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maps crashing on the evils sniper server
Posted: Wed Nov 14, 2018 4:07 am
by CHEVELLE_{HoF}
just to let the admins know some maps are crashing .
Re: maps crashing on the evils sniper server
Posted: Wed Nov 14, 2018 7:55 pm
by SC]-[WARTZ_{HoF}
Make note of which map and what time of the crash? Also keep in mind the server does reset every 24hrs.
Re: maps crashing on the evils sniper server
Posted: Sat Nov 17, 2018 2:31 am
by D13GO_{HoF}
Also if is possible take a screenshot of the map if crash during downloading and when the error message appears, that will help a lot too
Re: maps crashing on the evils sniper server
Posted: Sat Nov 17, 2018 7:15 am
by medor
Why not use the mapvote option for listed or remove crash maps
Re: maps crashing on the evils sniper server
Posted: Sun Nov 18, 2018 2:10 pm
by Nelsona
Another question is why not reading log files trying to figure which map is bad or doesn't have all required files to run.
medor wrote: ↑Sat Nov 17, 2018 7:15 am
Why not use the mapvote option for listed or remove crash maps
Those have to be deleted not listed.
Re: maps crashing on the evils sniper server
Posted: Fri Feb 01, 2019 3:20 am
by CHEVELLE_{HoF}
Gov housing was also making players crash from the map
Re: maps crashing on the evils sniper server
Posted: Fri Feb 01, 2019 6:50 pm
by Nelsona
For the moment I do not have access to log file because it's used by server and locked. After restart/crash I will get it.
Let me see... if player spawns into void because mapper "need" a playerstart over there, of course player is eliminated and even might crash as long as has no place to join. Poorly done maps... you can take in account that <godless> is not whining maps because water is a liquid, but because some of those maps as designed as they are and just cheap junks -> HOM effects, distances too high for UE rendering system, PlayerStarts unusable, etc.
For PlayerStart badly messed up perhaps NavAdder can do something if map name is not crapped into a malformed name - for no reason of course, else it should be edited properly. Aside anyone can uncache map somewhere and contact author for describing problem. If author will forget to answer, we can go for fix it or tweaking if possible...
But I can quote an old log. Watch this mess:
- ...
ScriptLog: DM-(]TKK[UnionJack)_SmallEdit.PlayerStart13 Player start not useable!!!
...
ScriptLog: DM-(]TKK[UnionJack)_SmallEdit.PlayerStart13 Player start not useable!!!
ScriptLog: Restartplayer failed
ScriptLog: DM-(]TKK[UnionJack)_SmallEdit.PlayerStart13 Player start not useable!!!
ScriptLog: Restartplayer failed
...
ScriptLog: DM-!!{dFb}-Scarface.PlayerStart29 Player start not useable!!!
...
ScriptLog: DM-!!{dFb}-Scarface.PlayerStart29 Player start not useable!!!
ScriptLog: Restartplayer failed
...
ScriptLog: DM-{FTB}BallsToTheWall.PlayerStart20 Player start not useable!!!
ScriptLog: DM-{FTB}BallsToTheWall.PlayerStart20 Player start not useable!!!
ScriptLog: DM-{FTB}BallsToTheWall.PlayerStart20 Player start not useable!!!
...
ScriptLog: DM-{FTB}BallsToTheWall.PlayerStart20 Player start not useable!!!
DevNet: Connection timed out after 120.000000 seconds (120.041527
NetComeGo: Close TcpipConnection377 01/27/19 15:03:41 //Gone, crashed ?
...
ScriptLog: DM-{FTB}BallsToTheWall.PlayerStart20 Player start not useable!!!
ScriptLog: Restartplayer failed
ScriptLog: DM-{FTB}BallsToTheWall.PlayerStart20 Player start not useable!!!
ScriptLog: Restartplayer failed
DevNet: Connection timed out after 120.000000 seconds (120.009895) //Crashed ?
ScriptLog: DM-(_@_)_BasicsWindmillparkV4.PlayerStart18 Player start not useable!!!
ScriptLog: DM-(_@_)_BasicsWindmillparkV4.PlayerStart18 Player start not useable!!!
ScriptLog: Restartplayer failed
//Chained errors... Null Player not spawned ?
ScriptLog: DM-{FTB}BallsToTheWall.PlayerStart20 Player start not useable!!!
ScriptLog: Restartplayer failed
NetComeGo: Close TcpipConnection2708 01/25/19 22:00:59
NSC: [NSC-SYS] CaT has left the server.
