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Disable "dm" on rotu

Disable "dm" on rotu untill we fix crash server

  • Yes,please

    Votes: 4 80.0%
  • No

    Votes: 1 20.0%
  • dunno,dont play rotu

    Votes: 0 0.0%

  • Total voters
    5

Vlado

Give respect,get respect
Banrighted
#1
Its annoying after 1 hours playing when server got crash on final wave
Can we disable last weapon"dm" untill we fix it?
Its hard to make?
 

UDieToday

Community Leader
Staff member
Administrator
#2
I checked the server logs:

Error: script runtime error: potential infinite loop in script - killing thread.[0m] (file 'scripts/include/waypoints.gsc', line 177)
for( i=0; i<level.waypoints[n.wpIdx].childCount; i++ )

COD works in an unusual way that everything needs to be completed in a certain amount of time, if it takes more than that this error is generated. I had added a small wait in the code to try and overcome this but seems this was not enough...

I had added this... if anybody has any ideas on what else to try let me know... otherwise think may have to reduce number of ingame DM's :(
// attempt to slow things down a bit
if(n.wpIdx == 158 && i == 4)
wait .05;

code is pasted below... seems like the A* search is pokey.... may be able to overcome this by reducing the n.wpldx and maybe just make it so fires 1x
 

Attachments

ElementX

Braindead
Administrator
Game Admin
#3
i played few maps on fnrp server and they have the same problem, when you run a lot of dms you do get a massive lag, but unlike our server, their server just won't crash. now this happens on few maps, and on some it doesn't, kinda like on our server, where some maps seem more stable than others.
 
#4
Yeah removing it temporarily is probably the best option.
I would suggest you try reducing amout of ammo on DM or slowing it's fire rate, maybe even damage. Trying testing that and see if it works.
 

UDieToday

Community Leader
Staff member
Administrator
#5
Its annoying after 1 hours playing when server got crash on final wave
Can we disable last weapon"dm" untill we fix it?
Its hard to make?
The latest source code for the mod is on github, I checked the waypoints code against ours and there is no substantial difference between the two... So I posted an "issue" https://github.com/doctorluk/rotu-revolution/issues/9 which perhaps we can get some developer help with.

I agree with the frustrating, I had hoped that we could have fixed this but have not had much luck with that...

So, we have a couple of options we can try: ( Weigh in and let me know what you think )
1. Add some more wait statements and try and see if we can stabilize as is ( I suspect this is what the other guys did, would look like a zombie lag )
2. Remove the DM from the upgrade until we can get some guidance on a true repair, perhaps add the 2nd ray gun in 2x ?

Let me know what you think and I will make the changes 10/5 ( Saturday )...

thanks

Vince
 
#6
Hey
Maybe it will interest you, now have a new player on the rotu name killer_4 ( old specialist rotu ;p.) He can solve this problem, because he has already fixed such a problem on several rotu servers.
 

UDieToday

Community Leader
Staff member
Administrator
#7
Hey
Maybe it will interest you, now have a new player on the rotu name killer_4 ( old specialist rotu ;p.) He can solve this problem, because he has already fixed such a problem on several rotu servers.
It just might help. I received a message last night from LUK !! One of the developers of ROTU, not sure if killer_4 = LUK, but I am working with LUK to get us stable :)

I will provide updates as we get information...

Vince
 

Puma

Member
Member
#8
I've also played a bit on the fnrp servers with Element and their version of the raygun is ten time better than the one on our mod. Kills hell zombies in 1/2 hits and is a LOT more accurate with hip fire. Would it be possible to change this around? Also, as a substitute for DM could we make the wunderwaff have double the ammo with an increased rate of fire so it would make a good alternative to DM on final wave?

On their swimming pool map there's a couple of special 'ghost' weapons that are insane. Ghost Ripper and Ghost Honeybadger Shotgun are really really powerful and might make a good substitute for the gun in between Flamethrower and Wunderwuff if DM is disabled.

A lot of the time i'll try warn people before wave 14 starts that multiple DM's will crash it but i guess not everyone speaks English so this doesn't always work.
 

deNSki

New member
#9
Well, first of all I must say hello!

Server crashes because it CPU can't handle too much calculations for waypoints. RotU mod need minimum 4gb of ram and at least 4 core cpu. Optimal is 8gb ram & 4 cores dedicated to mod.

One of the solution is to lower number of zombies per player in rotu.cfg (set surv_zombies_perplayer 5 or 8). It's true that some maps cause server crash, but that is only case with "resource heavy" custom maps.

You can manage output number of zombies in script:

_gamemodes.gsc (line 267 - my scripts differ from official mod)

level.dif_zomMax = level.dif_zomPP * level.activePlayers;

where you can replace level.dif_zomPP * level.activePlayers; with number of constant "living" zombies. Don't go over 30 zombies or it will be an massacre. :eek:

Deathmachine did not cause server crash. Main reason for crashing is number of zombies and server performance... ;)
 

UDieToday

Community Leader
Staff member
Administrator
#10
Well, first of all I must say hello!

