Arma Keeps Crashing

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  2. 8 years ago
    Edited 8 years ago by SpyderBlack723

    That message is in just about every RPT I've ever seen, it's not related to ALiVE. Not too sure what the cause is, whether it's ammo overflow (message indicating there is no room to store the ammo) or what.

  3. Edited 8 years ago by HeroesandvillainsOS

    Ha! Yeah I figured as much after seeing it with Leights and probably gutted CAF from all my templates for no reason now, but at least it gave me something to do. :)

    Ah. The ever elusive and mysterious ARMA crash strikes again.

  4. Uggh Arma. Thought it might be ACE but even without ACE on I still get a crash. I was trying Hazar Kot since its super easy on performance and I set everything in ALIVE to the minimum just to test and its not one of the other maps I got crashes on but it still crashed.

    Alive, CBA, CUP Terrains, Dynasound, Laxmans Immersion mod, the newest version of LEIGHTS from PWS (had same problem with CAF Agressors), mrt functions, RHS USF and AFRF, Specialist Military Arms, Scope Mod Arma 3, Spec 4 vests and the user made armor change by jtf16, Spyder Addons, TRYKS uniform pack, and Hazar Kot.

    This is driving me nuts!

  5. My $0.02 (CDN)?

    Start with CBA, ALiVE, ACE.... test. If no crashes add the terrains, test. If no crashes add the unit mods (RHS, LOP)... test. Still no crashes? Add the rest, test.

    When your Arma crashes is it a crash to desktop? Does Arma freeze and is non-responsive? Do you get an "out of memory" error?

  6. To add on to what Savage said, have you also ruled out memory errors (by changing the malloc) and possible overclocking instability?

  7. You've got too many mods to say for sure. Am I wrong that Laxemann's immersion and Dynasound are bad for multiplayer???? I seem to remember my group leader trying them and then asking us to remove them from our mod list because we were crashing like crazy.

    And some of the other mods I've never heard of.

    Savage has the best advice here. It's really the only way at this point.

  8. Dynasound has been working great for me. I don't know about his immersion mod though.

  9. Good to know! I LOVE Dynasound

  10. Edited 8 years ago by HeroesandvillainsOS

    I know it's not generally a much discussed thing, but load order can definitely cause issues. I've heard varying things, especially about where to put ALiVE itself and also terrains, but if I were you, I'd try this:

    CBA, CUP Terrains, Hazar Kot, RHS RUS, RHS US, Leights, Spyder Addons, ALiVE, and @aliveserver (this one on server only). Any opinions on load order guys?

    Removing ACE as a dependency is also pretty simple. Just delete the modules and remove the "ACE_" lines from the mission.sqm. You can always add it back easily if you find the source of the issues.

    The others mods you have are just muddying the water. Although like I said above the best way is to go vanilla and work up. Savage is right. But I don't see any reason why the above would cause a crash in and of itself.

    Also, if you have any scripts running, temporarily remove those too. Run only the mission.sqm

  11. CBA, ACE (if you use ACE), ALiVE, ALiVE Server, SpyderAddons, RHS, CUP Terrains, Hazar Kot, Leight's

  12. Edited 8 years ago by HeroesandvillainsOS

    Any reason why Leights wouldn't go directly after RHS? And what about clientside stuff (shacktackUI, etc)?

    So CBA, ACE, ALiVE, units, maps. Got it. Thank you. Will do this myself from now on.

  13. Client stuff I like to put last.
    CBA, ACE (if you use ACE), ALiVE, ALiVE Server, SpyderAddons, RHS, Leight's, CUP Terrains, Hazar Kot,
    Actually I think it's a better idea to put it afterwards. Thanks for pointing that out.

    I generally do mod list in this order...

    • CBA (always goes first since this is the most depended on mod)
    • Mods that might have lots of other mods dependent on them and mods that modify the game heavily, i.e. ACE, ALiVE
    • Mods that are used in conjunction with mods stated above, i.e. SpdyerAddons
    • Client side mods are next for me since they usually have light scripting or no scripting at all
    • Unit addons, weapons, etc, i.e. CUP mods, Tryk's Uniforms, RHS
    • Maps, i.e. CUP Terrains
  14. Edited 8 years ago by SavageCDN

    Yes Dixon has it spot on:

    CBA, Total conversion mods (and similar), other non-content mods, content-only mods last

  15. Ok thanks guys! I think I'm using the performance binary properly (downloaded arma3client_performance_154_133841_v8 , renamed it arma 3 and stuck in in my arma 3 directory) and I was also wondering if you use any parameters? When it crashes I get the "arma 3 has stopped responding" message. I tried messing around with it a bit tonight and it didn't crash (only tried it for 10 minutes or so) but tomorrow I'm going to start working through the mods to see whats causing this. THe problm is because ALIVE is so dynamic (which is one of the reasons I LOVE IT!) its hard to replicate what happened when the crash occurs. I haven't overclocked anything yet so I dont think its that and I have a pretty decent rig (i5-6600L, GTX 970, 16 GB DDR4 RAM) but I haven't messed with the malloc before, can it help performance?

  16. So I thought RHS was causing the crashes but now they seem to be back again, earlier I was playing the same map with no issues, great frames for like 30 minutes but I just restarted it and gave it another shot and BAM crashes are back... here are my rpt logs :(

    http://www.filedropper.com/arma32016-01-1422-26-33
    http://www.filedropper.com/arma32016-01-1415-29-11

  17. Edited 8 years ago by HeroesandvillainsOS

    I really feel bad for you man because I know how long you've been dealing with this. I have no idea how to read these reports (wish I did!). I really think the best course of action now would be to play a no-mods mission in the map of your choosing to see where exactly these crashes are stemming from.

    Are you using some Task Force weapons mod at all? Again I don't know how to read these things and I dont want to even pretend I do, but at the bottom of the second report there are a ton of errors related to "tf47_smaw."

    I'll make a proposition to you. If you make a vanilla mission I will run it on my server so we can see if the issue is with your general setup. If one of us is crashing and the other isn't, we'll know something bigger than this mod is causing problems for you.

    EDIT: Or better yet, I know you and I are both very interested in Reshmaan. And feedback around the forums is that the map plays very well. Why don't we create an Assymetric template using BLU_F and OPF_ to start (with AiA...this can always be ported to CUP later) and slowly add mods back in once we determine everything is stable. This will be me helping myself by helping you anyway because I really want a Reshmaan mission. Let me know! :)

  18. @HeroesandvillainsOS  have you tried running only CBA and ALiVE? I have played ALiVE lately and have not ran into any issues with it. My usual mod set...

    CBA, ACE, ALiVE, RHS, TFAR, ST Hud, DynaSound

  19. Edited 8 years ago by HeroesandvillainsOS

    Which map pack do you use, Dixon? I'm hearing CUP may be causing server instability, at least on non-BIS 3rd party maps.

    I actually haven't personally had a crash lately. But I've been mainly in the editor (then on the server for 30 minutes or so, then back into the editor) and also dealing with other non-ALiVE related problems.

    Oh, I see you use ST Hud too. I generally only run that clientside. Does that need to be on the server too?

  20. I have been using AllinArmaTerrainPack lately because my community is not ready yet to switch to the new one.

    ST Hud does not need to run on the server.

  21. Hey Opendome. Just wanted to update you that I began placing modules down on Reshmaan last night using Reaperlok's suggestion of going with A3MP and the RDS Island fixes mod. I'm going to just go ahead and use my typical factions mods (CAF and 3CB) to get everything going to start. PM me if you want to do any of this together and good luck.

 

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