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Old 10-25-13, 01:36 PM   #16
plj
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Originally Posted by sober View Post
I unenebled my mod list today and the n reinstalled witht he Tasks/Load mod profile option . I noticed half way thru jsgme stopped responding . Ctds ever since then with a new campaign . Even after I reinstalled the game . Maybe a mod is corrupted , who knows .
I dont want to be too optimistic, but it looks like we are zooming in on the issue. It seems that under certain conditions, JSGME does not work propperly.

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Originally Posted by Mikemike47 View Post
I have noticed in my sitauation that JSGME stops responding according to windows task manager. I do not get the CTDs like you mention in your situation because of a stop responding issue. I just let it run.

Does post #3 in my signature help with your issue?

On a side note, not related to PLJ's mission but, related to JSGME and possible CTDs:
I am not at my game computer at the moment. I am going to add some new information to JSGME help thread I created in about 12 hours for something else I discovered in JSGME issues. With all of the various threads about CTDs lately, perhaps it will help others.

The veterans Sober, gap, volodya61 trevally, have all helped with CTD and mod soup JSGME issues so much. Now vdr1981 and especially plj mentioning JSGME CTDs a lot. I hope know one feels left out.
Same here .. if I do anything buy let JSGME run, it gets unresponsive, till it finished loading the list. No idea if still does its job like it should when it does that... any more info on JSGME is more then welcome .. fixing that will save me from having to load a list manualy :p

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Originally Posted by gap View Post
I can confirm: I had the same happening on my rig. It is probably connected with the enabling of burdensome mods or large mod lists, because it never happens when enabling small mods (in terms of Kb). What I do, is leaving JSGME alone: after a while the program gets back responding, and the mod(s) is/are enabled as supposed.
It does this when it has to copy large files .. like a large volume of sound files or the intro video. It indeed seems to have done its job .. JSGME validator agrees on that .. but the random CTD's we get kinda disagree .. and it seems that for an unstable list to become stable, all one has to do is disable and re-enable it .. or the other way around .. perfectly stable modlist becommes a CTD-ing one after dis- and re-enable of modlist.
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Old 10-25-13, 07:45 PM   #17
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Its a red herring. That just usual windows behaviour with the file system and the latency/bandwidth limitations of moving the files around

If you wanted to get all scientific, you could run a checksum hashing algorithm over the unmoved mods files and then move it with a profile, see the not responding due to latency/bandwidth, then once the mod enabler has all moved the files, re run the hashing algorithm over the same files just moved and you *WILL* see that the hash values are identical

This is not the problem folks
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Old 10-25-13, 10:57 PM   #18
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Originally Posted by Bathrone View Post
you could run a checksum hashing algorithm over the unmoved mods files and then move it with a profile
Just curious. Running JSGME, tasks, generate snaphot of game files produces files with a whole bunch of numbers/letters afterwards. Is the whole bunch of numbers/letters considered a checksum hashing algorithm?

I have used his MD5Mate.
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Old 10-26-13, 01:28 AM   #19
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Originally Posted by Bathrone View Post
Its a red herring. That just usual windows behaviour with the file system and the latency/bandwidth limitations of moving the files around

If you wanted to get all scientific, you could run a checksum hashing algorithm over the unmoved mods files and then move it with a profile, see the not responding due to latency/bandwidth, then once the mod enabler has all moved the files, re run the hashing algorithm over the same files just moved and you *WILL* see that the hash values are identical

This is not the problem folks
Given mike's finding here it seems that JSGME is err-ing sometimes for some reason.

I went through the documentation yesterday, and the unresponsive UI for JSGME is by design .. described as some sort of optimization to make JSGME focus on the task at hand .. while in fact, it's lazy coding. In that loop should be the equivalent of vbscripts DoEvents().

All scientific, the files could vastly differ due to how JSGME handles files .. open/locked files are ignored and will not be copied, so it takes as much as having a file open by accident in notepad++ or something, and en/dis-abling your modlist at that moment. This could even happen if windows for some reason wont release the lock on the file .. for instance cuz the game crashed.

But you are right in that the unresponsiveness is an issue .. it's just not so elegant coding :p
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Old 10-26-13, 01:41 AM   #20
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I am 99% sure most ctds are ubi game launcher related . TDW says that and the fact that I can reload all previous saves and the game works .
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Old 10-26-13, 08:06 AM   #21
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I am 99% sure most ctds are ubi game launcher related...
Unfortunately no.. I've never used launcher..
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Old 10-26-13, 08:32 AM   #22
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I dont use the launcher either .. so everything I can replicate, is not launcher related .. same for volodya ... that leaves us with verry few scenarios to ascribe to the launcher .. and tbh, I think it can be ignored as cause unless we are able to replicate the issue.
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Old 10-26-13, 11:30 AM   #23
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Unfortunately no.. I've never used launcher..
Quote:
Originally Posted by plj View Post
I dont use the launcher either .. so everything I can replicate, is not launcher related .. same for volodya ... that leaves us with verry few scenarios to ascribe to the launcher .. and tbh, I think it can be ignored as cause unless we are able to replicate the issue.
Then how are you starting the game
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Old 10-26-13, 11:37 AM   #24
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Then how are you starting the game


... they are listening
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Old 10-26-13, 11:54 AM   #25
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Then how are you starting the game
Set to offline in uplay screen .. be done with it. You loose the (useless) online functions.
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Old 10-26-13, 11:58 AM   #26
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Originally Posted by gap View Post


... they are listening
I hope so

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Originally Posted by plj View Post
Set to offline in uplay screen .. be done with it. You loose the (useless) online functions.
But the game will still only start through the launcher - just in offline mod.

There must be more to this
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Old 10-26-13, 12:03 PM   #27
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I hope so



But the game will still only start through the launcher - just in offline mod.

There must be more to this
I doubleclick sh5.exe ... works fine
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Old 10-26-13, 12:27 PM   #28
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I doubleclick sh5.exe ... works fine
Double clicking the exe doesn't bypass the launcher, no matter if the game is set to offline mode or not. This is UBI's way to know that you own a legitimate copy of the game. The only way to bypass it, is by using an "hacked" copy of sh5.exe
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Old 10-26-13, 12:52 PM   #29
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Originally Posted by volodya61 View Post
A long time ago, in the beginning, I had a legal version of the .exe.. but when the permanent problems with uplay launcher started, I changed my file.. and have no regrets..
I see your point Volodya, but this is not the best place to discuss your choices, I am sure you understand it. I was just correcting plj's statement
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Old 10-26-13, 01:06 PM   #30
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I see your point Volodya, but this is not the best place to discuss your choices, I am sure you understand it. I was just correcting plj's statement
You first uttered the forbidden word
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