Tom Clancy's Rainbow Six: Vegas 2

Tom Clancy's Rainbow Six: Vegas 2

Klofrau 2012 年 12 月 22 日 上午 12:18
Sound loop bug
I bought 4 copies of Vegas 2 a few month a go, to play it with friends coop on LAN.
But after a few Minutes of playing the gameplay got heavily disturbed by the "sound-loop"-Bug.
This Bug is known since release and still not fixed!
Ubisoft just doing nothing....
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正在显示第 16 - 27 条,共 27 条留言
DOOMJESUS 2013 年 9 月 10 日 下午 10:17 
引用自 ZBAD
In case anyone is still looking for a sound fix, we have recently had huge success hosting games with no gunlooping sounds with one simple adjustment on server.

>> Just enable VSYNC / Video Sync option .

This seems to keep the server network updates down as pcs thsese days generate enormous FPS in these old game engines & this game seems to be sensitive to the number of updates being generated, and it seems each frame on server is equivalent to a network sync being generated. After a while the client updates seem to be lagging & simple things like "turn gun off" is probably being dropped from transmission to the clients in favour of more important stuff.

Sounds silly but this seems to be reflected in the networking notes I was reading from the UT3 dialup/isdn networking tips from the early period of the game engines use.

its been 4 weeks now since we started testing this theory & evreyones ears seems to be appreciating the break from gunloop when I host, which is mainly for Terrorist Hunt games in Australia zone. With the mods to allow 80 Ts to spawn & with them using all weapons + throwing frags the game gets plenty hectic, so its nice to be able to use ears again to listen for nearby enemy.

I have been recommending the regulars that join my sessions to also enable vsync on their side in case it helps , but I suspect that this is more important on host pc, others may be able to add their impressions to this note.

It seems silly that it took us 4 years to realise that this simple step can remove so much aggravation - this is an old game but we get so much fun from the gameplay that we keep coming back for more., and the mods that add more terrorists behavour have already added another 2 years life to the game for us. Now with the gunloop seeming to be defeated we can probably go on until ubi shutsdown the lobby server, though we also have tunngle for that eventuality.

if anyone tries this - please add your comments about how it turns out so that more people can benefit from the suggestion.
man, that is simply superstition. your results are 100% placebo effect. you are barking up the wrong tree, i assure you...
ZBAD 2013 年 9 月 11 日 上午 2:44 
thanks for your contribution ... I guess.

After years of horrible experiences with the gunloop we are still very much enjoying the new silence of the placebo effect. We've been through the dodgy eax.dll & lowering the engine voices options , we are aware of the postings that offer solutions that achieve nothing.

I have around 500 hours logged with the standard R6v2 game + another 2 years of the tekno mods + russian TerroristHuntControl mod that wont register under r6 as they are custom launchers.

This is the first adjustment we have found that has any effect at all on improving our game stability & I am delighted to offer it for others to try

I am not sure you offered anything constructive here, but feel free to jump into our games if you see us hosting & see for yourself. You will probably have some latency as we are in Sydney, but that doesnt stop a lot of regular overseas visitors dropping by & having a blast with us in this game several nights a week.

Despite the age of this game its playing better than ever here, so please fire it up again & see how you go.
DOOMJESUS 2013 年 9 月 11 日 下午 12:26 
引用自 ZBAD
thanks for your contribution ... I guess.

After years of horrible experiences with the gunloop we are still very much enjoying the new silence of the placebo effect. We've been through the dodgy eax.dll & lowering the engine voices options , we are aware of the postings that offer solutions that achieve nothing.

I have around 500 hours logged with the standard R6v2 game + another 2 years of the tekno mods + russian TerroristHuntControl mod that wont register under r6 as they are custom launchers.

This is the first adjustment we have found that has any effect at all on improving our game stability & I am delighted to offer it for others to try

I am not sure you offered anything constructive here, but feel free to jump into our games if you see us hosting & see for yourself. You will probably have some latency as we are in Sydney, but that doesnt stop a lot of regular overseas visitors dropping by & having a blast with us in this game several nights a week.

Despite the age of this game its playing better than ever here, so please fire it up again & see how you go.
vsync ain't got nothing to do with it.
i don't know exactly what causes it to happen but it is network lag related and the thing that actually makes the noise is an enemy gun on the ground. if you can find that gun that's stuck making the sound and pick it up, the sound loop will disconnect. but it is very tedious and time consuming to find that one gun on the ground although it does work, for sure, it is something that is recreatable it's just not even close to being practical.
however, fixing the issue that causes this stuck gun sound to not know when it's supposed to stop playing, is impossible. there is a message there that is not getting back to the host in time to make the sound turn itself off on the client end.

now, if you think vsync is fixing it for you, fine, i believe you are wrong and you're allowing superstition to get the best of you in the desperate search for an answer.
i have never, played this game without vsync enabled. or any other game for that matter. and yes, my clients do still get the bug, the more latency, the more sounds get stuck.

the best solution i've found is to host every game i play because the host is not effected by this issue. of course that only works for one out of every four players in a game. it is a client communication problem, it is all network related and vsync has no bearing on it, i promise you. there is no fix.
but it's good that it isn't as big a problem for you as it used to be. i don't know what else has changed on your end during the process you went through but i would be very shocked to find that vsync was the answer to this issue considering i never have played without it enabled...
ZBAD 2013 年 9 月 12 日 上午 3:00 
ok, thanks for that more detailed response, which provides some useful discussion about this problem. Like most people we had experienced this bug at an annoying level for years, but persevered as it was usually only bad for a few rounds per night.

