SYNC ERRORS CONSTANT

SYNC ERRORS CONSTANT

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overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

SYNC ERRORS CONSTANT

Post by overkill »

ok i have bnothing but sync errors any mod and m,ap and its redicules now i cant play ee or kp or ba or gundam or war evo. heres what the infolog sais. PLEASE HELP!!

Map: Marble_Madness_Map.smf
Mod: "Kernel Panic 1.0" from Kernel_Panic_1[1].0.sd7
Sync warning: FPUCW 0x027F instead of 0x003A or 0x003F ("CPreGame::Update")
You are missing an OpenGL extension needed to use shadowmaps (fragment_program_shadow)
Number of damage types: 7
Spring 0.74b3
Reloaded ctrlpanel with: LuaUI/ctrlpanel.txt
LuaUI: bound F11 to the widget selector
LuaUI: bound CTRL+F11 to tweak mode
LuaUI v0.1
Sync warning: FPUCW 0x027F instead of 0x003A or 0x003F ("CGame::Update")
Player ninja_sandwich joined as 0
Player [LLJK]Drive_By joined as 1
Player _Overkill[KoTBT]_ joined as 2
Player mh8168 joined as 3
Sync error for _Overkill[KoTBT]_ 2531 Y
Sync error for _Overkill[KoTBT]_ 2591 Y
Sync error for _Overkill[KoTBT]_ 2651 Y
Sync error for _Overkill[KoTBT]_ 2832 XZ
Sync error for _Overkill[KoTBT]_ 2892 XZ
Sync error for _Overkill[KoTBT]_ 2952 XYZ
Sync error for _Overkill[KoTBT]_ 3012 XYZ
Bit is being attacked
Sync error for _Overkill[KoTBT]_ 3072 XYZ
Sync error for _Overkill[KoTBT]_ 3132 XZ
Sync error for _Overkill[KoTBT]_ 3193 XYZM
Sync error for _Overkill[KoTBT]_ 3253 XYZM
Sync error for _Overkill[KoTBT]_ 3313 XYZ
Sync error for _Overkill[KoTBT]_ 3373 XYZM
Bit is being attacked
Sync error for _Overkill[KoTBT]_ 3434 XYZM
Sync error for _Overkill[KoTBT]_ 3494 XYZ
Sync error for _Overkill[KoTBT]_ 3554 XYZ
Sync error for _Overkill[KoTBT]_ 3614 XYZ
Sync error for _Overkill[KoTBT]_ 3674 XYZM
Sync error for _Overkill[KoTBT]_ 3734 XYZM
Sync error for _Overkill[KoTBT]_ 3795 XYZM
Sync error for _Overkill[KoTBT]_ 3855 XYZM
Sync error for _Overkill[KoTBT]_ 3915 XYZ
Sync error for _Overkill[KoTBT]_ 3975 XYZM
Sync error for _Overkill[KoTBT]_ 4036 XYZM
Sync error for _Overkill[KoTBT]_ 4096 XYZ
Sync error for _Overkill[KoTBT]_ 4156 XYZM
Sync error for _Overkill[KoTBT]_ 4216 XYZM
Sync error for _Overkill[KoTBT]_ 4276 XYZM
Sync error for _Overkill[KoTBT]_ 4337 XYZM
Sync error for _Overkill[KoTBT]_ 4397 XYZM
Sync error for _Overkill[KoTBT]_ 4457 XYZM
Sync error for _Overkill[KoTBT]_ 4517 XYZM
Sync error for _Overkill[KoTBT]_ 4578 XYZM
Sync error for _Overkill[KoTBT]_ 4638 XYZM
Sync error for _Overkill[KoTBT]_ 4698 XYZM
Sync error for _Overkill[KoTBT]_ 4758 XYZM
Sync error for _Overkill[KoTBT]_ 4819 XYZM
Sync error for _Overkill[KoTBT]_ 4879 XYZM
Sync error for _Overkill[KoTBT]_ 4939 XYZM
