The following warnings occurred:
Warning [2] Use of undefined constant SAPI_NAME - assumed 'SAPI_NAME' (this will throw an Error in a future version of PHP) - Line: 3388 - File: inc/functions.php PHP 7.4.33-nmm7 (Linux)
File Line Function
/inc/functions.php 3388 errorHandler->error
/showthread.php 116 build_archive_link
Warning [2] Use of undefined constant IN_ARCHIVE - assumed 'IN_ARCHIVE' (this will throw an Error in a future version of PHP) - Line: 3331 - File: inc/functions.php PHP 7.4.33-nmm7 (Linux)
File Line Function
/inc/functions.php 3331 errorHandler->error
/inc/functions.php 3324 build_forum_breadcrumb
/showthread.php 195 build_forum_breadcrumb
Warning [2] Use of undefined constant IN_ARCHIVE - assumed 'IN_ARCHIVE' (this will throw an Error in a future version of PHP) - Line: 3331 - File: inc/functions.php PHP 7.4.33-nmm7 (Linux)
File Line Function
/inc/functions.php 3331 errorHandler->error
/showthread.php 195 build_forum_breadcrumb






Post Reply 
 
Thread Rating:
  • 0 Votes - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Client crashing
Author Message
tleilax
Journeyman
*

Posts: 56
Likes Given: 0
Likes Received: 1 in 1 posts
Joined: Jun 2012
Reputation: 0



Post: #1
Client crashing
Hello,

any idea why some of my clients are crashing? Happened when someone cast energy vortex in guard zone right after guard instant killed it. 3 players instantly crashed. The only log in console was this:

Code:
WARNING:86:Client crashed at 0,0,0,0: 0xC0000005 CRASH @ 0x0535F5E9

Using client 7.0.10.3, latest nightly 56b, and latest UO Razor.
Any ideas?
12-28-2013 09:55 AM
Find all posts by this user Like Post Quote this message in a reply
Mordaunt
Super Moderator
****

Posts: 1,237
Likes Given: 26
Likes Received: 55 in 43 posts
Joined: Mar 2012
Reputation: 35



Post: #2
RE: Client crashing
Why 56b nightly?
56b pre-release (link in sig) or if you want nightlies use 56c nightlies.

There is no reason for anyone using a 56b nightly now

[Image: 2nis46r.jpg]
12-28-2013 12:52 PM
Visit this user's website Find all posts by this user Like Post Quote this message in a reply
tleilax
Journeyman
*

Posts: 56
Likes Given: 0
Likes Received: 1 in 1 posts
Joined: Jun 2012
Reputation: 0



Post: #3
RE: Client crashing
To be honest, no idea. I've just installed the pre-release, hopefully there won't be any more crashes.

Btw. is there any topic with listed differences between 56b and 56c?
12-28-2013 09:12 PM
Find all posts by this user Like Post Quote this message in a reply
Mordaunt
Super Moderator
****

Posts: 1,237
Likes Given: 26
Likes Received: 55 in 43 posts
Joined: Mar 2012
Reputation: 35



Post: #4
RE: Client crashing
There is the revisions.txt which shows what has been added since the pre-release was released.

[Image: 2nis46r.jpg]
12-28-2013 11:40 PM
Visit this user's website Find all posts by this user Like Post Quote this message in a reply
Soulless
Super Moderator
****

Posts: 335
Likes Given: 29
Likes Received: 49 in 27 posts
Joined: Jun 2012
Reputation: 12

Ye Olde Sphere

Post: #5
RE: Client crashing
what are you ini settings? copy and paste those please.
12-29-2013 08:55 AM
Visit this user's website Find all posts by this user Like Post Quote this message in a reply
tleilax
Journeyman
*

Posts: 56
Likes Given: 0
Likes Received: 1 in 1 posts
Joined: Jun 2012
Reputation: 0



Post: #6
RE: Client crashing
Still crashing, mostly at Britain's bank, where there are people training using UO Razor.
Code:
//****************************************************************************
// SPHERE by : Menasoft 1997-2003
// www.sphereserver.com
// All SPHERE script files and formats are copyright Menasoft & Partners.
// This file may be freely edited for personal use, but may not be distributed
// in whole or in part, in any format without express written permission from
// Menasoft & Partners.  All donations and contributions
// become the property of Menasoft & Partners.
//****************************************************************************

///////////////////////////////////////////////////////////////
//////// General Information
///////////////////////////////////////////////////////////////

[SPHERE]
PACKET240=F_HANDLER_EXTENDEDPROTOCOL

AGREE=1

// Name of your Sphere shard
ServName=xxx
// The IP of your server, this will be 127.0.0.1 almost always
ServIP=185.2.42.xxx
// The port of your server, this is 2593 by default
ServPort=2593

