Map loading problem

Still having problems with map changing kicking to main menu. Seems like the load time is a great deal too long. I have heard the devs have fixed this problem however I am still having this issue.

Does anyone have a fix for this problem?


  • Keebler750Keebler750 Posts: 3,621Beta Tester
    edited November 2017
    I've been wondering if the pre-Jan27 maps cause that issue even if you're not switching to them, but they are SOMEWHERE on the server! I'm still seeing this issue too.

    (Or if it's some other issue we never really identified...)

    This has been a test of the emergency flame-fest system. Please do not adjust your set.
  • Two maps of mine are doing this. Maps I created prior to the last update.
  • (Beer_me)lobo(Beer_me)lobo Posts: 649Player
    we find it on beer me servers with umms ,will happen with 1 map 1 day, then next its fine, and an other map will kick to desktop
  • Keebler750Keebler750 Posts: 3,621Beta Tester
    I would venture to say this isn't as 'fixed' as we thought... :(

    This has been a test of the emergency flame-fest system. Please do not adjust your set.
  • I have found the problem, any map that has custom materials must have the shader cache file from personal cach uploaded to the main server. This fixes the pre-loading of maps server side and kicking to main menu.

    Copy C:\Users\username\Documents\My Games\America's Army Proving Grounds\AAGame\Published\CookedPC\LocalShaderCache-PC-D3D-SM3.upk
    \Steam\steamapps\common\America's Army\AAPG\AAGame\CookedPC\

    Any maps that have updates with new "Materials" will need shader cache file re-uploaded.

    "101st Comanchero brigade!"

  • EJtheKEJtheK Posts: 105Player
    Well that's not practical at all. How can we distribute custom maps with custom materials then? It worked in the past, what has changed?
  • Keebler750Keebler750 Posts: 3,621Beta Tester
    I'm trying to figure out how I can write this into a bug report. I can't remember how this used to work properly (because I know it did!) :(

    This has been a test of the emergency flame-fest system. Please do not adjust your set.
  • The aapg server is originally suppose to save the loaded shaders on the server side after the server is stopped. This works all well and fine with servers ran from a bat file then run command quit the server will save the compiled shaders for the maps loaded on server. The main problem is the way server hosting companies start and stop servers they still use a bat configured file however it seems like they just end the process on restart/stop commands in tcadmin.

    Bat file quit command works while saving shaders
  • OutBack-JackOutBack-Jack Posts: 6Player
    What is the Command script to save the files through the bat?

  • -SD-DELTON-ACI--SD-DELTON-ACI- Posts: 1,517Player
    I have same problem one map always seems to kick to main menu however not all get kicked some don't have a problem so it seem hit and miss.
  • =[101st]=Muzza455=[101st]=Muzza455 Posts: 1,101Player
    we are also up against the round start / wait time/map load time .
    if a player has to build shaders for 1 particular map and there pc is slower than others he may get a kick to main .
    but saying that i can never get in server if 1 particular map is running . my pc is pretty quick .
    so pinning this down is like looking for a needle in a haystack that can move around on its own .
    although optimising maps can have a better result and cut the shader build time down below the map load/join time.
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