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Garry can u help me? When i start rust and joined a server i would get disconnect, what came first was packet invalid,after a while came entites out of order. Now i get a huge error that include blueprints and other stuff. It will disconnect me from the server then show me error,about 5 seconds it shows error,then Rust closes.PLEASE HELP.
[QUOTE=MR.sexyness;47228050]Garry can u help me? When i start rust and joined a server i would get disconnect, what came first was packet invalid,after a while came entites out of order. Now i get a huge error that include blueprints and other stuff. It will disconnect me from the server then show me error,about 5 seconds it shows error,then Rust closes.PLEASE HELP.[/QUOTE] Are you playing on the development branch? This thread is for development branch only.
[code] PLAYERIP:PLAYERPORT/64STEAMID(?)/PLAYERNAME disconnecting: Invalid field id: 0, something went wrong in the stream at ProtoBuf.BlueprintList.DeserializeLengthDelimited (System.IO.Stream stream, ProtoBuf.BlueprintList instance) [0x00000] in <filename unknown>:0 at ProtoBuf.BlueprintList.DeserializeLengthDelimited (System.IO.Stream stream) [0x00000] in <filename unknown>:0 at ProtoBuf.PersistantPlayer.DeserializeLengthDelimited (System.IO.Stream stream, ProtoBuf.PersistantPlayer instance) [0x00000] in <filename unknown>:0 at ProtoBuf.PersistantPlayer.DeserializeLengthDelimited (System.IO.Stream stream) [0x00000] in <filename unknown>:0 at ProtoBuf.BasePlayer.DeserializeLengthDelimited (System.IO.Stream stream, ProtoBuf.BasePlayer instance) [0x00000] in <filename unknown>:0 at ProtoBuf.BasePlayer.DeserializeLengthDelimited (System.IO.Stream stream) [0x00000] in <filename unknown>:0 at ProtoBuf.Entity.Deserialize (System.IO.Stream stream, ProtoBuf.Entity instance) [0x00000] in <filename unknown>:0 at ProtoBuf.Entity.Deserialize (System.Byte[] buffer) [0x00000] in <filename unknown>:0 at Client.OnEntities (Network.Message packet) [0x00000] in <filename unknown>:0 at Client.OnNetworkMessage (Network.Message packet) [0x00000] in <filename unknown>:0 at Network.Implementation.Raknet.Client.HandleMessage () [0x00000] in <filename unknown>:0 [/code] For the past day or so this player has been on without this problem. The most recent blueprint learned was the codelock roughly 6 hours ago. The player didn't start experiencing this issue until a few hours later. This happened before and after I updated from build-id 540045(I think) to build-id 540483. About an hour ago two players experienced this error several times, each time was roughly(+/- 1 minute) 5 minutes apart rotating between the two. [code] PLAYERIP:PLAYERPORT/64STEAMID(?)/PLAYERNAME disconnecting: Invalid field id: 0, something went wrong in the stream at ModelState.DeserializeLengthDelimited (System.IO.Stream stream, .ModelState instance) [0x00000] in <filename unknown>:0 at ModelState.DeserializeLengthDelimited (System.IO.Stream stream) [0x00000] in <filename unknown>:0 at ProtoBuf.BasePlayer.DeserializeLengthDelimited (System.IO.Stream stream, ProtoBuf.BasePlayer instance) [0x00000] in <filename unknown>:0 at ProtoBuf.BasePlayer.DeserializeLengthDelimited (System.IO.Stream stream) [0x00000] in <filename unknown>:0 at ProtoBuf.Entity.Deserialize (System.IO.Stream stream, ProtoBuf.Entity instance) [0x00000] in <filename unknown>:0 at ProtoBuf.Entity.Deserialize (System.Byte[] buffer) [0x00000] in <filename unknown>:0 at Client.OnEntities (Network.Message packet) [0x00000] in <filename unknown>:0 at Client.OnNetworkMessage (Network.Message packet) [0x00000] in <filename unknown>:0 at Network.Implementation.Raknet.Client.HandleMessage () [0x00000] in <filename unknown>:0 [/code]
There's an issue with the build server that's causing some problems on dev right now. I don't have enough access to the build server to fix it, but I've let the rest of the guys know and it should be a quick and easy fix as soon as someone can get to it. Stable should still be good to go (and there's not really anything new on dev vs stable right this second). Sorry guys!