// Admin's contact email
AdminEmail=me@my.email.com
// Web page for this server
URL=xxxx
// GMT offset, from -12 to +12 [London=0, EST=5, etc]
TimeZone=1

// Official staff language
Lang=Czech
// Start this as a system service on Win2000, XP, NT
NTService=0

// MySql configuration.
MYSQL=1
MySqlHost=localhost
MySqlUser=xxx
MySqlPassword=xxx
MySqlDatabase=uo

AGREE=1

///////////////////////////////////////////////////////////////
//////// File Locations
///////////////////////////////////////////////////////////////
// Directory where spheretables.scp is located, from there we will
// load any additional scripts
ScpFiles=C:\sphere\scripts/

// Where your sphereworld.scp and spherechars.scp are located
WorldSave=C:\sphere\save/

// Where your sphereaccu.scp and sphereacct.scp is located
AcctFiles=C:\sphere\accounts/

// Where your UO installation is located. This need: map0.mul, statics0.mul,
//  staidx0.mul, multi.mul, multi.idx, hues.mul, tiledata.mul.
// Optional files: verdata.mul, mapX.mul/staticsX.mul/staidxX.mul for higher
//  maps support (Malas, etc).
//
// Note that if not set, sphere will scan windows registry to auto-detect it
MulFiles=c:\games\ultima online/

// Where your log files will be saved by sphere
Log=C:\sphere\logs/

// To activate ML-sized map #0 uncomment the next line (don't forget to uncomment
// sphere_map0_ml.scp and sphere_map_points0_ml.scp in spheretables.scp if you want
// to use the default areas)
Map0=7168,4096,-1,-1
Map1=7168,4096,-1,-1

// To enable the use of MapDif*.mul and StaDif*.mul files, set this to 1.
UseMapDiffs=0

///////////////////////////////////////////////////////////////
//////// World Save Information
///////////////////////////////////////////////////////////////
// How often for Sphere to save your world (minutes)
SavePeriod=30

// How many backup levels to keep. Each level means 7 backups done for it.
// So, 10*7 = 70 backup saves will be storied.
BackupLevels=40

// On would save in the background quietly over a longer period of time, and not interrupt the game
// Off would notify "World save has been initiated" and save faster, but pause the game momentarily
SaveBackground=0

// Save NPC's skills that are bigger or equal to NPCSkillSave. If smaller, reset skill to 0
// NPCSkillSave=10

///////////////////////////////////////////////////////////////
//////// Account Management
///////////////////////////////////////////////////////////////
//Code for servers account application process
//  0=Closed,       // Closed. Not accepting more.
//  2=Free,         // Anyone can just log in and create a full account.
//  3=GuestAuto,    // You get to be a guest and are automatically sent email with u're new password.
//  4=GuestTrial,   // You get to be a guest til u're accepted for full by an Admin.
//  6=Unspecified,  // Not specified.
// To enable auto account you must set this to 2
AccApp=2

// Store password hashed with MD5
Md5Passwords=1

// local ip is assumed to be the admin
LocalIPAdmin=1

// Default number of chars allowed per account (maximum value is 7)
MaxCharsPerAccount=1

// Min time for a char to exist before delete allowed (in seconds)
//MinCharDeleteTime=3*24*60
MinCharDeleteTime=1*24*60

// Max number of Guest accounts allowed
GuestsMax=0

// Max login tries for account before a temporary ban (0 is disabled)
MaxAccountLoginTries=0

///////////////////////////////////////////////////////////////
//////// Client Management
///////////////////////////////////////////////////////////////
// What client protocol version used
// Comment out the ClientVersion line to allow any client that is supported.
ClientVersion=7.0.10

// Set this to 1 to allow login to encrypted clients
UseCrypt=1

// Set this to 1 to allow login to unencrypted clients
UseNoCrypt=0

// Maximum total open connections to server
ClientMax=256

// Maximum open connections to server per IP
ClientMaxIP=16

// Maximum total (not-in-game) connections to server
ConnectingMax=32

// Maximum total simultaneous (not-in-game) connections to server per IP
ConnectingMaxIp=8

// How long logged out clients linger in seconds
ClientLinger=15

// Walk limiting code: buffer size (in tenths of second)
WalkBuffer=75

// Walk limiting code: regen speed (%)
WalkRegen=25

// Only commands issued by this plevel and higher will be logged
CommandLog=0

// Set to 1 to enable logging of commands issued via telnet
TelnetLog=1

// Prefix for ingame commands
CommandPrefix=.

// Set from 0 - 7 to set what the default plevel is to use commands.
DefaultCommandLevel=4

// Function to call if client is executing a command to override the default.
CommandTrigger=f_oncommand

// