Ok this isn’t exactly an issue (my game works fine) but it’s something I want to know why it happened… So I was farming for a blockhead (pain in the ass) and I went to phaselock a creeper. So I did that and killed him no biggy, but after I killed him another one spawned behind him, meanwhile my phaselock went and grabbed a creeper behind me pulling the creeper in front of me directly into my face. Right when this happened my game made some INSANELY GLITCHY SPIKE NOISES… NO LIKE SUPER HARDCORE SCREECHING AND CRASHED WITH A ■■■■ TON OF ERRORS POPPING FROM THE CRASH REPORT… LIKE WE’RE TALKING 40+. I was astonished from this! I had no idea ■■■■ like this could happen, It was amazing but scary… luckily the game still works fine but I’m curious to know what happened, maybe too many actions were being used at once or a glitch in the texture. Any ideas?
It’s a rare occasion. Happened to me some time back when I played the game in 360. My guess is just the same as yours, too many things happen.
In case you haven’t noticed, the population in Caustic Caverns are hostile to each other, that might kept them fighting each other while you kill the Creepers, increasing the load. Also, the blocks inside the cave will ricochet any bullets and as they are close to each other the bullets sometimes glitches (especially if you shoot in between blocks) and might increase the load. Combine those with an explosion in front of the camera… Yeah, that’s quite some heavy load.
You probably phaselocked a creeper that was about to explode. This crashes the game - it’s a known bug. I don’t know why it crashes the game or why EXP loaders and other suicide enemies don’t trigger it, but I know it’s not a console-only bug because I encountered it on PC too.
Wow gotta try this one.
[quote=“diator1730, post:4, topic:1541609, full:true”]Wow gotta try this one.[/quote]Same! So the trick is to wait for them to freeze and light their fuse, then Phaselock it? Why am I so excited to try and crash my system here?
edit - yep, that’ll do it!
Just tried on mine too. It totally crashed.
My guess would be the Creepers are transforming into other type of object when in range with players, and while the Creeper is Phaselock-able, the new explosive object isn’t while still able to be targeted (or something else that caused the crash). Note that this is a very wild guess.
Amazing how there is still something I learn from this game, even if it’s a bad one.
A plus for me, it’s just another reason to not use Subsequence lol (like if there’s not enough already)
If the creeper with lit fuse wasn’t phaselockable anymore, it wouldn’t crash when Phaselock hits them, right?
My guess is that the crash happens a moment later just after the creeper explodes. It probably deletes itself from the internal data structures while exploding, and when Phaselock tries to access its target afterwards (which it is sure it has, because it was there a moment ago) for rendering or whatever else it needs to do, it finds corrupted data.
Normal attacks hitting the target are probably not hitting the target directly but are instead intercepted by the phaselock bubble (that’s how I would code it at least) which passes the damage to its target, then checks if the target’s health became negative (this would be what keeps the game from crashing when you kill the target). If it did die, Phaselock would create some transfusion orbs depending on the level of Sweet Release and search for another target (with Sub-Sequence) or end the action skill while refunding some portion of the cooldown (without Sub-Sequence).
I’m too lazy to check right now, but I’m pretty sure Phaselock prevents other phaselockable suicide enemies (EXP Loader, Torgue Exploder, Suicide Psycho, Orc Zapper, Orc Fire Jumper, Suicide Skeleton, Suicide Spider, Grogmaster … I think these are all of them) from killing themselves, which would be why they don’t exhibit the bug. If you want to make sure they don’t, just do the same test as with the creeper, and maybe try shooting the barrel of an Orc Zapper or Orc Fire Jumper (which usually kills them instantly) to see if that is handled as dying to the bullet or as killing themselves (which would crash like with the creeper).
But this could all be completely wrong - I don’t know the inner workings of Unreal Engine 3, so I can’t tell what hoops it made Gearbox jump through (those hoops can affect the design of the suicide and Phaselock code after all). I can only go with a programmer’s intuition, which is normally based on “How would I code it” and “Where would the causes likely be if it was my code that had this bug”.
Sub-Sequence should be safe if you keep your distance from the creepers - maybe hinder their approach by only punching a little hole into the stone wall behind which they wait, just big enough to shoot / phaselock through. The explosions can destroy the wall, but chances are that it delays them long enough to kill all creepers before they reach you.