[QUOTE=KmartSqrl;47228750]There's an issue with the build server that's causing some problems on dev right now. I don't have enough access to the build server to fix it, but I've let the rest of the guys know and it should be a quick and easy fix as soon as someone can get to it. Stable should still be good to go (and there's not really anything new on dev vs stable right this second). Sorry guys![/QUOTE] Are you referring to there being no menu?
[QUOTE=Thor-axe;47229164]Are you referring to there being no menu?[/QUOTE] Also unable to see any main menu screen after startup.
Yeah, we're doing a full rebuild, should work again after that. I'm doing work to eliminate possible causes for the networking errors, hence the errors above. Let me know if you're crashing or seeing errors [B]on the dev[/B] branch please.
I cant get out the water for the game closing down and getting this Theorist disconnecting: Invalid boolean value at SilentOrbit.ProtocolBuffers.ProtocolParser.ReadBoo l (System.IO.Stream stream) [0x00000] in <filename unknown>:0 at ProtoBuf.Entity.Deserialize (System.IO.Stream stream, ProtoBuf.Entity instance) [0x00000] in <filename unknown>:0 at ProtoBuf.Entity.Deserialize (System.Byte[] buffer) [0x00000] in <filename unknown>:0 at Client.OnEntities (Network.Message packet) [0x00000] in <filename unknown>:0 at Client.OnNetworkMessage (Network.Message packet) [0x00000] in <filename unknown>:0 at Network.Implementation.Raknet.Client.HandleMessage () [0x00000] in <filename unknown>:0 also my rad suit not working eating,med,and rad pills don't work I slowly die every time i come out of a rad town
[QUOTE=garry;47229894]Yeah, we're doing a full rebuild, should work again after that. I'm doing work to eliminate possible causes for the networking errors, hence the errors above. Let me know if you're crashing or seeing errors [B]on the dev[/B] branch please.[/QUOTE] on the dev just kicking to the desktop, every time on RT. or client freeze.
Is that happening right now?
[QUOTE=garry;47230656]Is that happening right now?[/QUOTE] now it's normal 2hours, then kick (RT) on dev, but non dev kicking still happens in RT or wolf killing or wake in sleeping bag. in dev: log on the garry's gmail from dumaxa. wtf with my nickname in the game? my nickname is dumaxa, on the server i'm dumaxa, but for other players under my head i see this: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=400638807[/url]
[QUOTE=Dumaxa;47232742]now it's normal 2hours, then kick (RT) on dev, but non dev kicking still happens in RT or wolf killing or wake in sleeping bag. in dev: log on the garry's gmail from dumaxa. wtf with my nickname in the game? my nickname is dumaxa, on the server i'm dumaxa, but for other players under my head i see this: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=400638807[/url][/QUOTE] I've seen other people with that exact same name and then when they talk to me in chat it shows their actual name. I thought it was just a fluke.
[QUOTE=Thor-axe;47234308]I've seen other people with that exact same name and then when they talk to me in chat it shows their actual name. I thought it was just a fluke.[/QUOTE] thanx to you. new dev upd: still kicking to the desktop, now randomly, rt, in the building e.g.
