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EVE Online: Rubicon 1.1 Issues Thread

First post
Author
Rhamnousia Nosferatu
Brutor Tribe
Minmatar Republic
#521 - 2014-01-30 21:16:13 UTC  |  Edited by: Rhamnousia Nosferatu
As some people in this thread have already stated, I seem to be getting runtime error crashes post Rubicon 1.1
They usually occur when ship exits warp or jumps gate, not too often, but often enough to be annoying. Not sure if it has anything to do with it but I'm multiboxing too (usually just one client crashes).

EDIT: I'm running client in DX9, so its not DX11 related.
Rekkr Nordgard
Steelforge Heavy Industries
#522 - 2014-01-30 21:25:05 UTC
Camladar wrote:
Rekkr Nordgard wrote:
A third of the time I come out of warp since the patch I get the following and then the client crashes:

Quote:
Runtime Error!

Program: C:\Program Files (x86)\CCP\EVE\bin\ExeFile.exe

abnormal program termination


Never happened before Rubicon 1.1.


From previously in this thread, try starting the client in DX9 mode vs. DX11 (cog icon in upper right corner of launcher). Some have said this works, but I'm one of a couple that still have crashes on DX9.

Also, I was able to relieve the crash by having the map (solar or system) open while travelling. Seems that if the ships/assets aren't being rendered, there's no crash.



I'm running DX9, so that's not the issue in this case.

The problem seems to primarily happen to me when I'm in a blockade runner.
Diaxis Blema
Zero Fracks Given
#523 - 2014-01-30 21:26:33 UTC
Stated this earlier. Still haven't gotten a response.

For the Scimitar

Logistic Bonuses (per skill level):
10% bonus to REMOTE SENSOR BOOSTER effectiveness

Minmatar Cruiser Bonuses (per skill level):
150% bonus to REMOTE SHIELD BOOSTER and REMOTE SENSOR BOOSTER range


For the Oneiros

Gallente Cruiser Bonuses (per skill level):
150% bonus to REMOTE SHIELD BOOSTER and REMOTE SENSOR BOOSTER range

Logistic Bonuses (per skill level):
10% bonus to REMOTE SENSOR BOOSTER effectiveness

Before the patch it said this only in ISIS. Taking the ships out into space it for sure gives bonuses to the REMOTE TRACKING LINKS. Not sensor boosters. Now on ISIS and show info on the ships it says sensor booster. As a logistic pilot I think this is something that needs to be changed. Cause it freaked me out the first time I saw it.
Meandering Milieu
The Scope
Gallente Federation
#524 - 2014-01-30 21:45:57 UTC
Not actually sure if a problem or not, but after I woke up today I went to log on and got a message saying there was a new patch. ( I had already downloaded the main 1.1 patch. )

Client installs, get error. Told to run repair too. Run repair tool, get this:

Quote:
DBRunRecoveryError: (-30974, 'DB_RUNRECOVERY: Fatal error, run database recovery -- PANIC: fatal region error detected; run recovery')
Total Runtime: 0h02m30s


Don't really know what a recovery tool is since the only one I've ever seen is the repair tool. After this it let me log in with no issues, though I admit I am squeamish to go out and do anything.
Rhamnousia Nosferatu
Brutor Tribe
Minmatar Republic
#525 - 2014-01-30 21:55:44 UTC
Rekkr Nordgard wrote:
The problem seems to primarily happen to me when I'm in a blockade runner.


Ok, this seems to be a common theme. My char was also in a blockade runner. Prowler, more precisely.
Asunori
The Hotdog
#526 - 2014-01-30 22:02:35 UTC
Rhamnousia Nosferatu wrote:
Rekkr Nordgard wrote:
The problem seems to primarily happen to me when I'm in a blockade runner.


Ok, this seems to be a common theme. My char was also in a blockade runner. Prowler, more precisely.


I don't own a blockade runner. I was in a Claw when the gfx driver crashed and after a jumps, the game.
William Prospero
Goosery Galore
#527 - 2014-01-30 22:07:22 UTC
Kristalll wrote:
13.11 yes.

The newest ones. Hence "beta" driver.



Actually it's "beta" as in not quite finished. 13.12 is 15 days newer.

Stupidly, I didn't have the latest drivers. I thought I did, but I remembered wrong. So I installed them, and:

Crash.

No help there. DX9 works fine for me though.
Rommiee
Mercury Inc.
#528 - 2014-01-30 22:33:46 UTC  |  Edited by: Rommiee
Rhamnousia Nosferatu wrote:
As some people in this thread have already stated, I seem to be getting runtime error crashes post Rubicon 1.1
They usually occur when ship exits warp or jumps gate, not too often, but often enough to be annoying. Not sure if it has anything to do with it but I'm multiboxing too (usually just one client crashes).