Sync error for _Overkill[KoTBT]_ 5000 XYZM
Bit is being attacked
socket is being attacked
Sync error for _Overkill[KoTBT]_ 5060 XYZM
Bit is being attacked
Sync error for _Overkill[KoTBT]_ 5121 XYZM
Sync error for _Overkill[KoTBT]_ 5181 XYZM
Bit is being attacked
Sync error for _Overkill[KoTBT]_ 5241 XYZM
socket is being attacked
Sync error for _Overkill[KoTBT]_ 5301 XYZM
Sync error for _Overkill[KoTBT]_ 5361 XYZM
Sync error for _Overkill[KoTBT]_ 5422 XYZM
Sync error for _Overkill[KoTBT]_ 5482 XYZM
Sync error for _Overkill[KoTBT]_ 5542 XYZM
Sync error for _Overkill[KoTBT]_ 5603 XYZM
Sync error for _Overkill[KoTBT]_ 5663 XYZM
Sync error for _Overkill[KoTBT]_ 5723 XYZM
Sync error for _Overkill[KoTBT]_ 5784 XYZM
Sync error for _Overkill[KoTBT]_ 5844 XYZM
Bit is being attacked
Sync error for _Overkill[KoTBT]_ 5904 XYZME
Sync error for _Overkill[KoTBT]_ 5965 XYZME
Bit is being attacked
Sync error for _Overkill[KoTBT]_ 6025 XYZME
Sync error for _Overkill[KoTBT]_ 6085 XYZME
Sync error for _Overkill[KoTBT]_ 6146 XYZME
Sync error for _Overkill[KoTBT]_ 6206 XYZME
Sync error for _Overkill[KoTBT]_ 6266 XYZME
Sync error for _Overkill[KoTBT]_ 6327 XYZME
Sync error for _Overkill[KoTBT]_ 6387 XYZME
Sync error for _Overkill[KoTBT]_ 6447 XYZME
Sync error for _Overkill[KoTBT]_ 6507 XYZME
Sync error for _Overkill[KoTBT]_ 6568 XYZME
Sync error for _Overkill[KoTBT]_ 6628 XYZME
Sync error for _Overkill[KoTBT]_ 6689 XYZME
Sync error for _Overkill[KoTBT]_ 6749 XYZME
Sync error for _Overkill[KoTBT]_ 6809 XYZME
Sync error for _Overkill[KoTBT]_ 6869 XYZME
Sync error for _Overkill[KoTBT]_ 6930 XYZME
Sync error for _Overkill[KoTBT]_ 6990 XYZME
Sync error for _Overkill[KoTBT]_ 7050 XYZME
Sync error for _Overkill[KoTBT]_ 7111 XYZME
Sync error for _Overkill[KoTBT]_ 7171 XYZME
Sync error for _Overkill[KoTBT]_ 7232 XYZME
Sync error for _Overkill[KoTBT]_ 7292 XYZME
Sync error for _Overkill[KoTBT]_ 7352 XYZME
Sync error for _Overkill[KoTBT]_ 7413 XYZME
Sync error for _Overkill[KoTBT]_ 7473 XYZME
Sync error for _Overkill[KoTBT]_ 7533 XYZME
Sync error for _Overkill[KoTBT]_ 7593 XYZME
Sync error for _Overkill[KoTBT]_ 7654 XYZME
Sync error for _Overkill[KoTBT]_ 7714 XYZME
Sync error for _Overkill[KoTBT]_ 7775 XYZME
Sync error for _Overkill[KoTBT]_ 7835 XYZME
Sync error for _Overkill[KoTBT]_ 7895 XYZME
Sync error for _Overkill[KoTBT]_ 7955 XYZME
Sync error for _Overkill[KoTBT]_ 8015 XYZME
Sync error for _Overkill[KoTBT]_ 8076 XYZME
Sync error for _Overkill[KoTBT]_ 8136 XYZME
Sync error for _Overkill[KoTBT]_ 8197 XYZME
Sync error for _Overkill[KoTBT]_ 8257 XYZME
Sync error for _Overkill[KoTBT]_ 8318 XYZME
Sync error for _Overkill[KoTBT]_ 8378 XYZME
Sync error for _Overkill[KoTBT]_ 8438 XYZME
