View Full Version : Strange Server Behaviour
CitizenZed
11-04-2005, 10:49 PM
Hi,
I recently built a dedicated server for my clan
It's a dual Xeon 3ghz with 4gb RAM, SATA and XP pro
Occasionally in COD2, people will spawn without weapons.
In COD vanilla and UO, people will spawn without weapons and also will occasionally spawn without a model, EG they are all white, and invisible to other players. Also the HQ radio will sometimes stop being destroyed.. the warning bar remains stuck. The same is for planting/defusing a bomb in Search and Destroy.
Looking at the console, will show various messages about possible infinite loops; killing thread etc..
ANY help would be greatly appreciated
PS NO mods or custom maps running at all
CitizenZed
11-04-2005, 11:14 PM
Here is a console extract [from COD] but similar is happening in cod2
script runtime error: potential infinite loop in script - killing thread.
(file 'maps\mp\gametypes\hq.gsc', line 1687)
for(i = 0; i < players.size; i++)
*
^8(GAME_DEAD)Dodgey Chicken^7: owned
Sending heartbeat to codmaster.activision.com
Client 48 connecting with 100 challenge ping from 203.129.40.87:-1125
Client 49 connecting with 0 challenge ping from 203.129.40.87:-1125
^9(GAME_DEAD)>:vCw#Clown=^7: k guy
^8TOG::CitizenZed^7: radio is stuck 3/4 of the way
^9>:vCw#Clown=^7: yer
^8(GAME_DEAD)TOG | UFO*^7: bs
CitizenZed
11-04-2005, 11:18 PM
From the COD2 server log
script runtime error: potential infinite loop in script - killing thread.
(file 'maps/mp/gametypes/_spawnlogic.gsc', line 174)
for(j = 0; j < aliveplayers.size; j++)
*
^9(GAME_DEAD)skankingaround^7: hello
script runtime error: potential infinite loop in script - killing thread.
(file 'maps/mp/gametypes/_spawnlogic.gsc', line 174)
for(j = 0; j < aliveplayers.size; j++)
*
script runtime error: potential infinite loop in script - killing thread.
(file 'maps/mp/gametypes/_healthoverlay.gsc', line 161)
for (;; )
*
^8SinnerG ^7: spawned again with no weapons
^8FaTAxE*AUS*^7: loo
script runtime error: potential infinite loop in script - killing thread.
(file 'maps/mp/gametypes/_spawnlogic.gsc', line 174)
for(j = 0; j < aliveplayers.size; j++)
*
^8FaTAxE*AUS*^7: lol
script runtime error: potential infinite loop in script - killing thread.
(file 'maps/mp/gametypes/_spawnlogic.gsc', line 174)
for(j = 0; j < aliveplayers.size; j++)
*
^9JUANDUMFUKA^7: same
^8(GAME_DEAD)SinnerG ^7: hard to fight with no weapons
MajorWoody
11-05-2005, 12:21 AM
Looks like a bug (oh no!) to me
HarryBall
11-05-2005, 01:55 PM
My server did the same thing you need to reinstall, Its alot of work, but it sounds like some of the .iwd files are corrupt.
topmug
11-05-2005, 06:29 PM
Looks kinda of wierd, are you using any mods at all? like the others said try removing and reinstalling but if you have mods remove them first and try.
Top
rudedog
11-05-2005, 08:28 PM
The thread in the sticky has the md5 checks for each file. Use that to compare what you uploaded/installed
good luck
CitizenZed
11-06-2005, 09:24 PM
Thanks, I'll try it, though the server is 3.5 hours drive.. I'll use the CD install rather than FTP i think, unless I can work out how to do the MD5 checks
rudedog
11-06-2005, 10:13 PM
Or do a really quick compare of the files sizes locally and what the server has.
One of our members who I helped over the phone had a bad iwd file. He re uploaded that one file and was good to go.
CitizenZed
11-08-2005, 12:24 AM
I have checked all the MD5 sums. All are correct.
I have the strangest feeling it may be HyperThreading ??!!
I'll disable it next time I'm anywhere near the BIOS
CitizenZed
11-19-2005, 08:42 AM
found a work around.
The problem is with dual core processors.
You need to force the server progrma to run on only one processor, via task manager, right click the server in processes, and select affinity. Then restrict it to run on only one processor..
Server is running very stable now.. Will still disable Hyper Threading next time I'm near the server tho !!
rudedog
11-19-2005, 09:39 AM
Glad to hear that. I hope they get on the ball and fix all these issues quickly
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