[code] Before having the player switch to the development branch: [3/1/2015 2:51:47 AM] IP:Port/SteamID64/PlayerName disconnecting: Invalid field id: 0, something went wrong in the stream at ProtoBuf.Item.DeserializeLengthDelimited (System.IO.Stream stream, ProtoBuf.Item instance) [0x00000] in <filename unknown>:0 at ProtoBuf.Item.DeserializeLengthDelimited (System.IO.Stream stream) [0x00000] in <filename unknown>:0 at ProtoBuf.ItemContainer.DeserializeLengthDelimited (System.IO.Stream stream, ProtoBuf.ItemContainer instance) [0x00000] in <filename unknown>:0 at ProtoBuf.ItemContainer.DeserializeLengthDelimited (System.IO.Stream stream) [0x00000] in <filename unknown>:0 at ProtoBuf.PlayerInventory.DeserializeLengthDelimited (System.IO.Stream stream, ProtoBuf.PlayerInventory instance) [0x00000] in <filename unknown>:0 at ProtoBuf.PlayerInventory.DeserializeLengthDelimited (System.IO.Stream stream) [0x00000] in <filename unknown>:0 at ProtoBuf.BasePlayer.DeserializeLengthDelimited (System.IO.Stream stream, ProtoBuf.BasePlayer instance) [0x00000] in <filename unknown>:0 at ProtoBuf.BasePlayer.DeserializeLengthDelimited (System.IO.Stream stream) [0x00000] in <filename unknown>:0 at ProtoBuf.Entity.Deserialize (System.IO.Stream stream, ProtoBuf.Entity instance) [0x00000] in <filename unknown>:0 at ProtoBuf.Entity.Deserialize (System.Byte[] buffer) [0x00000] in <filename unknown>:0 at Client.OnEntities (Network.Message packet) [0x00000] in <filename unknown>:0 at Client.OnNetworkMessage (Network.Message packet) [0x00000] in <filename unknown>:0 at Network.Implementation.Raknet.Client.HandleMessage () [0x00000] in <filename unknown>:0 [3/1/2015 3:03:45 AM] IP:Port/SteamID64/PlayerName disconnecting: Invalid field id: 0, something went wrong in the stream at ProtoBuf.BasePlayer.DeserializeLengthDelimited (System.IO.Stream stream, ProtoBuf.BasePlayer instance) [0x00000] in <filename unknown>:0 at ProtoBuf.BasePlayer.DeserializeLengthDelimited (System.IO.Stream stream) [0x00000] in <filename unknown>:0 at ProtoBuf.Entity.Deserialize (System.IO.Stream stream, ProtoBuf.Entity instance) [0x00000] in <filename unknown>:0 at ProtoBuf.Entity.Deserialize (System.Byte[] buffer) [0x00000] in <filename unknown>:0 at Client.OnEntities (Network.Message packet) [0x00000] in <filename unknown>:0 at Client.OnNetworkMessage (Network.Message packet) [0x00000] in <filename unknown>:0 at Network.Implementation.Raknet.Client.HandleMessage () [0x00000] in <filename unknown>:0 After switching to the development branch: IP:Port/SteamID64/PlayerName disconnecting: Unknown wire type: 4 at SilentOrbit.ProtocolBuffers.ProtocolParser.SkipKey (System.IO.Stream stream, SilentOrbit.ProtocolBuffers.Key key) [0x00000] in <filename unknown>:0 at ProtoBuf.BasePlayer.DeserializeLengthDelimited (System.IO.Stream stream, ProtoBuf.BasePlayer instance) [0x00000] in <filename unknown>:0 at ProtoBuf.BasePlayer.DeserializeLengthDelimited (System.IO.Stream stream) [0x00000] in <filename unknown>:0 at ProtoBuf.Entity.Deserialize (System.IO.Stream stream, ProtoBuf.Entity instance) [0x00000] in <filename unknown>:0 at ProtoBuf.Entity.Deserialize (System.Byte[] buffer) [0x00000] in <filename unknown>:0 at Client.OnEntities (Network.Message packet) [0x00000] in <filename unknown>:0 at Client.OnNetworkMessage (Network.Message packet) [0x00000] in <filename unknown>:0 at Network.Implementation.Raknet.Client.HandleMessage () [0x00000] in <filename unknown>:0 [/code] I had the player switch to the dev branch after a few crashes. He only stayed through one crash while on the development branch so I wasn't able to see if he got the exact same crashes that he did on the main branch. The crash while on the dev branch happened just as quickly as the others.