Sync error for _Overkill[KoTBT]_ 8499 XYZME
Sync error for _Overkill[KoTBT]_ 8559 XYZME
Sync error for _Overkill[KoTBT]_ 8625 XYZME
Sync error for _Overkill[KoTBT]_ 8685 XYZME
Sync error for _Overkill[KoTBT]_ 8745 XYZME
Sync error for _Overkill[KoTBT]_ 8806 XYZME
Sync error for _Overkill[KoTBT]_ 8866 XYZME
Sync error for _Overkill[KoTBT]_ 8926 XYZM
Sync error for _Overkill[KoTBT]_ 8987 XYZM
Sync error for _Overkill[KoTBT]_ 9047 XYZM
Sync error for _Overkill[KoTBT]_ 9107 XYZM
Sync error for _Overkill[KoTBT]_ 9168 XYZM
Sync error for _Overkill[KoTBT]_ 9228 XYZM
Sync error for _Overkill[KoTBT]_ 9288 XYZM
Sync error for _Overkill[KoTBT]_ 9349 XYZM
Sync error for _Overkill[KoTBT]_ 9408 XYZ
Sync error for _Overkill[KoTBT]_ 9468 XYZM
Sync error for _Overkill[KoTBT]_ 9528 XYZM
Sync error for _Overkill[KoTBT]_ 9589 XYZM
Sync error for _Overkill[KoTBT]_ 9649 XYZM
Sync error for _Overkill[KoTBT]_ 9710 XYZM
Sync error for _Overkill[KoTBT]_ 9770 XYZM
Sync error for _Overkill[KoTBT]_ 9830 XYZM
Sync error for _Overkill[KoTBT]_ 9891 XYZM
Sync error for _Overkill[KoTBT]_ 9951 XYZM
Sync error for _Overkill[KoTBT]_ 10012 XYZM
pointer: Can't reach destination!
pointer: Can't reach destination!
Sync error for _Overkill[KoTBT]_ 10072 XYZM
Sync error for _Overkill[KoTBT]_ 10132 XYZME
Sync error for _Overkill[KoTBT]_ 10193 XYZME
Sync error for _Overkill[KoTBT]_ 10253 XYZME
Sync error for _Overkill[KoTBT]_ 10313 XYZME
Sync error for _Overkill[KoTBT]_ 10374 XYZME
Sync error for _Overkill[KoTBT]_ 10434 XYZME
Sync error for _Overkill[KoTBT]_ 10494 XYZME
Sync error for _Overkill[KoTBT]_ 10554 XYZME
Sync error for _Overkill[KoTBT]_ 10614 XYZME
Sync error for _Overkill[KoTBT]_ 10675 XYZME
Sync error for _Overkill[KoTBT]_ 10735 XYZME
Sync error for _Overkill[KoTBT]_ 10795 XYZME
Sync error for _Overkill[KoTBT]_ 10855 XYZME
Sync error for _Overkill[KoTBT]_ 10916 XYZME
Sync error for _Overkill[KoTBT]_ 10976 XYZME
Sync error for _Overkill[KoTBT]_ 11036 XYZME
Sync error for _Overkill[KoTBT]_ 11096 XYZME
<mh8168> gg
Sync error for _Overkill[KoTBT]_ 11157 XYZME
Sync error for _Overkill[KoTBT]_ 11217 XYZME
pointer: Can't reach destination!
pointer: Can't reach destination!
Sync error for _Overkill[KoTBT]_ 11277 XYZME
<_Overkill[KoTBT]_> die
Sync error for _Overkill[KoTBT]_ 11338 XYZME
Sync error for _Overkill[KoTBT]_ 11398 XYZME
Game over
Sync error for _Overkill[KoTBT]_ 11459 XYZME
Sync error for _Overkill[KoTBT]_ 11520 XYZ
Player [LLJK]Drive_By left
Sync error for _Overkill[KoTBT]_ 11580 XYZM
Player mh8168 left
Sync error for _Overkill[KoTBT]_ 11640 XYZM
Sync error for _Overkill[KoTBT]_ 11701 XYZM
Sync error for _Overkill[KoTBT]_ 11761 XYZM
Path cache hits 65 45%
Path cache hits 83 17%