Pretty sure other enemies than these Creepers do not disappear when they wanted to explode, and some of them instantly explode when you try to Phaselock them (especially when they already light their fuses, like when an EXP Loader emits the blue circles, or when a Suicide Psycho’s grenade emits the beeping sound).
If you look closely, when these Creepers are close enough, they (sometimes? dunno) changes their size, albeit a little, and which raises my suspicion of it transforming (or changing into other type of object or whatever). If you want to look at it just try it yourself and see the error code for some details (and please do tell, I’m curious too, yet too lazy to reproduce the bug atm).
Anyways, phaselocked enemies do not change their hitboxes. Try to fight a skeleton and shoot the bubble but not the skelly trapped. It shouldn’t hurt the skelly. At least that’s what I remember (been a while since I play Maya).
So … I decided to look a little deeper, maybe deduct something from the stacktrace (that’s usually part of the error window on crash) … and I was unable to reproduce the crash. Interesting, huh?
At first I thought it was because the damage inflicted at the start of Phaselock (Converge and such) was killing the creepers instantly (I was running on Normal Mode to reduce the delays on the way through the Caustic Caverns), but when I repeated the run in TVHM (my Maya isn’t in UVHM yet) the game didn’t crash either.
I am running a Thoughtlock build though, which could be the reason for the lack of crashes.
Gotta check without Thoughtlock now.
I’m guessing that’s it. If the game engine, for example, swaps out the Creeper model when the fuse lights (which is where you see it “fatten” up a little), Phaselocking it will try to move an unmovable entity, causing the crash (where Thoughtlock just throws up some new animation on the model and alters the allegiance, which is fine for an unmovable entity).
Hmm, I had a look at the error window (a respec did the trick), and it looks a lot like one I didn’t expect. There is a recurring pattern in the hexadecimal addresses listed, and the window is taller than my screen … could be a stack overflow, but of course it doesn’t have to be one.
Unfortunately the error does not list any function names (but removing those from the executable is common practice for commercial products), so I cannot see what the game was trying to do.
The pattern is sometimes interrupted by a couple of other addresses inserted between them, which leads me to the assumption that it walks along some complex data structure like a BSP tree. Those are a common structure for renderers to represent the 3D world, so it could be crashing while rendering or while trying to modify the world. The actual cause could be somewhere else, of course - mess up the data structure, then the next attempt to interpret it goes haywire.
If only it was something as simple as that “Assertion failed” I got once in TPS - those spit out details about the condition that failed, and the whole path of the source file the assertion was in before compiling, so I could guess what the code in the file was meant to do and what kind of brick wall it ran into. This one just tells me “Fatal error!” and a bunch of addresses, leaving me in the dark about the cause. (By the way, the source path part of the assertion taught me that at least TPS was built using Bamboo. The things a crash can tell you without even trying to reverse-engineer anything… it’s scary.)
The only ways to get more information would probably be trying to crash the Linux version instead (a whole different build which might give away more data on a crash) or reverse-engineering (which I don’t want to do because the license forbids it; local law might void that clause, but it’s not something I want to challenge), so it’s up to Gearbox to find the cause and fix it.
Yeah, I just looked into it too. Looks like one of the error involves the Memory Manager (which I guess would be very serious). But most of them are from Sound Engine or something, and a function named “GetOuterBarrier” or something, which what I guess from what you said to be a BSP tree representing 3D world, is likely a problem with the “new” explosive object having weird hitbox.
Assertion fail error is more likely to spit out details, because assertion is specific to the code placement and thus making it easy to track (and gives details specific to what caused which assertion to fail), not like this one, which is more likely to be overlooked and not detected, not even expected by the devs.
This game is most likely not getting other patch, especially for a bug fix. What I do hope is a perma-hotfix patch, and some suggestions from “The Last Patch” thread.
personally, i think its just borderlands being borderlands xD
Borderlands being Borderlands would be when the game decides to spawn 100 LLMs on first 10 Sawtooth runs yet 0 legendary/pearl or even a relic drop.
Hey! That sounds like my game! 1/10 drop relics, the rest just inundate me with ammo.
I swear my RNG is pissed with me that I got married and spent 1 year + not playing.
Life was simpler with a 4 player glitch.
Life was also harder with that glitch. Initiating a raid boss and forgetting I had it active… Anyways thanks to you all for helping me decipher the cause of the glitch. Shows what you can do with the community!