I've been crashing at LEAST once, maybe twice a day, for the last 2+ weeks. Wish they'd stop running these darn "events" where everyone logs in 50 bots 24/7.
PLEASE FIX THE SERVERS! THIS IS GETTING VERY OLD!!!!!!!!!!!
Crash reports for a few days follows:
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CRASH IN KROFIN - 9-4-22
Error:
Protocol: S_CHARACTER_SELECTION_INFO(4073, 1) <= S_LOGIN_RESULT(11, 1) <= C_LOGIN(51, 2) <= S_EX_QUEUETICKET(10, 3) <= S_EX_QUEUETICKET_LOGIN(6, 175) <= C_EX_QUEUETICKET_LOGIN(41, 182) <= S_VERSION_CHECK(28, 183) <= C_VERSION(275, 187)
History: UObject::ProcessEvent <+ (PVShortcutWnd Transient.PVShortcutWnd, Function Interface.PVShortcutWnd.OnRegisterEvent, 0x150907E0, 0x00000000, 0, 0) <- XMLDataManager::CreateFrameWndScript <- XMLUIManager::CreateWindows <- XMLUIManager::ReloadUIScripts <- NConsoleWnd::ReloadUI <- NConsoleWnd::Tick <- UGameEngine::Tick <- UpdateWorld <- CMainLoop::UpdateTheWorld <- MainLoop
Exception:
Code [EXCEPTION_READ_VIOLATION DataAddress:0x1FBF0000]
Address [0x15090906]
SegCs [0x0023]
Core.dll [0x15000000] Offset [0x00090906]
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CRASH IN KAMALOKA - 8-30-22
Error:
Protocol: S_STOP_MOVE(23, 0) <= S_STATUS_UPDATE(18, 0) <= S_STATUS_UPDATE(18, 0) <= S_STATUS_UPDATE(18, 0) <= S_PLEDGE_STATUS_CHANGED(35, 1) <= S_RELATION_CHANGED(22, 1) <= S_STATUS_UPDATE(18, 1) <= S_STATUS_UPDATE(18, 1) <= S_STATUS_UPDATE(18, 2) <= S_CHANGE_WAIT_TYPE(23, 2)
History: ProcessConstantTable_InitParams <+ ConstantIndex:4, Constants:10 <- FD3DShader::ProcessConstantTable <- FD3DShader::Init <- FD3DVertexShader::Init <- InitShader <- FD3DShaderManager::GetShader <+ Shader:8 <- GetVertexShader <- FD3DRenderInterface::GetAppliedShader <- FD3DRenderInterface::DrawPrimitive <- USkeletalMeshInstance::DrawSection <+ Pawn=Transient.FDarkElf MeshInstance=Darkelf.SkeletalMeshInstance MeshName=LineageWeapons.dynasty_sigil_m00_wp BodyPart=63 <- USkeletalMeshInstance::Render <- UMeshComponent::Render <- UMeshContainer::Render <- UL2OutlineEffect::RenderActor <- UL2OutlineEffect::PostRender <- FPlayerSceneNode::RenderPostEffect <- FPlayerSceneNode::Render <- SceneNodeRender <- Draw <- UGameEngine::Draw <+ GRenDev = fd7a0000 <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- UpdateWorld <- CMainLoop::UpdateTheWorld <- MainLoop
Exception:
Code [EXCEPTION_READ_VIOLATION DataAddress:0x65E96B40]
Address [0x56D54C9A]
SegCs [0x0023]
d3dx9_40.dll [0x56AA0000] Offset [0x002B4C9A]
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CRASH WHEN ENTERING CRSIS - 8-29-22
Error:
Protocol: S_STATUS_UPDATE(18, 1) <= S_STATUS_UPDATE(18, 1) <= S_TARGET_SELECTED(27, 1) <= S_ATTACK(53, 1) <= S_STATUS_UPDATE(18, 2) <= S_STATUS_UPDATE(18, 2) <= S_ATTACK(53, 2) <= S_NPC_INFO_STATE(8, 2) <= S_STATUS_UPDATE(18, 2) <= S_STATUS_UPDATE(18, 2)
History: ProcessConstantTable_InitParams <+ ConstantIndex:7, Constants:12 <- FD3DShader::ProcessConstantTable <- FD3DShader::Init <- FD3DPixelShader::Init <- InitShader <- FD3DShaderManager::GetShader <+ Shader:22 <- GetPixelShader <- FD3DRenderInterface::GetAppliedShader <- FD3DRenderInterface::DrawPrimitive <- USkeletalMeshInstance::DrawSection <+ Pawn=Transient.temple_guard_sword MeshInstance=LineageMonsters16.SkeletalMeshInstance MeshName=LineageMonsters16.temple_guard_sword_m00 BodyPart=-1 <- USkeletalMeshInstance::Render <- UMeshComponent::Render <- UMeshContainer::Render <- RenderTranslucentActorToProxy <- FDynamicActor::RenderStencilAlphaActor <- FDynamicActor::Render <+ temple_guard_sword Transient.temple_guard_sword <- RenderActor <- TranslucentRendering <- RenderLevel <- FLevelSceneNode::Render <- FPlayerSceneNode::Render <- SceneNodeRender <- Draw <- UGameEngine::Draw <+ GRenDev = fd7a0000 <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- UpdateWorld <- CMainLoop::UpdateTheWorld <- MainLoop
Exception:
Code [EXCEPTION_READ_VIOLATION DataAddress:0x6BBBE340]
Address [0x62D54C9A]
SegCs [0x0023]
d3dx9_40.dll [0x62AA0000] Offset [0x002B4C9A]
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P.S. Someone needs to fix the "Submit Bug Report" L2CrashSender.exe. It doesn't work. Just brings up another window.