After continuously encountering this bug time and time again I seem to have discovered what causes it to occur for me and several of my friends. It will always happen to me whenever I have 18 or more slots in my inventory filled with anything, and: - I switch/equip other items in my inventory. - my active item breaks. - I move into a new area ((especially an area that's dense with bases) only sometimes happens) Most of the time I can just reconnect after 2-3 unsuccessful tries, but other times I simply cannot "wake up" without it crashing or kicking me every single time. I have to wait and hope someone else stumbles across me and kills my sleeper.
this is metabolism... he killing me... when the night cold-disconnect,bleeding-disconnect, wolf-disconnect
you're asleep, press any key to wake up... well, that's what it says anyway. I've tried every fix I can find to wake in a server since the latest update... Awesome game guys, best First Person Sleeping game out there!!
The sound for walls breaking is bugged and playing at maximum volume. Like 10x louder than anything else, its sudden, loud, overpowering and scares the shit out of anyone near it.
[QUOTE=Thor-axe;47240784]The sound for walls breaking is bugged and playing at maximum volume. Like 10x louder than anything else, its sudden, loud, overpowering and scares the shit out of anyone near it.[/QUOTE] same here
Hello everybody. Garry, can you fix the exploit in the floors? You can put a vertical floor on top of a tower and stack horizontal pillars allowing to get every roof on the game. Furthermore when you take down the tower the pillars stays floating in the air. Another exploit is the possibility of override the falling damage exiting the game with alt+f4 before getting the floor. Thanks for all your effort Garry and team and sorry for my english.
[QUOTE=Thor-axe;47240784]The sound for walls breaking is bugged and playing at maximum volume. Like 10x louder than anything else, its sudden, loud, overpowering and scares the shit out of anyone near it.[/QUOTE] Hopefully this gets fixed soon, rip headset users. I can only add to this that console informs huge list of "Cannot play sound" or something when it happens. Could be related to shotgun while shooting at walls with it. At least it sounded like shotgun. Edit: Nevermind, gloves are not default blueprint! My bad.
I found that if you can stay in the game long enough to type kill in the console even if you get kicked after it and respawn in the first sleeping bag it works I get it when i'm loosing health mainly the cold I think its to do with the new skins to show health loss
There is a bug that allows furnaces and campfires to be lit without consuming any fuel and not producing any output. It happened to me with a furnace and one other gentleman with his camp fire. AFAIK we were the only players that were affected. Here's what was going on before it happened to me -- I logged in and upon waking my character was doing that 'falling-floating' animation (worth mentioning in case it's related). While I was still in this animation I accessed the actively-burning furnace, removed all metal frags from slot 6 then removed all wood from slot 1 (did not shut the furnace off, just yanked wood out), leaving I think < 100 ore in each of the center 4 slots. The furnace kept burning without wood in it and, while in this state, wouldn't produce charcoal or metal fragments. I left it in the glitched state thinking I would have eternal flame, and it persisted even through the Rustafied dev server going down a few times over the weekend. I was able to fix it simply by putting more wood in and toggling it on.
-snip nvm i think i lost connection to the server-
Here is an example of the[B] invalid packets[/B]....I loaded up the inventory with wood and ran out on a wood bridge, my body will be there until someone kills me. This is on the Dev server, I also have 2 other servers it happened on and I'm awaiting death to reconnect. [IMG]http://cloud-4.steamusercontent.com/ugc/536264712560759974/871F28E69D5635F555D5E4B548A584346C29D8C2/[/IMG] [IMG]http://steamcommunity.com/app/252490/screenshots/?p=1&browsefilter=mostrecent[/IMG]
[IMG]http://i038.radikal.ru/1503/85/325ec978c40e.jpg[/IMG] Something here is not so ....
Stability still needs fixing. People still put their walls on the side and place them horizontally to bypass the stability [t]http://i.imgur.com/RphYjte.jpg[/t][t]http://i.imgur.com/442BUoO.jpg[/t]
The stone hatchet sounds like I'm sword fighting with a tree. I find myself not wanting to cut down trees. I know this might be minor, but hopefully it can be changed by Thursday since I'll be cutting a lot of wood.
[QUOTE=Lubstar;47252436]Stability still needs fixing. People still put their walls on the side and place them horizontally to bypass the stability [t]http://i.imgur.com/RphYjte.jpg[/t][t]http://i.imgur.com/442BUoO.jpg[/t][/QUOTE] I hope garry has an easy solution for this bug because is a game breaker for me.
We can't rotate walls/doors anymore.
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