EDIT: I'm running client in DX9, so its not DX11 related.



I am geting random client lockups (DX9) which never happened before this awesome patch. Its an ATI card issue regardless of whether its set to DX9 or DX11.

Nothing has been mentioned by a Dev for ages about this, so its safe to say that they are ignoring it or forgotten about it. Color me surprised.
Einnod Okrad
D'Anconia Copper
#529 - 2014-01-30 22:50:34 UTC  |  Edited by: Einnod Okrad
Client is crashing randomly. I receive notification that my display driver has stopped responding but has been recovered. I have to use the task manager to end the game. When I log into a character that is in a station it doesn't tend to happen. When I disembark it will crash at some point within a minute or two. I have another character that when I log in he's in his ship already and the game crashes almost immediately with the same display driver message.

This problem manifested with the 1.1 patch and did not exist before it.

AMD R9 290. Running DX11
Shinah Myst
Celestial Dragon
#530 - 2014-01-30 23:32:33 UTC
Einnod Okrad wrote:
Client is crashing randomly. I receive notification that my display driver has stopped responding but has been recovered. I have to use the task manager to end the game. When I log into a character that is in a station it doesn't tend to happen. When I disembark it will crash at some point within a minute or two. I have another character that when I log in he's in his ship already and the game crashes almost immediately with the same display driver message.

This problem manifested with the 1.1 patch and did not exist before it.

AMD R9 290. Running DX11

Same here.
C 2 K
The Scope
Gallente Federation
#531 - 2014-01-31 00:24:22 UTC
Reposting for visiblity

Omnidirectional Mod not updating drone show info stats
https://forums.eveonline.com/default.aspx?g=posts&t=316300&find=unread
triQshot81
Deep Core Mining Inc.
Caldari State
#532 - 2014-01-31 01:06:54 UTC
Rekkr Nordgard wrote:


The problem seems to primarily happen to me when I'm in a blockade runner.



Same, most of the crashes occur while in a prowler.
Justin Cody
War Firm
#533 - 2014-01-31 01:14:40 UTC
obviously this is a conspiracy between NVIDIA and CCP to get people off of radeons because of lazy coders. oh and somehow the people working in QA don't have radeon systems to test dx11 clients on. That is the only way something like this would escape their reviews.

/tin foil hat
//its'th a conspiwacy!
Cassie Helio
Push Industries
Push Interstellar Network
#534 - 2014-01-31 01:21:53 UTC
I believe I found a bug with the camera tracking system. Whenever I click on a group of celestials and the camera starts to move towards the objects, they stay in the same position on camera relative to my original point of view. For example: There is a group of a stargate, planet, and customs office all grouped right on top of each other and they appear 45 degrees above my current center point of view. When I click them, the camera moves but they stay 45 degrees above my center point of view although the camera moved to center on the celestials.

If I do this with a single object it behaves as expected, the camera centers on the celestial and the icon moves to the center of my camera view.
Shinah Myst
Celestial Dragon
#535 - 2014-01-31 01:24:47 UTC
BTW how CCP is going to compensate the money I paid for the game I can't play?
Erasmus Phoenix
Avalanche.
#536 - 2014-01-31 02:02:42 UTC
Cassie Helio wrote:
I believe I found a bug with the camera tracking system. Whenever I click on a group of celestials and the camera starts to move towards the objects, they stay in the same position on camera relative to my original point of view. For example: There is a group of a stargate, planet, and customs office all grouped right on top of each other and they appear 45 degrees above my current center point of view. When I click them, the camera moves but they stay 45 degrees above my center point of view although the camera moved to center on the celestials.

If I do this with a single object it behaves as expected, the camera centers on the celestial and the icon moves to the center of my camera view.


Do you still have your mouse on the objects that you clicked on? the 'unstacking' of close together objects when you hover over one of them can have odd results when the camera moves. You don't see this normally, because you have to move the mouse off the stack in order to move the camera, but the tracking camera will mean that the stuff you've clicked on might still be getting held in place on your screen by your mouse being over one of them.

