Getting this 20-30 times a second to server RPT.
2013/04/13, 7:13:33 Error: SubSkeleton index was not initialized properly
{F18841} {F18842}
Getting this 20-30 times a second to server RPT.
2013/04/13, 7:13:33 Error: SubSkeleton index was not initialized properly
{F18841} {F18842}
It's hard to replicate as it happens typically in a mission that's been running for a number of hours.
The error is still in the current DEV Build (21-08-2013
EXE rev. 09344) and not only in the server RPT
Type: Public Beta
Branch: Development
Version: 0.77.109751
Currently getting this on server rpt as described.
I believe animations and inverse kinematics have been tweaked in latest build. Still getting this?
It's hard to replicate as it happens typically in a mission that's been running for a number of hours.
I'll check and report back soon.
I know, that you wrote, that it is hard to reproduce, but we need some repro steps for fix this issue. Which mission did you play? How much hours is need for reproduce? 1-2 or more?
It was in Domination, and it started after 3 hours or so.
It spams both server and clients.
Getting it right now.
Could You, please, provide us with the RPT, it is going to be pretty huge I think, but could lead us to the source. I'll try Dominion meanwhile to see what could cause that.
Pettka,
Can you give us some more info on this error? I'm assuming is a model thing? If you could let us know something more about it, we might be able to make a repro.
Our best theory right now is that it's caused by artillery destroying buildings. Is that at all likely?
Added another RPT. The server this came from is still up, will PM you with details if you want to go in and have a look yourself.
It seems like there is some sudden change in skeleton of one of objects in mission (pretty obviously), we are trying to investigate it with Encoding Velociraptor Tilion, but without any success yet. Thanks a lot for the RPTs, they may eventually take us to something.
Thanks. I assume you got my PM. Please let me know if there's anything further I can do to help.
Could it be the class of man we are using for the artillery? B_officer_F? Also have a client RPT whilst using the Officer slot, when this started to happen last night? Can upload if required...
There's now a bet of ten of our best British pounds riding on this. He's convinced it's related to a man model, whereas I say it's a building model.
Got this again just now.
Noticed the refer to non network *somebuilding* ruins and instantly, loads of subskeleton index not init error.
It happened instantly an artillery strike hit a nearby town.
We just had 100 mb of "SubSkeleton index was not initialized properly" RPT spam today.
50991890 lines of "SubSkeleton index was not initialized properly"
Started here
2013/11/24, 16:45:30 Ref to nonnetwork object 5ff2f900# 1912970: house_big_01_v1_ruins_f.p3d
2013/11/24, 16:46:26 Ref to nonnetwork object 5ff2f900# 1912970: house_big_01_v1_ruins_f.p3d
2013/11/24, 16:47:33 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
2013/11/24, 16:47:33 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
2013/11/24, 16:47:49 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
2013/11/24, 16:48:06 Client: Object 3:61 (type Type_84) not found.
2013/11/24, 16:48:06 Client: Object 3:61 (type Type_85) not found.
2013/11/24, 16:48:12 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\acc\reticle_sniper_f.p3d]
2013/11/24, 16:48:27 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f_beta\acc\reticle_mrco_f.p3d]
2013/11/24, 16:48:41 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f_beta\acc\reticle_mrco_f.p3d]
2013/11/24, 16:48:47 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f_beta\acc\reticle_mrco_f.p3d]
2013/11/24, 16:50:08 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
2013/11/24, 16:50:12 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
2013/11/24, 16:50:19 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
2013/11/24, 16:50:31 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
2013/11/24, 16:50:54 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
2013/11/24, 16:51:06 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
2013/11/24, 16:51:09 Client: Object 3:60 (type Type_85) not found.
2013/11/24, 16:51:20 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
2013/11/24, 16:52:31 Ref to nonnetwork object 5ff2f900# 1912970: house_big_01_v1_ruins_f.p3d
2013/11/24, 16:52:59 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
2013/11/24, 16:54:20 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f\empty.p3d]
2013/11/24, 16:55:01 LODShape::AddLoadHandler: Handler not present in shape [a3\weapons_f_beta\acc\reticle_mrco_f.p3d]
2013/11/24, 16:55:06 Server: Object 4:64 not found (message 110)
2013/11/24, 16:55:06 Server: Object 13:48 not found (message 110)
2013/11/24, 16:55:32 Error: SubSkeleton index was not initialized properly
2013/11/24, 16:55:32 Error: SubSkeleton index was not initialized properly
2013/11/24, 16:55:32 Error: SubSkeleton index was not initialized properly
Got this issue on our server last night running a version of Domination.
