gaoesa
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Everything posted by gaoesa
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One thing that came to my mind is that if your server com_hunkMegs is not high enough. I remember I once had similar problems on a test server with bigger maps. The issue was that the installation had loads of unofficial files (maps etc.) and the standard com_hunkMegs seemed to run out.
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You should have the line "-8<------- Crash Information ------->8-" in the log. Server.log also, but in the console log as well. If there indeed is a crash with silEnT or Omni-bot, the crash information is always printed into the log. If the crash happens with the ET engine, i.e. etded.x86/etded.exe, the crash information is not printed. However, in such a case the shutdown game is also likely not done. Please try to find the crash report from the logs. Couple admins have reported similar issue now without actual crash. On the otherhand, lots of servers run it without crashing at all. Even these unexpected shutdowns. To find anything common with these cases, could you post the information of the gametype you are using, the ET server engine you are using, do you use game server hosting or your own server and any possible external management tools you might be using.
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That scenario can be handled by maxbots command and also editing the omni bot scripts so that after a certain threshold, the rest of the bots get removed. I mean specifically allowing more bots to play when the server is emptier but reducing the maxbots value based on the amount of players on the server.
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You're right. It should be prevented. Although, I started thinking of any real uses for bots in spec. It would be fun to have a talking "admin" bot in spec, responding to what ever is written into the chats
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I found this http://forums.steampowered.com/forums/showthread.php?t=2352576 It's for different game so you can't directly copy it and especially the cvars are different. You might see something you hadn't yet checked with the network settings.
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http://mygamingtalk.com/wiki/index.php/Silent_Mod_Server_Cvar#Map_Voting
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Indeed, it seems that noone in this community knows exactly how to set up home hosted public server with Windows 7. Maybe there are some tutorials somewhere that could give you pointers.
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http://www.geoiptool.com/ It will show your IP first.
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This is a home computer you are trying to make accessible by internet? Check the firewall rules. The issue is most probably network related. If you are behind NAT you may need to set up port forwarding. Also, in that case the IP address on your local computer migt not be the one that is visible from the internet.
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What kind of server setup do you have?
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Yes. That log is very different from the previous one and doesn't show anything that would be wrong.
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You will need to read that forum thread to understand the different fixes. Maybe skipping some posts. If it is a binary edit, you just overwrite the etded.x86/etded.exe. You add the net_ commands as command line parameters. That is if you are running a dedicated server. You have somethig like this etded +set dedicated 2 +set fs_game silent +exec silent.cfg Add the net_ parameters there, before the silent.cfg though.
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It looks like that for some reason there are no slots for even Omni-bots. The server is playable, but this happens frequently? Is there any specific map when this happens? Is there any information in the log what module could not be loaded? Also, are there any other error messages in the log?
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Please post the crash log.
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Try adding +set net_ip <the server ip> +set net_port <the server port you allow> to the command line parameters. Also make sure that the firewall allows UDP both ways in the port you select. If you register your server after start at the master server list (sv_master cvars), pease make sure you have the getstatus DDoS attack defended. You can do that with several external tools and some community made server binaries can have inbuilt protections. More info about that you can find here http://forums.warchestgames.com/showthread.php/22936-POTENTIONAL-FIX-etded-x86-getstatus-exploit?highlight=getstatus+exploit About the pinging, I ment pinging in general.
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The admin level structure: http://mygamingtalk....ot#shrubbot.cfg Adding a map tto the objective cycle. Objective cycle looks usually something like this: set d1 "set g_gametype 2 ; map oasis ; set nextmap vstr d2" set d2 "set g_gametype 2 ; map battery ; set nextmap vstr d3" set d3 "set g_gametype 2 ; map goldrush ; set nextmap vstr d4" set d4 "set g_gametype 2 ; map radar ; set nextmap vstr d5" set d5 "set g_gametype 2 ; map railgun ; set nextmap vstr d6" set d6 "set g_gametype 2 ; map fueldump ; set nextmap vstr d1" vstr d1 To add for example adlernest, add line set d7 "set g_gametype 2 ; map adlernest; set nextmap vstr d1" Also, on the line set d6 "set g_gametype 2 ; map fueldump ; set nextmap vstr d1" Change it to this set d6 "set g_gametype 2 ; map fueldump ; set nextmap vstr d7" The change is the last vstr d1 to vstr d7. Which means that instead of nextmap being set to the first line, it is set to the value of d7. The d6 and d7 are both custom cvars. vstr is a command that executes the value in the cvar parameter. So, set nextmap, sets the value of the inbuilt nextmap cvar to "vstr d7". "vstr d7" will expand to set g_gametype 2 ; map adlernest; set nextmap vstr d1 which sets the gametype to 2, executes the map command with the map adlernest and finally sets the value of the nextmap to do vstr of the next cvar to be executed after map ends. The final result would be set d1 "set g_gametype 2 ; map oasis ; set nextmap vstr d2" set d2 "set g_gametype 2 ; map battery ; set nextmap vstr d3" set d3 "set g_gametype 2 ; map goldrush ; set nextmap vstr d4" set d4 "set g_gametype 2 ; map radar ; set nextmap vstr d5" set d5 "set g_gametype 2 ; map railgun ; set nextmap vstr d6" set d6 "set g_gametype 2 ; map fueldump ; set nextmap vstr d7" set d7 "set g_gametype 2 ; map adlernest ; set nextmap vstr d1" vstr d1 About not being able to connect, have you tried to ping your server? I suspect you are hosting the server yourself so be sure to check firewalls and all such things as well. One thing that makes me curious is, how can you put the commands in the console if you can't connect to the server. Did you mean the server console?
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The warning might be more usefull if given 30 seconds before action though. In case the inactivity time is long and the player is not by the computer to see it when the warning is given.
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The logic is that it's not really usefull to warn the player at the moment player gets kicked/moved to spectator. That is why it is warned half way. But if I understood it correctly the problem is that it was warning instantly and not when the time had actually passed at half way?
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The country does not influnce it at all. Maybe they have a country forum with some unknown version they are installing more often then some more known versions.
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Yes. The backtrace is from the Omni-bot library. Also it is something I haven't seen before. You might want to submit the crash report to the Omni-bot forum http://www.omni-bot.com/forum/forum.php as well so they could try to figure out what might be the cause. Especially if you are using the 0.82 release candidate version it may be very important for them.
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Just for curiosity, what kind of limits did you set for it?
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Do you have VPS or dedicated. One of the problems with VPS can be that the network buffering might not be sufficient with really high packet amounts.
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* First, be sure that the getstatus exploit is properly removed from the threats. * Take a look at the cpu and memory consumption with top command. If the problem is recent, i.e. there wasn't problems before with same player amounts and same settings, the issue may be external. E.g. the getstatus exploiting, the ET300 which I suspect you are using. 3 MB user.db is not a really big yet and should not cause problems. It is too early to make promises but the networking has been investigated again and it is possible that improvements will be made to the next version.
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Really interesting project. I would like to help you with that. Unfortunately we don't give access to the source to anyone except team members. If it is possible to run AROS in a virtul box maybe I could build the binaries for you. There are some dependencies to the system that would need to be stripped before building the client binaries. For example the binary check in the client. On the serverside, I think only the Lua library might cause problems. That could be left out of it aswell. Is your plan to get AROS users play on the same servers as the current players are, or do you have your own servers + list? If you intend to play on the usual linux/windows servers, the servers woud need to have the sv_pure not set. To avoid downloading the client pk3 from the server.
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It was removed also so that players can disable/configure the messages if they want to. Which is something the Lua can not do so there is a reason to look into it. However, it is not a high priority at the moment.