Rust: Black Screen After Unity Loads: Please Assist.
80 replies, posted
Yupp I played yesterday, now it's fucked. Black screen.
[QUOTE=xSvenHD;41083484]I only have 1 GPU so that is not the problem that most players have.[/QUOTE]
Lots of players have second , integrated GPU , not all of them know about that.
I hear only sound, that's all
[QUOTE=xSvenHD;41083484]I only have 1 GPU so that is not the problem that most players have.[/QUOTE]
Do you have a on-board graphics card?
because Google likes to use that one ...
Yesterday and still now I got this problem. Can't even play. Google Chrome is crashing wehn head comes on the screen. It is freaking annoying because I want to play this game. Didn't even have the chance.
[QUOTE=DeanW050;41082868]Same screen but the collision data is at 100%, stuck here for 5 mins, was alive on previous log out.[/QUOTE]
Problem gone for you?
chrome://gpu/
My main graphic card is being used but still can't play.
Sort of, takes a whiles to get in but the game itself has lag such as swapping items in your toolbar and such, no lag on actions or chat though. Very strange.
[QUOTE=Shreddinger;41083561]Do you have a on-board graphics card?
because Google likes to use that one ...[/QUOTE]
Nope :)
EDIT: i got an error connection to the server so atleast i get some more information.
Failed to connect to server? Anyone?
[QUOTE=DeanW050;41083646]Sort of, takes a whiles to get in but the game itself has lag such as swapping items in your toolbar and such, no lag on actions or chat though. Very strange.[/QUOTE]
At least you're in;) Did you do anything special to get rid of the problem?
And now I'm just getting "[B][I]failed to connect to server[/I][/B]" when I try to join.:suicide:
My problem with blackscreen after reinstalling unity web player changed to : "failed to connect to server"
Also at Events chat stopped at "21:9" (time is bugged ? 0 is missing)
So i'm sure now that they are uploading new update or restarting server.
For those of you that get stuck at the loading screen while music is playing, it seems like we've reached the limit of network objects..
So i'm sorry to say, I'll back up the world save data ( structures ) for testing a fix to not use a network object per structure component. but unfortunately once i can restart the server it'll have structure data erased. I hope this doesn't deter anyone from restarting and continuing to play test, but it might happen in the future too as we are in alpha and without any way to remove structures and all the ways to exploit your inventory i've gotta do it.
For others who get crashes after the head bundle, I need you to post your log files [url]http://docs.unity3d.com/Documentation/Manual/LogFiles.html[/url]
[QUOTE=MrManiak;41083739]Failed to connect to server? Anyone?[/QUOTE]
same
[QUOTE=MrManiak;41083739]Failed to connect to server? Anyone?[/QUOTE]
yes
[QUOTE=MrManiak;41083739]Failed to connect to server? Anyone?[/QUOTE]
im getting that now
[QUOTE=PatGlynn;41083754]For those of you that get stuck at the loading screen while music is playing, it seems like we've reached the limit of network objects..
So i'm sorry to say, I'll back up the world save data ( structures ) for testing a fix to not use a network object per structure component. but unfortunately once i can restart the server it'll have structure data erased. I hope this doesn't deter anyone from restarting and continuing to play test, but it might happen in the future too as we are in alpha and without any way to remove structures and all the ways to exploit your inventory i've gotta do it.
For others who get crashes after the head bundle, I need you to post your log files [url]http://docs.unity3d.com/Documentation/Manual/LogFiles.html[/url][/QUOTE]
Well assuming I can log even log in I'll be happy to test the game further. I'm assuming the next version of the game will have item duping fixed? Some tweaking to the crafting system may be required I think. That or people will need to downsize their various wood mansions.
[QUOTE=PatGlynn;41083754]For those of you that get stuck at the loading screen while music is playing, it seems like we've reached the limit of network objects..
So i'm sorry to say, I'll back up the world save data ( structures ) for testing a fix to not use a network object per structure component. but unfortunately once i can restart the server it'll have structure data erased. I hope this doesn't deter anyone from restarting and continuing to play test, but it might happen in the future too as we are in alpha and without any way to remove structures and all the ways to exploit your inventory i've gotta do it.
