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Post by hass on Jan 4, 2014 13:54:44 GMT 1
map kam1 , the end of the cage server lagged 5seconds then crashed
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Post by GoChucky on Jan 4, 2014 13:59:04 GMT 1
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Post by GoChucky on Jan 4, 2014 14:39:13 GMT 1
again, just in the middle of the round. kam4
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Post by Shoke on Jan 4, 2014 17:10:01 GMT 1
Boobman, i guess if i take a look at the screenshots there are more crashes that appear, (probably not only cagefights causing a crash), i've an idea about how to fix this faster, perhaps you should add debugging info to everything what you changed since the last release that was stable. And i'd suggest you to change the debugging code a bit, I guess you've two ways of debugging correct me if i'm wrong, one is that when it comes to crash it dumps the "crash" into the database, and other is using com_printfs ? if you don't use second one i'd suggest you by doing it like this: Instead of Com_Printf you could use sendtoconsole message i think it would be easier to spot a failure since users can take a screenshot with the message being printed in console.
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Post by thamee on Jan 4, 2014 18:58:23 GMT 1
6:57 PM server crashed during cage on edited inf
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Post by BoeMan on Jan 5, 2014 2:51:20 GMT 1
The crashes seem consistent with what we've been trying to log for the past weeks, it always seems to happen with the tossing of weapons (which happens frequently in cage fight).
Unfortunately the crash doesn't seem to get logged, so it's a "hard all data is gone" crash. I'll continue to tweak around a bit with trial and error, this seems to be the only way because it does not crash when I have a debugger attached (frustrating!), even though the code is identical. Player amount does not seem to affect the issue, so it's all about the details (a combination of events and/or client data seems to trigger the exception). I'm just glad we have some solid leads I can start working from (cage fight seems to be a big issue).
What's even more unfortunate (for us) is that we can rule out i3D.net being the issue, since 0.70 final does not crash (if I am not mistaken). What does bother me is that the server seemed to run fine for a day or two and now it's crashing full stop again, what's up with that?
Shoke, we've tried verifying all pieces being added between 0.70 and 0.71t - beta1 piece by piece, this resulted in nothing since the code started crashing on something completely unrelated to Hide&Seek. So this turned out zero as well. The server's stack seems to becomes corrupted on one point since the crash logs are always different and never consistent.
But we're not giving up, I'll continue to try and eventually I will fix the unresolvable. Tomorrow a new build will be available, just for you guys. For now, good night!
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Post by pablo on Jan 5, 2014 4:49:18 GMT 1
anyway ty
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Post by Comestai? on Jan 5, 2014 14:47:30 GMT 1
Ehh, people /rq cause server crashed today few times :/
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hansvanwillekom
3D# Co-Leader
All download map bigfreakinhouse!!
Posts: 438
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Post by hansvanwillekom on Jan 6, 2014 20:03:02 GMT 1
Dear boeman, I hope you read this, this will be an improvement of current mod. 2k3 had the following code implemented in the mod: { "classname" "seekers" "1" "1" "2" "10" "3" "20" } With this command the following happened: There is 1 seeker when there is 1 hider. There are 2 seekers when there are 10 hiders. There are 3 seekers when there are 20 hiders.
This is a very useful command when you have a small map. With this mod you get 4seekers with 20hiders always. And when you got this command, you can tell how many seekers there will be in a map.
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Post by GoChucky on Jan 6, 2014 20:51:47 GMT 1
I'm sure this has been suggested before, but I'm not sure if it has been added by boe.
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Post by BoeMan on Jan 7, 2014 8:28:46 GMT 1
Yeah, it has been suggested before, but I've never included this yet. I'll add this on the To-Do for 0.73.
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Post by Cortez on Jan 7, 2014 14:01:58 GMT 1
Is it possible that a map which got a lot of edits causes the crash? That the 1fxmod can't handle a lot of edits?
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Post by BoeMan on Jan 7, 2014 19:02:18 GMT 1
It could be that a specific entity causes this that other servers never use. If the server always crashes on the same set of maps this could be the case.
But since 0.70 runs fine and there haven't been any significant changes regarding entities, I don't think so. If you want you can check out the 0.71t - beta1 download, there's a change log attached. If you notice anything that's in use on your server, it could push me into the right direction.
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Post by Joooe.nooB on Jan 7, 2014 20:15:18 GMT 1
Too many things to read I'm just using my pockerface -_-
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Post by hass on Jan 11, 2014 16:43:27 GMT 1
BoeMan here is the ss of the box glitch bug
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Post by BoeMan on Jan 14, 2014 10:24:15 GMT 1
Thanks, I'll check that out.
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Post by BoeMan on Jan 15, 2014 14:24:36 GMT 1
A new build is on your server again, can you notify it here if it crashed? It should be *more* stable now, but there might be more then one crash.
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