Game Crashing

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  • no, Gameforge bought the rights to publish runesofmagic in europe and NA from runewaker. TD22 has the rights to publish it in asia.

    In short, the business model of GF is to sell Dia.

    runewaker has developed runes of magic and provides new content and support as long as GF pays for it.

    In short, the business model of RW is to sell a compiled piece of software and provides support/updates and gets paid for it.

    the source code of the client is owned by RW (it was leaked a few years ago through an ex RW employee together with some rough information about the business model that have indicated that the publishers have no insight into the sourcecode -> kinda obvious when you think about it... if gf had the source code legally, they won't have to give RW money).

  • it has more to do with networking and lag than it does programming .

    thats not memory leak caused by runes of magic .


    they are not responsible for for errors caused by add ons , but this is not a gamigo business model that eats worlds .


    here they at least try to support and even add content to the game .

    if you want help post some system specs , tell us where the fault is .


    got bad add on problems ? tell us witch ones . we will lobby to have them removed .

    yes you can work in the software industry and still not get why it crashes .

    ill give you a hint , it aint rom .

  • thats not memory leak caused by runes of magic .


    they are not responsible for for errors caused by add ons

    Hello,


    Thank you for your comment. I advice you to remove your addons and run the game in high specs. You will notice that the game will crash eventually.


    it has more to do with networking and lag than it does programming .

    If you mean that every player on the game has problems with the network, thus causing the crashing, I don't know what to say, sounds very wrong xD. Otherwise, even if it is a bad implementation of the network protocol, or, as I mentioned in the previous posts, it is a memory leak, it's 100% a code mistake.


    here they at least try to support and even add content to the game .

    if you want help post some system specs , tell us where the fault is .


    Everyone appreciates the support and the new content, but this memory leak has been existing for years now. Posting system specs will not help. I have the specs to run 20 clients at once.

    Also, I cannot point to the fault, as long as I don't have the source code. The code owners are the only ones who can solve it (technically, and legally)


    ill give you a hint , it aint rom .

    With all respect, you cannot blame anyone else, but the client, and I don't feel giving any further explanations why, because it's obvious that everyone is encountering this problem

    Edited once, last by pescaru98 ().

  • I'd think that RW is paying GF for having the game posted on their platform. Isn't that so ?

    No. Gameforge PUBLISHES the game, the same way a book publisher publishes a book. Runewaker wrote and owns the code that the game runs on. Gameforge gets money by the sale on in-game currency(diamonds) and operates the servers the game runs on. They in turn lease the software from Runewaker.

  • no, Gameforge bought the rights to publish runesofmagic in europe and NA from runewaker. TD22 has the rights to publish it in asia.

    In short, the business model of GF is to sell Dia.

    runewaker has developed runes of magic and provides new content and support as long as GF pays for it.

    In short, the business model of RW is to sell a compiled piece of software and provides support/updates and gets paid for it.

    the source code of the client is owned by RW (it was leaked a few years ago through an ex RW employee together with some rough information about the business model that have indicated that the publishers have no insight into the sourcecode -> kinda obvious when you think about it... if gf had the source code legally, they won't have to give RW money).


    I'd think that RW is paying GF for having the game posted on their platform. Isn't that so ?

    No. Gameforge PUBLISHES the game, the same way a book publisher publishes a book. Runewaker wrote and owns the code that the game runs on. Gameforge gets money by the sale on in-game currency(diamonds) and operates the servers the game runs on. They in turn lease the software from Runewaker.

    Thanks for clarifications :)


    This model is pretty unfamiliar to me. At the company I work for, we are being paid by businesses to deliver the full service for an application that they are requiring: planning, specification writing, coding, testing, deploying, maintaining. But, even though we write the code, the payer has full rights over the project (even the code). They can, anytime, dump us and find another 3rd party to maintain/modify that software


    That's why I had the perception that, either GF owns everything about the game (and RW is just a 3rd party that develops it), either RW owns everything (and they paid GF for publishing/marketing the game, for better exposure)

  • This model is pretty unfamiliar to me. At the company I work for, we are being paid by businesses to deliver the full service for an application that they are requiring: planning, specification writing, coding, testing, deploying, maintaining. But, even though we write the code, the payer has full rights over the project (even the code). They can, anytime, dump us and find another 3rd party to maintain/modify that software

    A company from Taiwan (or Korea, Japan, the US, etc.) has created an MMO that it now wants to run all around the world. While it may be able to run servers in their home country/region, often times it does not have the expertise, credentials, or resources to run, advertise, monetise or maintain the game overseas.
    Hence Game Publishers like GameForge come in who will pay you a certain amount of money per year to be granted permission to run your game in Europe. GameForge has server infrastructure in Europe that can run the game servers, staff that speak the language of the community (mostly), it has established marketing channels, a wide array of payment methods and has the experience of running a game in a market with different culture, customs, and laws.


    You will even see that on the Steam shop pages for all kinds of games, e.g.:


    A small game developer studio may be able to create a game but lacks the manpower and know-how of selling and marketing it worldwide. So, they find a publisher who, for a cut of the money earned, will take over all that.



    As such, GameForge really is just an intermediary that takes care of the game servers and communities, while development (sometimes) happens @ RuneWaker in Taiwan.

  • If we get a fix it will happen during weekly maintenance or a festival patch. Crashing has been an issue since beta, so you will turn blue if you are holding your breath.

  • Also- people who run the game in Linux say they don't crash. I suppose if you want to go full-on geek, you can give that a try. Personally, I'm too lazy.

    I read a debate about running the game in Linux, and as I remember, the game would also crash in Linux (but I'm not sure if I remember well).

    But, even if RoM wouldn't crash in Linux, no one can't ask people to move on Linux based OS's, especially considering Windows has a market share of 72%. The game should work fine on Windows


    I'm still looking forward for further updates and informations, if the technical team investigated anything regarding the game crash problem

  • Runewaker has had 15 years to resolve it. They know what causes it. It's been discussed on the forum over and over. A crash "reduction" about 18 months or so ago helped a little, but not much. It is a fact of the game. Live with it or play something more stable. A re-compile to 64-bit might help, but they aren't going to do that because some folks are still playing on old versions of Windows.

  • This may be a little offtopic but since when are political usernames and profile pictures of dangerous organisations allowed?


    As for RoM crashes: They occur due to memory issues that occur due to the extremely outdated 32bit architecture. They will never be fixed as that would require a complete rewrite of the entire client.


    RoM has not seen any actual new content since 2014, the so-called chapter 7 patch itself is just a collection of reused assets without adding anything new.

  • you can call yourself adolf hitler if you want , ill allow it . you can use a picture of isis for all we care but there had better not be a skew number in it .


    there is nothing wrong with 32 bit . it built the intranet . it ran just fine and still does .

    your machine may need to be downgraded ... lol .


    the subject is game crashing , mine does not . disconnects and crashes are not the same thing .


    access violation the memory instructions cannot be read ? = disco .


    a crash writes a log . post em if ya got em .


    the latest update is still new content no matter what files they used to create it .

  • As for RoM crashes: They occur due to memory issues that occur due to the extremely outdated 32bit architecture. They will never be fixed as that would require a complete rewrite of the entire client.

    Hello,


    Thank you for your reply! I keep hearing about updating the game build to 64bit architecture, instead of 32bit architecture, is a meaning of completely rewriting the client and is a very complex procedure.


    As of my research and knowledge, this is not a generally valid statement. The action of switching a software project from a 32bit to a 64bit (and vice-versa) architecture is a matter of few minutes/hours. You just have to specify the compiler/interpreter in which architecture you want to build the project. BUT, even if the compilter/interpreter managed to create a build, that doesn't mean the game will work fine.


    This architecture switch can cause alot of problems. You have to check what 3rd party libraries you used, what variables you used (certain variables allocate more memory at 64bit). In short, you have to test alot, after such modification, as switching to a 64bit, but I think you don't have to rewrite the client