Thread: Frequent, disruptive crashes
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January 26th, 2018, 15:08 #1
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Frequent, disruptive crashes
So as a developer I realize this is a huge vague problem and you need details, but not sure what details would be helpful...
I am hosting a weekly game on an Ultimate version on a Mac.
All my players are on the demo version, all on PCs except for one, (we have 7 total)
Invariably ... every week ... we'll have 1-3 players who have to shut down, quit process, or otherwise restart their game before they are able to:
A) Connect at all: the server says Soandso connecting ... Soandso dropped over and over... (this while others have connected just fine)
B) View a map: I share a map and some players see it and it loads just fine, others get the "Image of Doom" where they get all kinds of loading errors and have to restart the app.
C) Get their game to stop crashing: Sometimes instead of just B, they get the "Superior Image of Doom" The description for that item is: "Once per long rest causes you to no longer be able to connect to the server, or in the odd case that you do, cause the image to crash your game. The only solution to this is to roll a DC 15 Intelligence saving throw, and blow away your game cache"
Lets see, what else...
We're playing D&D 5e and I have all the primary books (though not all adventures) but the content we're running is custom.
I wouldn't know what else would be relevant.
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January 26th, 2018, 15:13 #2
My best guess would be you have too many images/tokens shared, or your map files are too big. We had a game in which the GM FG kept crashing when everyones was logging, to learn that one of the player was trying to use an image for his token that was 1.6 MB.
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January 26th, 2018, 15:15 #3
99% of the times this will be caused by the FG instance using too much memory - usually due to too much being shared with the players.
1) FG is a 32-bit application, so it is limited to the memory it can use. You'll start having issues (errors and crashes) above 3GB of memory use.
2) The player side instance loads all resources - shared and open modules. These all take up valuable memory.
3) Tokens - don't share too many tokens with players, and make sure tokens are not large in file size - 500kb or less is a good guide.
So, check what modules you have allowed the players to access. Only give them access to player designated modules. Don't allow access to DM side modules like the MM or DMG or adventure modules. Once you've reduced what the players can access, get the players to clear their cache (Nuke button in the top right of the "join game" screen") before they next join your game.
If you've shared a lot of images, unshare the ones you no longer need.
If you've added custom images/maps check their resolution - the recommendation is to keep maps/images 2048x2048 or below. The more pixels the more memory FG will need.Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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January 26th, 2018, 15:16 #4
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Hmm... This isn't on load ... at least... the big nasty map causes crash isn't. It does take time to load initially though... and they are all using my tokens which are right-sized
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January 26th, 2018, 15:17 #5Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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January 26th, 2018, 15:17 #6
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January 26th, 2018, 15:19 #7
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January 26th, 2018, 15:32 #8
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You didn’t answer second half of his question. What is size of image file?
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January 26th, 2018, 15:53 #9
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January 26th, 2018, 17:03 #10
Note, that if a client is on a 32-bit OS (as opposed to a 64-bit OS) the process size limit for them will be around 1.5GB and not the 3GB mentioned before.
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