WTF is this, fkn incompetent wanking dev team.
I CAN’T PLAY THE GAME YOU LAZY WANKERS.
If i observed this correctly, the infinite loading screens seem to have the same source issue like the disconnects during the loading screen in campaign and dungeon. The culprit being:
2024-03-08T04:48:10.1676465+00:00 Disconnected: Unexpected packet larger than min frame size
LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
2024-03-08T04:48:10.1761599+00:00 Forced Disconnect. Reason: Exception during ReadNetwork: System.InvalidProgramException: Not enough buffer space is available
188.42.33.76 was the server and pinging for MTU (networkcard default 1500):
ping 188.42.33.76 -t -f -l 1500
Ping wird ausgeführt für 188.42.33.76 mit 1500 Bytes Daten:
Paket müsste fragmentiert werden, DF-Flag ist jedoch gesetzt.
=> Ping failed
ping 188.42.33.76 -t -f -l 1200
Ping wird ausgeführt für 188.42.33.76 mit 1200 Bytes Daten:
Antwort von 188.42.33.76: Bytes=1200 Zeit=24ms TTL=55
=> Ping successful
Yet the behaviour is different.
Monolith → Infinite loading screen
Campaign/Dungeon → Error Message + Disconnect from the Game Server
Player-prev.log (387.3 KB)
Any luck getting rid of the infinite loading screen?
same issue here game was working fine today i try to log in and stuck on loading screen forever
ok thanks for that i closed my vpn and works fine
How do i close it ?
Turning off Nord VPN fixed the issue for me. Just FYI.
Windows 11. (not running as Admin)
I tried using Cloudflare Warp. It does not make a difference.
Observe it for long periods of time, you may still run into this issue.
Honestly got tired of messing around trying to fix it, moving on to a different game until they maybe can fix something on their end or announce something about this.
I have this same issue but have managed to find a fix (sort of)
Bearing in mind I’m playing on EU West, I have infinite loading screens whenever I try to load into the world: pick character, press play, infinite loading screen.
I found that changing my network solves the issue completely. I tethered my PC to my phone’s hotspot and the issue completely went away and runs smoothly with no dropouts.
The issue may be that people’s networks have safety measures in place that the game triggers. You may need to do some port forwarding stuff at your network source to find the error.
I have similar issues in all RPG/dungeon crawlers for some reason. Every other type of game I play works with not a single issue which is weird
I guess i did not lose my 100$ - i have an infinte laoding screen SUPRISE
Same source error - different loading screen dc behaviour
2024-03-14T23:30:23.4249022+00:00 Forced Disconnect. Reason: Exception during ReadNetwork: System.InvalidProgramException: Not enough buffer space is available
at BeardedManStudios.Forge.Networking.CachedUdpClient.DoSend (System.Byte[] dgram, System.Int32 bytes, System.Net.IPEndPoint endPoint) [0x00000] in <00000000000000000000000000000000>:0
2024-03-14T23:30:23.4199010+00:00 Disconnected: Unexpected packet larger than min frame size
LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
Player.log (3.0 MB)
Still not fixed. Bump
And again … second time today
I have same issue - it started from the last patch. Sometime i can open new location and from time to time randomly i got constant loadig screen.
Unloading 34 unused Assets to reduce memory usage. Loaded Objects now: 924158.
Total: 1448.920100 ms (FindLiveObjects: 52.656000 ms CreateObjectMapping: 61.332300 ms MarkObjects: 1333.346000 ms DeleteObjects: 1.585600 ms)
2024-03-22T20:40:48.9168815+00:00 Disconnected: Unexpected packet larger than min frame size
LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
BeardedManStudios.Forge.Networking.UDPClient:ReadNetwork()
EmergedAction:Invoke()
PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult)
OnUnlockIndexChangedAction:Invoke(Boolean[,])
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
System.Threading.ThreadPoolWorkQueue:Dispatch()
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
2024-03-22T20:40:48.9178821+00:00 Message: Not enough buffer space is available
at BeardedManStudios.Forge.Networking.CachedUdpClient.DoSend (System.Byte[] dgram, System.Int32 bytes, System.Net.IPEndPoint endPoint) [0x00000] in <00000000000000000000000000000000>:0
at BeardedManStudios.Forge.Networking.BaseUDP.TranscodePacket (BeardedManStudios.Forge.Networking.NetworkingPlayer sender, BeardedManStudios.BMSByte packet) [0x00000] in <00000000000000000000000000000000>:0
at BeardedManStudios.Forge.Networking.UDPClient.ReadNetwork () [0x00000] in <00000000000000000000000000000000>:0
at ActorVisuals+EmergedAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0
at PlayFab.Events.PlayFabEvents+PlayFabResultEvent`1[TResult].Invoke (TResult result) [0x00000] in <00000000000000000000000000000000>:0
at IdolsContainerUI+OnUnlockIndexChangedAction.Invoke (System.Boolean[,] unlocked) [0x00000] in <00000000000000000000000000000000>:0
at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <00000000000000000000000000000000>:0
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem () [0x00000] in <00000000000000000000000000000000>:0
at System.Threading.ThreadPoolWorkQueue.Dispatch () [0x00000] in <00000000000000000000000000000000>:0
LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
BMSLogger:LogException(String)
BeardedManStudios.Forge.Logging.BMSLog:LogException(Exception)
BeardedManStudios.Forge.Networking.UDPClient:ReadNetwork()
EmergedAction:Invoke()
PlayFab.Events.PlayFabResultEvent`1:Invoke(TResult)
OnUnlockIndexChangedAction:Invoke(Boolean[,])
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
System.Threading.ThreadPoolWorkQueue:Dispatch()
I searched for this issue and came across this post. I was assuming this stemmed from me upgrading my video card, but this seems to be an issue. I select my character and I get stuck on the initial loading screen with no progress.
