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| CoD Multiplayer Everything about multiplayer in IL-2 CoD |
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#1
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Thank you, we have found 3 errors in server code, and fixing it. Next patch will be arrived soon.
Details about founded bugs: 1. Something strange with houses, they are borned outside gameplay region. Bug replicated near border of map. Fixed. 2. When more players log in to server, there was incorrectly processing of steam autherification. Fixed. 3. Strange custom skins on planes crash AI code. Fixed. Also fixed some minor bugs and leaks. |
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#2
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11 hours and still up and running a few errors in logs still and quite a big log so zipped and attached FYI.
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#3
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Up for nearly 11 hours and I logged on to find it dark, so stopped battle with intention of doing a battle start command, lots of errors then and I had to reload the mission, then it dropped off the net within a minute and I reloaded again.
Again big log so text file attached |
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#4
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Quote:
I'll post more logs but I'll take care to post errors that have not been posted before. |
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#5
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....and thanks from me too, its reassuring to see the team tackling some of teh issues, I think once we can get stable dedicated servers up the rest should fall into place
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#6
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@ MuxaHuk
Will the patch comes over steam ? When will the patch comes out? Where can I get a manual for the dedicated server? Greez Fox Serveradmin KV13 und KV14 Last edited by JG11Fox; 04-20-2011 at 10:18 AM. |
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#7
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A new one
Code:
[17:54:02] ================================================= [17:54:02] System.NullReferenceException: La référence d'objet n'est pas définie à une instance d'un objet. [17:54:02] [17:54:02] Server stack trace: [17:54:02] à Mission.<>c__DisplayClass1.<OnPlaceLeave>b__0() [17:54:02] à maddox.game.ABattle.TimeoutProcess() [17:54:02] à maddox.game.ABattle.OnTickGame() [17:54:02] à maddox.game.world.Strategy.OnTickGame() [17:54:02] à System.Runtime.Remoting.Messaging.StackBuilderSink._PrivateProcessMessage(IntPtr md, Object[] args, Object server, Int32 methodPtr, Boolean fExecuteInContext, Object[]& outArgs) [17:54:02] à System.Runtime.Remoting.Messaging.StackBuilderSink.SyncProcessMessage(IMessage msg, Int32 methodPtr, Boolean fExecuteInContext) [17:54:02] [17:54:02] Exception rethrown at [0]: [17:54:02] à System.Runtime.Remoting.Proxies.RealProxy.HandleReturnMessage(IMessage reqMsg, IMessage retMsg) [17:54:02] à System.Runtime.Remoting.Proxies.RealProxy.PrivateInvoke(MessageData& msgData, Int32 type) [17:54:02] à maddox.game.IBattle.OnTickGame() [17:54:02] à maddox.game.GameDef.tickGame() [17:54:02] à vXR6sJr8KA6LTfXUb4F.UmcZj0raFEpLPQWuaFm.D7Aj9WNqoTHCR5AMBaQG(Object ) [17:54:02] à vXR6sJr8KA6LTfXUb4F.UmcZj0raFEpLPQWuaFm.e3Y6udpplFw() [17:54:02] à tjTcC1cKnlBbqOy7Spv.EnFyPkcVLyJLnsBZhMy.tEUKC0WP4oO(Boolean , Boolean ) [17:54:02] ================================================= Crash 30 minutes later. Must not be linked :) No Windows report. |
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#8
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Jwam, what script were you running?
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#9
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This one :
Code:
using System;
using maddox.game;
using maddox.game.world;
using System.Collections.Generic;
public class Mission : AMission
{
public override void OnPlaceLeave(Player player, AiActor actor, int placeIndex)
{
base.OnPlaceLeave(player, actor, placeIndex);
Timeout(1, () =>
{
AiAircraft CurAircraft = player.Place() as AiAircraft;
AiAircraft PrevAircraft = actor as AiAircraft;
if (CurAircraft != PrevAircraft)
{ (actor as AiAircraft).Destroy(); }
});
}
}
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