ScriptWarning: ALcarcass DM-{FTB}BallsToTheWall.ALcarcass0 (Function VAbeta2.ALcarcass.Gibbing.Tick:0010) Accessed None
ScriptWarning: ALcarcass DM-{FTB}BallsToTheWall.ALcarcass0 (Function VAbeta2.ALcarcass.Gibbing.Tick:0018) Accessed None
Log: CheckConnectionAttempt: Error while checking socket status.
Log: CheckConnectionAttempt: Error while checking socket status.
ScriptLog: DM-{FTB}BallsToTheWall.PlayerStart20 Player start not useable!!!
I suppose these are maps...
Perhaps I have to try writing some tool attempting to move such an actor over a PathNode or another start if spot is permitting, else... K.O.
Fascinating is that server is not crashing so often as it does damage to game and players because of these amazing things. But, if it's fun, then we have to allow player to vote if these are great for them... Someday maybe they will get tired of being crashed and will stop voting dumb maps.
Re: maps crashing on the evils sniper server
Posted: Fri Feb 08, 2019 4:14 pm
by Nelsona
To bump here.
In order to have a mitigation, I think I have to forget idea to patch these maps separately, maybe writing an unique XC_ServerActor and simply DELETING any PlayerStart from void because XC_Engine can solve some problems without breaking navigation. "FindPlayerStart" used by XC_Engine is expanding Spawning locations (good only for maps with valid placement of PlayerStart actors) but it doesn't take in account The Void in any way so I have to do this private fix. A similar case is for the PlayerStart placed inside map's playground but located in a very small spot where nothing spawns.
Primary checks with default player for such powered XC tweaks looks operational - of course original garbage collector is unchanged...
But server might use:
Code: Select all
SpawnFixer: XC_SpawnFixer0 in state SpawnTesting is testing PlayerStart actors.
SpawnFixer: PlayerStart20 seems useless being into void, taking action...
XC_Engine: Set XC_ServerActor DM-{FTB}BallsToTheWall.XC_ServerActor0 as AdminLoginHook
like here:
Code: Select all
SpawnFixer: XC_SpawnFixer0 in state SpawnTesting is testing PlayerStart actors.
SpawnFixer: Probing spawn on PlayerStart29 failed, taking action...
XC_Engine: Set XC_ServerActor DM-!!{dFb}-Scarface.XC_ServerActor0 as AdminLoginHook
If players or admins will want to check if is helpful, such ServerActor can be loaded as a small tweaking charge for such maps without editing them...
Re: maps crashing on the evils sniper server
Posted: Sat Feb 09, 2019 12:08 am
by Nelsona
Moving ahead. A few time ago I figured a server-crash and because we do have now logs properly saved I dropped an eye over there.
It was a funky problem toward making paths or more exactly how to be a complete idiot when you have no clue about combos creating a bunch of links. Here was a problem with a missing point or a borked network due to a BAD setup. Perhaps I have to write a basic tutorial about Bot Pathing.
Code: Select all
Critical: UObject::ProcessEvent
Critical: (TranslocDest DM-[SPG]UTSniperSchool-Remix.TranslocDest0, Function Botpack.TranslocDest.PostBeginPlay)
Critical: BeginPlay
Critical: UXC_GameEngine::LoadMap
Critical: LocalMapURL
Critical: UGameEngine::Browse
Critical: ServerTravel
Critical: UGameEngine::Tick
Critical: UXC_GameEngine::Tick
Critical: UpdateWorld
Critical: UXC_ServerCommandlet::Main
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 02/08/19 17:18:33
Server has crashed immediately after loading map and I did not see "lzma" alias for XC player showing that map was never played crashing server all time without even to compress file for download. I opened map in Editor... and I feel lucky, my bathroom is closer whenever I need to throw up or such, because that's what I felt after a quick check.
- UTSniperSchool.PNG (677.98 KiB) Viewed 9583 times
This is moron type mapping, simple as that.
Re: maps crashing on the evils sniper server
Posted: Mon Feb 11, 2019 10:19 pm
by Nelsona
Another one who need some kicks in butt.
Code: Select all
Critical: UObject::ProcessEvent
Critical: (TranslocDest DM-UK-DarthThane-DMF-.TranslocDest2, Function Botpack.TranslocDest.PostBeginPlay)
Critical: BeginPlay
Critical: UXC_GameEngine::LoadMap
Critical: LocalMapURL
Critical: UGameEngine::Browse
Critical: ServerTravel
Critical: UGameEngine::Tick
Critical: UXC_GameEngine::Tick
Critical: UpdateWorld
Critical: UXC_ServerCommandlet::Main
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 02/07/19 20:04:56
You guys should get out in a trip instead of making maps... I'll bet on 10$ that it doesn't have any COMBO directives being linked in multiple points - and I don't know if Translocator replacement takes in account "Bot.MyTranslocator" thing anyway...