Server crashes because it CPU can't handle too much calculations for waypoints. RotU mod need minimum 4gb of ram and at least 4 core cpu. Optimal is 8gb ram & 4 cores dedicated to mod.

One of the solution is to lower number of zombies per player in rotu.cfg (set surv_zombies_perplayer 5 or 8). It's true that some maps cause server crash, but that is only case with "resource heavy" custom maps.

You can manage output number of zombies in script:

_gamemodes.gsc (line 267 - my scripts differ from official mod)

level.dif_zomMax = level.dif_zomPP * level.activePlayers;

where you can replace level.dif_zomPP * level.activePlayers; with number of constant "living" zombies. Don't go over 30 zombies or it will be an massacre. :eek:

Deathmachine did not cause server crash. Main reason for crashing is number of zombies and server performance... ;)
Thanks for the help... based on your suggestions I have made the following changes:
rotu.cfg
// Zombies per actively participating player
// set surv_zombies_perplayer 9
set surv_zombies_perplayer 6

Here is the default code from the _gamemodes.gsc, we are on setting 4 I believe for difficulty which has this setting...

What are you thinking this should be ? I also think we are running dynamic difficulty ( gets harder if players are doing great )


level.dif_zomPP = 10; // not sure what you suggest this value to be ??? Is this the 5 - 8 you are thinking from above ???
level.dif_zomHPMod = 1.5;
level.maxBossPhases = 6;



loadDifficulty(difficulty)
{
switch (difficulty)
{
case 1:
level.dif_zomPP = 2;
level.dif_zomHPMod = .5;
level.maxBossPhases = 3;
break;
case 2:
level.dif_zomPP = 5;
level.dif_zomHPMod = .75;
level.maxBossPhases = 4;
break;
case 3:
level.dif_zomPP = 8;
level.dif_zomHPMod = 1;
level.maxBossPhases = 4;

break;
case 4:
level.dif_zomPP = 10;
level.dif_zomHPMod = 1.5;
level.maxBossPhases = 6;

break;
default:
thread custom_scripts\_difficulty::difficulty(difficulty);
break;
}

if( level.dvar["zom_dynamicdifficulty"] )
level thread monitorDifficulty();
}
 

Puma

Member
Member
#11
Well, first of all I must say hello!

Server crashes because it CPU can't handle too much calculations for waypoints. RotU mod need minimum 4gb of ram and at least 4 core cpu. Optimal is 8gb ram & 4 cores dedicated to mod.

One of the solution is to lower number of zombies per player in rotu.cfg (set surv_zombies_perplayer 5 or 8). It's true that some maps cause server crash, but that is only case with "resource heavy" custom maps.

You can manage output number of zombies in script:

_gamemodes.gsc (line 267 - my scripts differ from official mod)

level.dif_zomMax = level.dif_zomPP * level.activePlayers;

where you can replace level.dif_zomPP * level.activePlayers; with number of constant "living" zombies. Don't go over 30 zombies or it will be an massacre. :eek:

Deathmachine did not cause server crash. Main reason for crashing is number of zombies and server performance... ;)

who is this mysterious rotu god that has just solved all our problems!

I've been meaning to ask you udie if numbers of zombies per wave can be restricted to a lower amount? Like 800 hell zombies or dogs take such a long time to kill that with 7/8 players a map can last 90+ minutes. Can we discuss having wave 1-13 max like 500? After you kill 400 hell zombies and notice you are only half way through the wave it can feel more like work and less like fun.
 

deNSki

New member
#12
Zombies per player 5 - 6 it more than enough.
Zombie per wave can be lower - 800+ zombies is, well :sick: no one want to play one map 60 or more minutes.
You can have 11 (or 11 boss & 12 finale) waves with two times increase in cost & difficylity.

In file _gamemodes.gsc lines 261 - 349 is what I talking about. ( level.dif_zomMax = level.dif_zomPP * level.activePlayers; ) is: Max zombies alive at time = zombies PerPlayer * active Players... So you can limit ( or not ) maximum zombies alive there. 20 is hard 30 or more is :devilish: and server or all players will die in pain...

That script is from my modification of RotU and it's not ( fully ) compatible with RotU 0.7

See attachment...
 

Attachments

Vlado

Give respect,get respect
Banrighted
#13
Looks like we will solved this,nice ^^

Why nobody before ask that question,we will fix earlly :)
 

deNSki

New member
#14
Small suggestion...

rotu-r-alpha folder is overlapping with official rotu-r-alpha, thus many players who playing on official or simillar server are forced to download mod every time they join JFF rotu server and vice versa. Why you guys don't rename rotu-r-alpha mod folder to something like jff-rotu-r or similar ? No one want do download mod every time he connect to either server, especialy for players who's on metered connection.

Other thing. Map fnrp_quake3_arena on JFF has a script bug which can leed to server crash (script loop):

bg_fallDamageMaxHeight must be greater than bg_fallDamageMinHeight

Solution is to replace that map with map from FNRP, or HexEdit script file in mod.ff :unsure: