.
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Re: Game freezes when using DirectInput
To be honest, from what I understood from the latest Turbo update, Maniaplanet never used Xinput, but only DirectInput. Xbox controllers can also be emulated as DirectInput controllers, which is why those work as well.
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Re: Game freezes when using DirectInput
About 6 freezes today so far in a few hours. Getting really annoying.
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Re: Game freezes when using DirectInput
Cleared my cache today and it still happens.
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Re: Game freezes when using DirectInput
Just froze 3 times within 5 minutes. PLEASE NADEO.
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Re: Game freezes when using DirectInput
So - as you said that the chat was a little useless - I, at least, want to help you to get more attention to this thread, although I think that Nadeo won't do anything. =) My optimism at this disappaered a long time ago.
Sooooo, game crashes once a day for me (freeze). Some days more. Especially in wars, it's very cool.
-Specs-
Windows 10
AMD GPU on current drivers
Reinstalled several times & stuff.
So, NADEO, your part now. And - as always - fix your stupid game engine.
Regards
/hoover' Crunch
Sooooo, game crashes once a day for me (freeze). Some days more. Especially in wars, it's very cool.
-Specs-
Windows 10
AMD GPU on current drivers
Reinstalled several times & stuff.
So, NADEO, your part now. And - as always - fix your stupid game engine.
Regards
/hoover' Crunch
Re: Game freezes when using DirectInput
Thank you, Crunch. And sorry for being angry in the server. Was just pissing me off a lot.
Anyway, I did some debugging myself, and I found that it deadlocks in dinput8.dll, when it calls IDirectInputDevice8::Acquire. Since DirectInput works by way of using threads, it has to notify a worker thread and wait for its result on acquire, which in this case never comes back and it just deadlocks in the Acquire method.
I found this after some Googling: http://xboxforums.create.msdn.com/forum ... 41925.aspx -- and also: (thread by the same user) https://www.gamedev.net/topic/633007-di ... nput8ddll/
The game apparently calls Sleep() a lot, so perhaps that has something to do with it, but I don't really want to spend time seeing if removing those calls fixes it.. (it will probably break the game in some other way ) Though, the question is, why does the game call Acquire randomly when I chat, when I click on something, or if the level changes?
Anyway.. I guess this is fixed in Turbo by not using DirectInput at all? I haven't checked if it does, but it seems like Turbo never deadlocks.
Anyway, I did some debugging myself, and I found that it deadlocks in dinput8.dll, when it calls IDirectInputDevice8::Acquire. Since DirectInput works by way of using threads, it has to notify a worker thread and wait for its result on acquire, which in this case never comes back and it just deadlocks in the Acquire method.
I found this after some Googling: http://xboxforums.create.msdn.com/forum ... 41925.aspx -- and also: (thread by the same user) https://www.gamedev.net/topic/633007-di ... nput8ddll/
The game apparently calls Sleep() a lot, so perhaps that has something to do with it, but I don't really want to spend time seeing if removing those calls fixes it.. (it will probably break the game in some other way ) Though, the question is, why does the game call Acquire randomly when I chat, when I click on something, or if the level changes?
Anyway.. I guess this is fixed in Turbo by not using DirectInput at all? I haven't checked if it does, but it seems like Turbo never deadlocks.
3080 RTX, Ryzen 3700X, 32GB RAM, Windows 11
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