Author Topic: events = crashy  (Read 4053 times)

Badspot

  • Administrator
This thread is useless.  Rampant speculation and hearsay is useless.  Give me a concrete example of an event combination that will crash the game. 

Note that there are crash bugs in v9 that are completely unrelated to events. 



Double post.
This just in, adding 1e+99999 velocity causes the server to lag for a good 2 minutes, and appear as dead on the list.
Using player->addVelocity?  This does not work.  Neither does directly doing .setVelocity(<some huge numbers>) on a player - it is limited in c++. 

Mostly just a bunch of people just spamming projectiles  , at times, for servers to crash or just lag like crazy. For instance i joined a server and about 17 people had there own little crappy missile launcher , which eventually led to a lagasm then crash.

My server was just a simple 'click this and it adds an increment of 1 to a print brick' And it would continue until 999
It always happened when someone would click the brick
I had this canceled out by using relays to make a loop so it would count up on its own
This stopped the crashes

I noticed brick lag seemed to increase a lot since v8. Saving of my 40k brick Manor takes a bit of time too. :/

This thread is useless.  Rampant speculation and hearsay is useless.  Give me a concrete example of an event combination that will crash the game. 

Note that there are crash bugs in v9 that are completely unrelated to events. 



Double post.
This just in, adding 1e+99999 velocity causes the server to lag for a good 2 minutes, and appear as dead on the list.
Using player->addVelocity?  This does not work.  Neither does directly doing .setVelocity(<some huge numbers>) on a player - it is limited in c++. 
I think it might have changed itself by default to 1e+9999 due to someone entering a ridiculously large number. I remember this happening with the cash mod where if you would give yourself too much, it would display as 1e+9999.

My server was just a simple 'click this and it adds an increment of 1 to a print brick' And it would continue until 999
It always happened when someone would click the brick
I had this canceled out by using relays to make a loop so it would count up on its own
This stopped the crashes

If you have events that are simple and don't seem like they should crash the game yet they do, you should probably upload the save file as it could be a bug instead of just overload.

Badspot

  • Administrator
I noticed brick lag seemed to increase a lot since v8. Saving of my 40k brick Manor takes a bit of time too. :/

I actually get slightly more fps in v9 than v8.  What kind of video card do you have?



This thread is useless.  Rampant speculation and hearsay is useless.  Give me a concrete example of an event combination that will crash the game. 

Note that there are crash bugs in v9 that are completely unrelated to events. 



Double post.
This just in, adding 1e+99999 velocity causes the server to lag for a good 2 minutes, and appear as dead on the list.
Using player->addVelocity?  This does not work.  Neither does directly doing .setVelocity(<some huge numbers>) on a player - it is limited in c++. 
I think it might have changed itself by default to 1e+9999 due to someone entering a ridiculously large number. I remember this happening with the cash mod where if you would give yourself too much, it would display as 1e+9999.
What I'm saying is that it is not possible to set the player velocity that high by any means.  It does not matter what you type into the console or what events you use.  It simply does not happen.  If there is a way to do this, you have not described it adequately. 

Bad, perhaps it is a client--server issue. Your server can hold 64 people apparently and is high quality. Perhaps the server cannot handle the events?

these crashes are getting annoying :(



I'm pretty sure it was a cigarette near me setting off rockets though :(


i lost my mini city :( i should enable just in time debugger too :3
« Last Edit: August 13, 2008, 03:12:22 AM by tails »