About 8 to 12 people online for several hours.
Report file is over 1Gb in size, so I won't upload, but if a dev wants it I can point them to my FTP server to download it from.
Bl1p and Zach, can you look in the RPT to where the subskeleton error starts?
If my suspicions are right, you'll find a reference to house ruins no more than a second or two before the error starts spamming.
Note that many of the reports of this error relate to Domination though by no means all. Bl1p for example, is not a Domination player or hoster, so his report will NOT be from Domi.
Your right tanky my report is from a BECTI where a building was destroyed but...
Its ruins where placed but the outside of the building was still present...
Basically we had ruins and building occupying the same space which I think you are right that thats what caused the error.
Ref to nonnetwork object 4f29b900# 2000249: house_big_01_v1_ruins_f.p3d
Error: SubSkeleton index was not initialized properly
Error: SubSkeleton index was not initialized properly
Ref to nonnetwork object 6d569600# 2000289: stone_shed_v1_ruins_f.p3d
Ref to nonnetwork object 6d56b900# 2000290: stone_housesmall_v1_ruins_f.p3d
Error: SubSkeleton index was not initialized properly
Error: SubSkeleton index was not initialized properly
Error: SubSkeleton index was not initialized properly
Error: SubSkeleton index was not initialized properly
Error: SubSkeleton index was not initialized properly
Error: SubSkeleton index was not initialized properly
Error: SubSkeleton index was not initialized properly
Error: SubSkeleton index was not initialized properly
Ref to nonnetwork object 7dffcf00# 2000596: house_big_01_v1_ruins_f.p3d
Error: SubSkeleton index was not initialized properly
Error: SubSkeleton index was not initialized properly
Error: SubSkeleton index was not initialized properly
Error: SubSkeleton index was not initialized properly
Ref to nonnetwork object 6df7f200# 1997838: shop_01_v1_ruins_f.p3d
Ref to nonnetwork object 7ab93200# 2000599: stone_housesmall_v1_ruins_f.p3d
Error: SubSkeleton index was not initialized properly
Error: SubSkeleton index was not initialized properly
Error: SubSkeleton index was not initialized properly
More in V1.08
rpt ended up being 1259682 lines long and broke the mission
Domination and players were using Artillery to destroy enemy in towns
It seems like we have finally isolated some easier steps to reproduce that, we are still on the issue, don't worry, it is just somehow more complex than initially estimated.
It seems like we have fixed at least one of the causes, as seen in http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2599972#post2599972
Could You, please, test it out? Dwarden has seen some cases where it doesn't fix the issue and we would be thankful for any real-life testing.
Reportedly fixed in dev build # 114301.
I'm not using dev at the moment, if anyone who is and reads this, would they be good enough to test and report back?
TIA,
Tanky-Paul-
unfortunately with the experimental 1.08 PERF server it seems to not be fixed in all situations (but the very often case of this error was reduced to sometimes so it had some impact)
Thanks for the update, David. Do you want us to keep testing this and updating this ticket?
Now getting this. Don't know if it's related or deserves a new ticket?
2014/02/04, 22:18:13 Error: EntityAI SubSkeleton index was not initialized properly (repeated 4771x in the last 60sec)
that's 80 times per second btw. It's taking 12 fps off my empty server!
Any news on this topic?
Error: EntityAI SubSkeleton index was not initialized properly (repeated 1826x in the last 60sec)
name: MBG_Warehouse_InEditor, shape: mbg\mbg_killhouses_a3\m\mbg_warehouse.p3d, index: -1, matrices: 18
Is there something the addOn-builders can change in their addons to solve the issue?
Yes, that's right, addon by Mondkalb:
https://forums.bistudio.com/topic/143212-mbg-killhouses-arma3/
Is there some more information on this? Someone reported this issue in our feedback tracker of our mod. I'm trying to find out the cause and try fix it.. Is it related to animations? Skeleton? Although, I'm wondering if the one reported in my feedback could be caused by the vanilla content itself (even if the second line point to my mod but could be unconnected each warnings)
22:25:02 Error: EntityAI SubSkeleton index was not initialized properly (repeated 27306x in the last 60sec) 22:25:02 name: ffaa_ar_bam_tra, shape: ffaa_ar_bam\ffaa_ar_bam_tra.p3d, index: -1, matrices: 2