Might not be the issue, but I was seeing something similar and it was caused by this.
Cassie Helio
Push Industries
Push Interstellar Network
#537 - 2014-01-31 02:13:02 UTC
Erasmus Phoenix wrote:
Cassie Helio wrote:
I believe I found a bug with the camera tracking system. Whenever I click on a group of celestials and the camera starts to move towards the objects, they stay in the same position on camera relative to my original point of view. For example: There is a group of a stargate, planet, and customs office all grouped right on top of each other and they appear 45 degrees above my current center point of view. When I click them, the camera moves but they stay 45 degrees above my center point of view although the camera moved to center on the celestials.

If I do this with a single object it behaves as expected, the camera centers on the celestial and the icon moves to the center of my camera view.


Do you still have your mouse on the objects that you clicked on? the 'unstacking' of close together objects when you hover over one of them can have odd results when the camera moves. You don't see this normally, because you have to move the mouse off the stack in order to move the camera, but the tracking camera will mean that the stuff you've clicked on might still be getting held in place on your screen by your mouse being over one of them.

Might not be the issue, but I was seeing something similar and it was caused by this.


No I don't have my mouse still hovering over the objects. Once I click again in space the objects move the correct position. It does not behave that way when it is a single object. Good observation though. It is most noticeable when the objects are off screen (mean they are on the border of your screen).
Erasmus Phoenix
Avalanche.
#538 - 2014-01-31 02:32:42 UTC  |  Edited by: Erasmus Phoenix
Cassie Helio wrote:
Erasmus Phoenix wrote:
Cassie Helio wrote:
I believe I found a bug with the camera tracking system. Whenever I click on a group of celestials and the camera starts to move towards the objects, they stay in the same position on camera relative to my original point of view. For example: There is a group of a stargate, planet, and customs office all grouped right on top of each other and they appear 45 degrees above my current center point of view. When I click them, the camera moves but they stay 45 degrees above my center point of view although the camera moved to center on the celestials.

If I do this with a single object it behaves as expected, the camera centers on the celestial and the icon moves to the center of my camera view.


Do you still have your mouse on the objects that you clicked on? the 'unstacking' of close together objects when you hover over one of them can have odd results when the camera moves. You don't see this normally, because you have to move the mouse off the stack in order to move the camera, but the tracking camera will mean that the stuff you've clicked on might still be getting held in place on your screen by your mouse being over one of them.

Might not be the issue, but I was seeing something similar and it was caused by this.


No I don't have my mouse still hovering over the objects. Once I click again in space the objects move the correct position. It does not behave that way when it is a single object. Good observation though. It is most noticeable when the objects are off screen (mean they are on the border of your screen).


If it sorts itself after a click and doesn't happen with single objects, then it may well be a similar or related issue.

I've actually gone and tested this myself, and it's happening exactly the way you describe - the objects remain "Unstacked" and don't move until you click elsewhere. I'm actually thinking this is probably intended behaviour, as it means that you can continue looking at the complete list, though I agree that perhaps having the list follow the tracking camera might also be a valid way for it to behave.

I'd certainly rather it stays the way it is than have the list of objects collapse back into a mess of icons as soon as I click one of them, but I agree, a list at the edge of your screen hidden by UI elements is no good, so it should probably move away from your mouse and into the tracking camera position.

This is probably behaviour that's always been present but hasn't been viewed before the tracking camera, because clicking anywhere that could move the camera will always collapse the unstacked objects.
Raxzor Bladewhisper
Aliastra
Gallente Federation
#539 - 2014-01-31 02:38:04 UTC
I don't believe this has been mentioned in this thread yet, but I have seen another thread for it.

Twice today I have noticed that escalation timers are not resetting after warping to the journal location.

The first time I warped to the room, I saw the timer remain unchanged and chalked it up to a display or synchro error. I cleared the room and moved on to the next location.

The final location I warped to with a timer of 18 hours remaining. Again, I used journal location, not a personal bookmark. After warping to it, I docked up and relogged account. After logging back in, the journal is still showing 18 hours remaining instead of 23 hours and change.

I did not see any mention of changes to this system in the patch notes, so I am to assume this is unintentional.

Will there be reimbursement for players that lose the room due to bugged timers?
Camladar
Iridescent Space Creatures
#540 - 2014-01-31 04:04:03 UTC
MarekCZE wrote:

maybe all people should write petition every 10 minutes about this i know it will not help to anything cuz they never help on support but atleast spam them :p
imo this lead to same hole where lie down all great stuidos what EA have killed... and id doesnt matter if CCP killing our selfs or SONY is behind this...


Yes. Yes! And triple YES!!!! Roll
Let's spam the team so that hundreds of man hours are wasted reading and responding to petitions, drawing time away from actually resolving issues, resulting in increased development/support costs and therefore the cost of subscriptions. Go home.RollRollRoll