Turned off VPN and issue went away, added to split tunneling and issue is resolved, thanks for the tip!
Still same issue of infinite load screens randomly, characters logging into end of time are met with long load screens. Sorting stash can cause a disconnect.
I never used VPN for the year prior to launch and never had these issues.
I have the same issue. For me it is not an infinite loading screen but constant disconnects.
In my experience the ONLY way where i get this message more rarely and are even able to play is if i am in a party with friends and open a teleport directly to them. When im playing solo i cant get farther than the 3rd or 4th map at the beginning of the campaign.
Error message reads the same:
Unloading 381 unused Assets to reduce memory usage. Loaded Objects now: 933095.
Total: 895.204000 ms (FindLiveObjects: 36.428600 ms CreateObjectMapping: 26.628300 ms MarkObjects: 830.164300 ms DeleteObjects: 1.982300 ms)
2024-03-28T20:44:41.1208634+00:00 Disconnected: Unexpected packet larger than min frame size
LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
BeardedManStudios.Forge.Networking.UDPClient:ReadNetwork()
FinishedPlacingSpawnersAction:Invoke()
OnInitialisedAction:Invoke(DungeonZoneManager)
UnityEngine.Localization.ChangeHandler:Invoke(String)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
System.Threading.ThreadPoolWorkQueue:Dispatch()
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
2024-03-28T20:44:41.1208634+00:00 Message: Not enough buffer space is available
at BeardedManStudios.Forge.Networking.CachedUdpClient.DoSend (System.Byte[] dgram, System.Int32 bytes, System.Net.IPEndPoint endPoint) [0x00000] in <00000000000000000000000000000000>:0
at BeardedManStudios.Forge.Networking.BaseUDP.TranscodePacket (BeardedManStudios.Forge.Networking.NetworkingPlayer sender, BeardedManStudios.BMSByte packet) [0x00000] in <00000000000000000000000000000000>:0
at BeardedManStudios.Forge.Networking.UDPClient.ReadNetwork () [0x00000] in <00000000000000000000000000000000>:0
at SpawnerPlacementManager+FinishedPlacingSpawnersAction.Invoke () [0x00000] in <00000000000000000000000000000000>:0
at DungeonZoneManager+OnInitialisedAction.Invoke (DungeonZoneManager dungeonZoneManager) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Localization.LocalizedString+ChangeHandler.Invoke (System.String value) [0x00000] in <00000000000000000000000000000000>:0
at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <00000000000000000000000000000000>:0
at System.Threading.QueueUserWorkItemCallback.System.Threading.IThreadPoolWorkItem.ExecuteWorkItem () [0x00000] in <00000000000000000000000000000000>:0
at System.Threading.ThreadPoolWorkQueue.Dispatch () [0x00000] in <00000000000000000000000000000000>:0
LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogError(Object)
BMSLogger:LogException(String)
BeardedManStudios.Forge.Logging.BMSLog:LogException(Exception)
BeardedManStudios.Forge.Networking.UDPClient:ReadNetwork()
FinishedPlacingSpawnersAction:Invoke()
OnInitialisedAction:Invoke(DungeonZoneManager)
UnityEngine.Localization.ChangeHandler:Invoke(String)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
System.Threading.ThreadPoolWorkQueue:Dispatch()
type or paste code here
I’m still having random long/infinite load screens since March 20~ did not have this issue for 6 months prior to launch. Keeping this thread relevant for the few who are plagued by this as EHG ignores this issue in chat or dev stream and continues to link people to the support thread where a potential solution is to call your ISP, turn off your VPN or turn on a VPN. Hope to hear some kind words from EHG on what players with this issue are supposed to do with a game they purchased to play online others, after trying all potential fixes from the user side.
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