For others who get crashes after the head bundle, I need you to post your log files [url]http://docs.unity3d.com/Documentation/Manual/LogFiles.html[/url][/QUOTE]
Like you say, it's a testing phase so do what you gotta do, pal.
I don't quite understand the problem, though. No idea what, "network objects per structure component" means.. :s
The server is completely locked up at the moment. I can't even get in to restart it. It's done this before, it can take a while to recover.
[QUOTE=PatGlynn;41083754]For those of you that get stuck at the loading screen while music is playing, it seems like we've reached the limit of network objects..
So i'm sorry to say, I'll back up the world save data ( structures ) for testing a fix to not use a network object per structure component. but unfortunately once i can restart the server it'll have structure data erased. I hope this doesn't deter anyone from restarting and continuing to play test, but it might happen in the future too as we are in alpha and without any way to remove structures and all the ways to exploit your inventory i've gotta do it.
For others who get crashes after the head bundle, I need you to post your log files [url]http://docs.unity3d.com/Documentation/Manual/LogFiles.html[/url][/QUOTE]
Thanks for posting and letting us know. And I'm sure most people are mature and can understand that it's infact still in alpha and map reset will happen a lot.
me too
[QUOTE=DeanW050;41083822]I don't quite understand the problem, though. No idea what, "network objects per structure component" means.. :s[/QUOTE]
We basically have a maximum amount of network id's we can allocate throughout the game. its something like 99000. Right now each player, npc, animal, structure component ( foundation, wall, stairs, ect ) uses up one of those ids and then one id per entire structure (everything touching). The plan was always to rely completely on the one structure id and not use a id up per component so it would virtually never be a issue, but we put it off since it wasn't a immediate issue. So that will be one of the important things we'll need to put in a update soon.
[QUOTE=PatGlynn;41083958]We basically have a maximum amount of network id's we can allocate throughout the game. its something like 99000. Right now each player, npc, animal, structure component ( foundation, wall, stairs, ect ) uses up one of those ids and then one id per entire structure (everything touching). The plan was always to rely completely on the one structure id and not use a id up per component so it would virtually never be a issue, but we put it off since it wasn't a immediate issue. So that will be one of the important things we'll need to put in a update soon.[/QUOTE]
wow... 99000 sounds like a lot? did we really manage to use up all of the ID's? thats crazy
[QUOTE=PatGlynn;41083958]We basically have a maximum amount of network id's we can allocate throughout the game. its something like 99000. Right now each player, npc, animal, structure component ( foundation, wall, stairs, ect ) uses up one of those ids and then one id per entire structure (everything touching). The plan was always to rely completely on the one structure id and not use a id up per component so it would virtually never be a issue, but we put it off since it wasn't a immediate issue. So that will be one of the important things we'll need to put in a update soon.[/QUOTE]
Ah that explains a lot more, then. I hope you guys can fix it up alright for us :)
[QUOTE=wtfboy;41084005]wow... 99000 sounds like a lot? did we really manage to use up all of the ID's? thats crazy[/QUOTE]
Awww , im sorry... i think that i used about 500 - 1000 ID's by building big tower made of door's and each door had 5 other doors inside it. Sometimes 10 doors inside one door.
[B][I]Guy the server is being restarted, Read the post, it reached its maximum Networks ID capacity, that meaning theres too many placed objects, players, and such, its gonna get a reset and then we should be smooth to play again.[/I]
Thanks for the explenation PatGlynn.[/B]
I guess the byte-glitching doesn't help, either. I've seen towers spanning several hundred feet into the air, almost 50 storey towers which I'm sure is a tall chunk of that 99000 ID's.. No pun intended
God dang it oh well I guess...
Yeah but without this byte-glitch its almost impossible to harvest enough materials because a lot of ppl want to kill you without reason, so its better to get some wood, run in to safe place and glitch until you have all components and then, youre going to build a house, searching for nice place and then BAM! Dead, another idiot shot you in the face because you were runnin with wall, like you gonna kill him with it! And you have to do everything again.... srsly... We need Non-PK mode/switch or something...
EDIT:
Also it would be nice to fix those goddamn walls.... because ppl instead of building ONE WALL they're building: window wall, 100000 dors and another 200000 barricades to keep them safe. Instead of ONE wall.
That defies a large portion of the reason you're playing the game in alpha/beta stages. We're mainly here to stress-test and bug report.
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