Changing render scale crashes client and value is saved.

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Changing render scale crashes client and value is saved.

Postby Regnurr » Mon Aug 02, 2021 9:30 pm

This rendered my client unusuable as entering the game again immediately crashes the game. It complains it ran out of memory, which is very unusual. I'm on a good system, 16gb of RAM, and my graphics card is a 2060 RTX with plenty of VRAM to spare. I can play triple A releases today on high spec with decent FPS, this game isn't nuthin.

Code: Select all
java.lang.RuntimeException: com.jogamp.opengl.GLException: Caught BGLException: haven.render.gl.GLException$GLOutOfMemoryException: GL Error: 1285 (out of memory) on thread AWT-EventQueue-0
   at com.jogamp.common.util.awt.AWTEDTExecutor.invoke(AWTEDTExecutor.java:58)
   at jogamp.opengl.awt.AWTThreadingPlugin.invokeOnOpenGLThread(AWTThreadingPlugin.java:103)
   at jogamp.opengl.ThreadingImpl.invokeOnOpenGLThread(ThreadingImpl.java:201)
   at com.jogamp.opengl.Threading.invokeOnOpenGLThread(Threading.java:202)
   at com.jogamp.opengl.Threading.invoke(Threading.java:221)
   at com.jogamp.opengl.awt.GLCanvas.display(GLCanvas.java:503)
   at haven.JOGLPanel.uglyjoglhack(JOGLPanel.java:313)
   at haven.JOGLPanel.renderloop(JOGLPanel.java:334)
   at java.lang.Thread.run(Unknown Source)
Caused by: com.jogamp.opengl.GLException: Caught BGLException: haven.render.gl.GLException$GLOutOfMemoryException: GL Error: 1285 (out of memory) on thread AWT-EventQueue-0
   at com.jogamp.opengl.GLException.newGLException(GLException.java:76)
   at jogamp.opengl.GLDrawableHelper.invokeGLImpl(GLDrawableHelper.java:1327)
   at jogamp.opengl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:1147)
   at com.jogamp.opengl.awt.GLCanvas$12.run(GLCanvas.java:1442)
   at java.awt.event.InvocationEvent.dispatch(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$500(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)
Caused by: haven.render.gl.BGL$BGLException: haven.render.gl.GLException$GLOutOfMemoryException: GL Error: 1285 (out of memory)
   at haven.render.gl.BufferBGL.run(BufferBGL.java:65)
   at haven.render.gl.GLEnvironment.process(GLEnvironment.java:281)
   at haven.JOGLPanel.redraw(JOGLPanel.java:199)
   at haven.JOGLPanel.access$000(JOGLPanel.java:39)
   at haven.JOGLPanel$1.display(JOGLPanel.java:100)
   at jogamp.opengl.GLDrawableHelper.displayImpl(GLDrawableHelper.java:692)
   at jogamp.opengl.GLDrawableHelper.display(GLDrawableHelper.java:674)
   at com.jogamp.opengl.awt.GLCanvas$11.run(GLCanvas.java:1428)
   at jogamp.opengl.GLDrawableHelper.invokeGLImpl(GLDrawableHelper.java:1293)
   ... 16 more
Caused by: haven.render.gl.GLException$GLOutOfMemoryException: GL Error: 1285 (out of memory)
   at haven.render.gl.BufferBGL.checkdebuggl(BufferBGL.java:81)
   at haven.render.gl.BufferBGL.run(BufferBGL.java:61)
   ... 24 more
Caused by: com.jogamp.opengl.GLException: Thread[AWT-EventQueue-0,6,main] glGetError() returned the following error codes after a call to glTexImage2D(<int> 0xDE1, <int> 0x0, <int> 0x8058, <int> 0x2800, <int> 0x1584, <int> 0x0, <int> 0x1908, <int> 0x1401, <java.nio.Buffer> null): GL_OUT_OF_MEMORY ( 1285 0x505),
   at com.jogamp.opengl.DebugGL4bc.writeGLError(DebugGL4bc.java:31781)
   at com.jogamp.opengl.DebugGL4bc.glTexImage2D(DebugGL4bc.java:23204)
   at haven.render.gl.BGL$73.run(BGL.java:671)
   at haven.render.gl.BufferBGL.run(BufferBGL.java:57)
   ... 24 more


It'd be great if your options for graphics did not automatically save themselves until the user CONFIRMS they want to keep them in order to avoid permanently breaking the jar.

Edit; redownloaded jar, the value has been saved to the account with is a lul move and might give me more problems than I anticipated. Let's see if I can save this and play the game again.

Edit2; Tried new character, value seems to be saved to the account options and not the character. My game is now literally unplayable. No option to change these values on the starting screen as the game loads too fast for the Ctrl+O Options to be accessed. Shit's essentially now fucked, don't know if I can edit the jar or anything, no options in my account, and I can't seem to give higher priority to the executable to try to brute force my way into the game.

Like, for fucking real, you need a confirmation feature or shit like this breaks things forever. My problem would not be a persistent one if the game simply crashed, realized I hadn't confirmed I wanted to save my changes (because I couldn't! The whole point when this happens), it would have just reverted to default settings. Other solution; offer people the ability to restore defaults OUT of the game. Gonna try downloading a new custom client to see if that fixes things.

Edit3; Game seems to run out of memory at over 2x Render when playing with ender's client, holy shit, is this game optimized?
Last edited by Regnurr on Mon Aug 02, 2021 9:52 pm, edited 2 times in total.
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Re: Changing render scale crashes client and value is saved.

Postby Ardennesss » Mon Aug 02, 2021 9:37 pm

Thank you for your contribution to the Haven & Hearth Alpha test.
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Re: Changing render scale crashes client and value is saved.

Postby Regnurr » Mon Aug 02, 2021 9:47 pm

viewtopic.php?f=49&t=40754

Problem fixed by downloading Ender's client which allowed me to access options out of game and restore defaults. Consider hiring them because they solved a problem of the base game.
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Re: Changing render scale crashes client and value is saved.

Postby animary » Tue Aug 24, 2021 5:44 pm

My game always crashes if I change render scale. But when I start the loader again, there's the options button and I can chnage render back to default.
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