When I recently upgraded from AMDx6-1100 to i7-3770 (preparing for arma3 ) it was an instant disaster for this game, every round had numerous repeating guns flooding it within seconds, with lots of annoyed chatter from people who quickly dropped out.

After hitting this patch of gunloop problems it basically killed the r6 game for us & we took a break for a few weeks while playing with the arma3 beta. When we tired of that & wanted to get back to r6 we needed a more serious approach to discovering why the problem was so much worse.

While I was researching the recommended unreal network settings, the discussions from that period were about how to limit the server updates to 30 "ticks" per second so that the network queue would not be flooded & start dropping packets , this is where I think VSYNC ties in.

I am only surmising that the problem was exaserbated by the increase in fps generated at my side, where the AMD would sit at around 90+ fps , but with the i7 and gtx680 I was frequently seeing 200+ fps under fraps. My view is that by enabling VSYNC and forcing the game back to a standard 60fps we are limiting the demands on the network code & regaining the stability needed for the messages to flow properly.

Now - It is disappointing to hear that you always host with VSYNC & that people are still having the problem. Unless you have one of the fancy 120hz monitors it seems your situation is not likely to be improved.

All I can offer is that we still find the VSYNC effects to be persuasive, and I am still hoping that others (like the OP) will at least try the experiment & contribute their findings in this thread.

Katz 2013 年 9 月 12 日 下午 12:20 
The game is dead, Ubisoft is too busy making their Rip-Off of Steam to be broken even more.


Spoiler: Uplay is not Steam... and never will be.
Wilbur 2013 年 9 月 14 日 下午 5:26 
Easiest way to reduce the sound loop glitch.
1. Disable you firewall service. Rainbow doesn't like it. Notice I said to disable the service. Simply turning it off is not enough. Go to computer management, find the service and disable it.
2. Don't host without doing above.
In some cases it removes it completely and for others I believe it still reduces frequency
Kazakhstanye West 2013 年 9 月 15 日 上午 3:31 
they probably wont fix it anytime soon
Slaughtervomit 2013 年 9 月 16 日 下午 8:15 
This happens in the Xbox 360 version as well. It seems a little less often, however.
ZBAD 2013 年 9 月 17 日 上午 2:10 
And after 6 great weeks with no soundloop, we had a bad night where it seemed to popup again, not every round but probably 1/4 of them. Nothing changed on my end and the VSYNC setting was still in place , so it makes it difficult to argue that the vsync factor is the 100% answer we had been looking for.

A couple of people that dropped in seemed to be running on low bandwidth (not able to complete the speedtest.net download) so they may have aggravated things - but even after they left we had more problems than we would like to deal with.

So VSYNC will get more tests this week to see if we have any hope of being free of the gunloop, but i am not feeling so optimistic any longer.

I remember the xbox360 version of the game was very badly affected duirng the initial release, but one of the updates UBI issued seemed to get it under control - and after that it was pretty much a rarety & only that platform seemed to be somewhat stable.

abstev 2013 年 10 月 6 日 上午 7:46 
I was trying to fix this bug for my younger brothers, as they were playing multiplayer co-op across the LAN on PC, and I fixed it by turning the host's microphone volume to minimum (1); v-sync was on. When I turned the microphone volume back up the sound came back, so it seems like this was our problem.
TheGuyInTheGrass 2015 年 9 月 15 日 上午 2:46 
引用自 ZBAD
In case anyone is still looking for a sound fix, we have recently had huge success hosting games with no gunlooping sounds with one simple adjustment on server.

>> Just enable VSYNC / Video Sync option .

This seems to keep the server network updates down as pcs thsese days generate enormous FPS in these old game engines & this game seems to be sensitive to the number of updates being generated, and it seems each frame on server is equivalent to a network sync being generated. After a while the client updates seem to be lagging & simple things like "turn gun off" is probably being dropped from transmission to the clients in favour of more important stuff.

Sounds silly but this seems to be reflected in the networking notes I was reading from the UT3 dialup/isdn networking tips from the early period of the game engines use.

its been 4 weeks now since we started testing this theory & evreyones ears seems to be appreciating the break from gunloop when I host, which is mainly for Terrorist Hunt games in Australia zone. With the mods to allow 80 Ts to spawn & with them using all weapons + throwing frags the game gets plenty hectic, so its nice to be able to use ears again to listen for nearby enemy.

I have been recommending the regulars that join my sessions to also enable vsync on their side in case it helps , but I suspect that this is more important on host pc, others may be able to add their impressions to this note.

It seems silly that it took us 4 years to realise that this simple step can remove so much aggravation - this is an old game but we get so much fun from the gameplay that we keep coming back for more., and the mods that add more terrorists behavour have already added another 2 years life to the game for us. Now with the gunloop seeming to be defeated we can probably go on until ubi shutsdown the lobby server, though we also have tunngle for that eventuality.

if anyone tries this - please add your comments about how it turns out so that more people can benefit from the suggestion.

Hey man im going to send a friend request
Attorney-at-Meme 2017 年 9 月 25 日 下午 9:38 
引用自 abstev
I was trying to fix this bug for my younger brothers, as they were playing multiplayer co-op across the LAN on PC, and I fixed it by turning the host's microphone volume to minimum (1); v-sync was on. When I turned the microphone volume back up the sound came back, so it seems like this was our problem.

Yes, this the is the culprit in my experience, but all players involved may need to disable their microphone. This fix appears to work on the PS3 version as well.

最后由 Attorney-at-Meme 编辑于; 2017 年 9 月 28 日 下午 1:09
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发帖日期: 2012 年 12 月 22 日 上午 12:18
回复数: 27