ive reinstalled many times and deleted spring even emptyed my rec bin
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: SYNC ERRORS CONSTANT

Post by imbaczek »

overkill wrote:Sync warning: FPUCW 0x027F instead of 0x003A or 0x003F ("CPreGame::Update")
You are missing an OpenGL extension needed to use shadowmaps (fragment_program_shadow)
The first line sums it up as "don't bother playing", the second indicates that you may be using a laptop or have a old machine. Share your system specs.
User avatar
overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Post by overkill »

well my computer is a dell optiplex gx520 and ive alweays been able to play im a star :-) and i alway run it on full sttings so its not the computer but heres some stuff about it
intel(R)
Pentium(R) 4 cpu 2.80ghz
2.79GHz, 0.99gb of ram
so i think its pretty sound but i dont know what the grafix card is but its not good
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

overkill wrote:ive alweays been able to play im a star :-)
Anything changed in your hardware/software configuration since the last time you played succesfully?

Added any hardware?
Removed any hardware?
Updated any drivers?
Installed any windows updates?
Installed any other software?
etc.

It would definitely be interesting to figure out what causes this weird bug...
User avatar
overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Post by overkill »

well ive updated my drivers but spring ran fine but who knows what the auto updater(win XP) installed. ill look into it thoa
User avatar
iamacup
Posts: 987
Joined: 26 Jun 2006, 20:43

Post by iamacup »

find out what the graphics card is in the device manager in system in control panel.

thats most likely half the problem.
User avatar
RogerN
Posts: 238
Joined: 24 Jul 2006, 23:29

Post by RogerN »

find out what the graphics card is in the device manager in system in control panel.
Can the graphics card cause sync errors? I would think that the game simulation code would be totally separate from any graphics code.
User avatar
overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Post by overkill »

i have an intel(R) express chipset
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

RogerN wrote:Can the graphics card cause sync errors? I would think that the game simulation code would be totally separate from any graphics code.
The drivers can. (by messing with the FPU control word.)
User avatar
drolito
Posts: 358
Joined: 06 Feb 2007, 09:44

Post by drolito »

Spring Without Sync Errors is not Spring :D
User avatar
overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Post by overkill »

is some1 gonna help or not??

by the way i actually have sync warnings and its constant
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

I can not help any more then asking again what you changed in your configuration between the last time you played succesfully and the first time it failed in this way.

Or by making resync, which I'm already doing and which will take a fair while until it's finished. And even then, I fear you'd extremely often need to resync compared to other players, so I can't guarantee it will be really well playable. :|
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

overkill wrote:is some1 gonna help or not??

by the way i actually have sync warnings and its constant
You mean you get this message continually:

Code: Select all

Sync warning: FPUCW 0x027F instead of 0x003A or 0x003F ("CGame::Update") 
?
User avatar
overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Post by overkill »

i get that message when the game starts then i get sync errors
kuqa
Posts: 77
Joined: 16 Mar 2007, 23:27

Post by kuqa »

The errors seem to be something we must live with when playing open source games. The developers do what they think is fun, and it is not reading through the code in the hope of finding something that makes a few people desync.

What causes the random desyncs for all players out there is a whole different story. It just seems the developers are over their head here, and have no clue in whats causing it or how to fix it.. So we just have to wait. wait for CommandEngine. As i really dont think spring will ever evolve to a state where it could be called stable.
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overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Post by overkill »

Kuga, the developers are currebtly working very hard to implement a resync feature for all of us so...
kuqa
Posts: 77
Joined: 16 Mar 2007, 23:27

Post by kuqa »

The resync is nice, but lets face the facts - this is to patch something that should not be happening in the first place. A workaround - not targetting the problem but trying to circumvent it.

And as he said, you will probably not benefit from this a bit, since it will probably immediately desync once the game is started after the resync.
User avatar
overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Post by overkill »

hehe if its my network or computer thats gonna change in a few months (im moving) and right now im testing ntai and making a cnfg pack.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

kuqa wrote:The resync is nice, but lets face the facts - this is to patch something that should not be happening in the first place. A workaround - not targetting the problem but trying to circumvent it.
Right, but you forget quite some positive side effects:
If it's possible to serialize the gamestate, which is needed for a non hacky resync, this lowers the barrier by a great amount for other stuff like:
  • savegames
  • joining midgame / rejoining on connection lost
  • debugging desync
And you forget (or you are ill-informed maybe) that we (I mostly) have been targetting the problem itself for a long time already, and sometimes it's just more cost effective to work around a problem then to keep being stuck on it.

Also you forget that no human has ever developed a reasonable sized piece of software without bugs, so by definition it never hurts to check for things / patch things that should never happen in the first place (especially if you know they *will* happen in practice).

(ie. every (commercial) program has a crash reporter / recovery, but crashes shouldn't happen in the first place so why have they bothered making a crash reporter??)
overkill wrote: i get that message when the game starts then i get sync errors
Ah, so apparently the FPU control word is only borked while loading, otherwise you should get spammed with the error.

Could you try the most recent automatic build? It includes the code which performs the check & gives the warning after every loading step so with that version it should be possible to narrow down the bug a bit.

Just back up your spring.exe and unzip the zipfile with the highest revision number there in your spring directory. Then test it & post infolog here. Don't forget to restore your original spring.exe afterwards.
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Post by LordMatt »

Tobi wrote:Wisdom
Let the devs be devs and all will be right with the world in the end. :wink:
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