Respawn crash
-
Ummm… As others said, it’d be great to have more details when people post errors.
Can be anything, from what you’re describing.
Are there recurring patterns? Does this happen to everyone everywhere? When did this start happening? What were the things you added when it did? Do you have any error log, both client and server side?
And I guess I could spit out a few more with some reflexion, but please start by fleshing out your answer…
-
If it is one person then it could be bad download,
Or they haven’t installed the quickfix or something like that,
If it’s just one ship, then it could be collision groups,
Or a bad SUR file but I think the SUR file crashes the server. -
This is just theorization, as long as we don’t get more details we have no way to tell.
-
Here is the flserver error log:
-
This sounds more like something is interfering with FL’s normal function, try switching off all extra apps you have running on the server (FlHook, FlShell etc) and see if it still happens.
Showing the server log means nothing if it’s only a problem on the client, FlSpew might have been of more use.
-
Fixing all the errors the server log shows surely wouldn’t do any harm, though…
-
The problem with the server log is that there are only 7 or 8 errors, their just repeated hundreds of times.
“Archetype (0xb57d914f) has no file assigned. NOT IGNORABLE” is the most numerous, 0xb57d914f - ecm_ammo, countermeasure ammo needs to have a model assigned to create it in space, but because you don’t every time you fire one you create 1 error in the log.
“ERROR: ArchDB::Get(2363572746) failed” - these I can’t help with as I can’t find those numbers in the CRC/# codes in your mod, and I never did figure out how to reverse engineer the numbers into nicknames.
The FlSpew from the client might have been more helpful, but I doubt it.
-
I’ve noticed sometimes if you want to have a VERY precise CRC hashlist, you need to add more filters to CRCTool (I.E. instead of just listing the definitions, you also add the inclusions like addon or equip lines). Unfortunately, this also lengthens scanning and exponentially increases file size.
-
I was experimenting with this thing and I sorted out where does it happen and when. FL doesn’t really crash, but exits because it can’t handle something. When you try to respawn, or try to dock… FL exits and ALL of these are caused by 1 bug… or more bugs, but the point is: FL has trouble reading, modifying or using the last checkpoint if it’s in another system, than where the player (or admin :]) is. So what do you think? ::)
Ohh and… in MP your character doesn’t log-off upon exitting because of this bug. Server disconnects the player after a while automatically however. -
This still doesn’t give us much info. Maybe it wouldn’t add anything to it, but the FlSpew log could be of use, as Bejay already said.
-
I’ve just set your mod on my LAN debugging server (FlServer & IFSOmk5.1) and cannot replicate the crash when a ship dies and respawns either in the same system or in an other system. What else are you running on the server as I believe that/they are the cause of the crash.
FLSpew doesn’t recognize any errors…
Talking out of your backside there bud, I have a nice long list from both FlSpew & the server log, I suggest you get FlScan, FLEC, CRCTool & FlSpit (to name a few) to help you get to grips with debugging.
-
Oh, in case this hasn’t been mention before, FL Spew is NOT updated if the FL client crashes. That file is saved when the program exits gracefully only so you won’t get any error at all for the problem you are having.