Deciphering the Code
Well first I will say I am NO CODE MONKEY.That being said I do have my degrees In Video Game Design and Development,New Media Studies,Digital Animation and Special Effects.So I'm honestly not talking out of my butt when I'm trying to bring light to these text logs.I digress,after going into GW's folder to delete some screenshots, I happened to notice my text log file is sitting at 75kb's.Ok,well a text log that size tells me some info is being recorded and well,maybe i should take a look-see.I would LOVE to hear some thoughts on this, as I have had numerous lag outs and err7 lately.I'm almost sure all of this coincides with the Halloween event.
THESE ARE SOME OF THE LOG'S IN MY TEXT DOC.
*--> LogQueue <--*
(0) Prop tag (changed by me) not found (map=194)
(0) Prop tag (changed by me) not found (map=194)
(1) Composite: Missing skeleton [race 0, sex 0, profession 0]
(1) Composite: Missing skeleton [race 0, sex 0, profession 0]
(1) Composite: Overriding profession with 'Melee' [race 0, sex 0, profession 0]
(1) Composite: Missing skeleton [race 0, sex 0, profession 0]
(1) Composite: Missing skeleton [race 0, sex 0, profession 0]
(1) Composite: Overriding profession with 'Melee' [race 0, sex 0, profession 0]
So this is basically telling me what?If i had to guess the base code for race,sex and profession is 0 probably determining lowest to highest "ranking" monsters in their "class" IE such as Skeletons or Charr maybe.With the Halloween event (im guessing) these "base classes" have been set to 0,in order to keep them NPC friendly as all vendors and and NPC characters in Lions Arch have been replaced with the models of Skeletons,Horsemen etc.The Overiding Profession with Melee (i'm guessing),sets the newly loaded model to "docile" mode meaning they can't or are unable to attack.This seems like alot of redundant coding and model switching and I'm curious to know why just re-skinning the models wouldnt be a more effective way to approach this.My reasoning for saying this code is directly related to Lions Arch is basically the (map=194) line of code as it repeats itself in another stack dump down below.
*--> LogQueue <--*
(2) Client pathing data out of sync with server. You may observe your character 'warping' during movement.
(2) Client pathing data out of sync with server. You may observe your character 'warping' during movement.
(2) Client pathing data out of sync with server. You may observe your character 'warping' during movement.
(2) Client pathing data out of sync with server. You may observe your character 'warping' during movement.
(2) GrCombiner: Invalid combine instruction at 0 of 4 for model 0x0
(2) GrCombiner: All instructions: 0003000d 030801ff 00000020 0d3056b0
I think we all probably know what this is...what caught my eye was the GRCombiner Invalid combine Instruction at 0 of 4 for model 0x0,is this code supposed to be the actual Model of my/your character?If so the server is apparently not finding the model and you are left in space floating in a sea of spell lag and err7's.Possibly completely due to the overwhelming number of people at one time being congregated in one area,Lions Arch, and the server not being able to track everyone "effectively".
*--> LogQueue <--*
(0) Prop tag (changed by me) not found (map=194)
(0) Prop tag (changed by me) not found (map=194)
(2) Client pathing data out of sync with server. You may observe your character 'warping' during movement.
(2) Client pathing data out of sync with server. You may observe your character 'warping' during movement.
(2) Client pathing data out of sync with server. You may observe your character 'warping' during movement.
(0) Prop tag 0000 not found (map=58)
(2) Client pathing data out of sync with server. You may observe your character 'warping' during movement.
(0) Prop tag (changed by me) not found (map=194)
(0) Prop tag (changed by me) not found (map=194)
(2) Client pathing data out of sync with server. You may observe your character 'warping' during movement.
(2) Client pathing data out of sync with server. You may observe your character 'warping' during movement.
(2) Client pathing data out of sync with server. You may observe your character 'warping' during movement.
(2) Client pathing data out of sync with server. You may observe your character 'warping' during movement.
(2) Texture '' file not found
(2) Client pathing data out of sync with server. You may observe your character 'warping' during movement.
(2) Texture '' file not found
Same deal here but with a few more junkables,I'm not sure what the texture not found was but with most of the updates occuring in the last 3-4 days im sure something has been mis-coded or the file type is not properly associated with the model,but theres,2 texture " file not found prompts here.It seems that it didn't even recognize what texture, it wasn't loading...and of course the ever popular ,warp stuff,which I'm probably sure has everything to do with the amount of traffic currently on during Nightfalls release and the Halloween event.I'm probably grasping at straws here but if my times are correct,then (map=194) is actually Lions Arch as I err7'd in there a few times,or (map=194) is somehow in relationship to The Mad King.I also have no clue what the Prop Tag 000 not found (map=58) is about.
If I'm totally wrong about these dumps being from or related to Lions Arch then it has to be Fissure of Woe.Which would make sense,although I never warped in the Fissure of Woe so I can't see it being there.
I'm not asking for answers,maybe some confirmation or discreditation.Please though if you're going to respond,have a valid or somewhat interesting response or theory to these stack dumps.I'm really not looking for every line of code here to be explained,just the heart of the dumps and why they are happening at an alarming rate recently.
Last edited by Pariah Hellfire; Nov 01, 2006 at 06:38 AM // 06:38..
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