EmuNewz Network

Full Version: Scott Pilgrim vs. The World: The Game [NPUB30162]
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4 5 6 7 8
You're right. Scott is complete broken now on all backends on the nightly, GCM builds.....

Hopefully they recognize this and address the regression soon.
(07-30-2017, 06:15 PM)legend80 Wrote: [ -> ]You're right. Scott is complete broken now on all backends on the nightly, GCM builds.....

Hopefully they recognize this and address the regression soon.
Tried on latest version 0.0.3-9-54f990a, still a broken mess
Works with 'Disable Vertex cache'.
(07-30-2017, 10:02 PM)wffl Wrote: [ -> ]Works with 'Disable Vertex cache'.
You're correct, plays perfect with that option on, 60fps all the time.
Great!! Back to playable Cool

[Image: 8fGmtok.png]
That fixes the gfx at least but the loading times is still broken (last fine on June 18th build).
Related to the error being spammed EVEN after you shut down the game.

E {PPU[0x100000e] Thread (Transport Thread) [0x001a4070]} libnet: recvfrom(): error 0
E {PPU[0x100000e] Thread (Transport Thread) [0x001a4070]} libnet: Unknown/illegal socket error: 10045 (in file C:\rpcs3\rpcs3\Emu\Cell\Modules\sys_net.cpp:207)

It eventually crashes as it eats more and more memory - pic of task manager after rpcs3 finally stalled out because of this.....

UPDATE:
Found the build that broke Scott:
https://ci.appveyor.com/project/rpcs3/rp...0.0.2-4988

Before it would just present this at the intro screen, but then it would stop. NOW, it just spams the one above forever....
(in file C:\rpcs3\rpcs3\Emu\Cell\Modules\sys_net.cpp:207)
E {PPU[0x1000000] Thread (main_thread) [0x0140f3e0]} libnet: socket(): error 2
E {PPU[0x1000000] Thread (main_thread) [0x0140f318]} libnet: bind(): socket does not exist
(08-05-2017, 04:14 AM)legend80 Wrote: [ -> ]Related to the error being spammed EVEN after you shut down the game.

E {PPU[0x100000e] Thread (Transport Thread) [0x001a4070]} libnet: recvfrom(): error 0
E {PPU[0x100000e] Thread (Transport Thread) [0x001a4070]} libnet: Unknown/illegal socket error: 10045 (in file C:\rpcs3\rpcs3\Emu\Cell\Modules\sys_net.cpp:207)

It eventually crashes as it eats more and more memory - pic of task manager after rpcs3 finally stalled out because of this.....

UPDATE:
Found the build that broke Scott:
https://ci.appveyor.com/project/rpcs3/rp...0.0.2-4988

Before it would just present this at the intro screen, but then it would stop. NOW, it just spams the one above forever....
(in file C:\rpcs3\rpcs3\Emu\Cell\Modules\sys_net.cpp:207)
E {PPU[0x1000000] Thread (main_thread) [0x0140f3e0]} libnet: socket(): error 2
E {PPU[0x1000000] Thread (main_thread) [0x0140f318]} libnet: bind(): socket does not exist

i dont get this error, load times work fine
Update:
- Load times/net code spamming only impacts updated versions of game
- Last non-broken build: rpcs3-v0.0.2-2017-06-22-1ba578ff_win64
- Commit that introduced issue: https://github.com/RPCS3/rpcs3/pull/2879...-320416246
- Clienthax is investigating:
"It's just broken net code - the issue is that networking is running when it's set to off. I did have a go at fixing the netcode lastnight but haven't got it to a decent non spamming state. I'm going to have to run some tests on my decr later to see what the heck the real ps3 does with no network connection."
(08-05-2017, 05:30 AM)legend80 Wrote: [ -> ]Not sure why, this has been confirmed by others in the thread. Maybe because your version is not updated + dlc or something

Update:
Load times/net code spamming only impacts updated versions of game
Clienthax is investigating.

It's just broken net code - the issue is that networking is running when it's set to off. I did have a go at fixing the netcode lastnight but haven't got it to a decent non spamming state. I'm going to have to run some tests on my decr later to see what the heck the real ps3 does with no network connection

Thank you, for the love of God. We appreciate everything you guys are doing.
Does anyone know if there's plans for additional profile support so that other players' progress can be saved?
Pages: 1 2 3 4 5 6 7 8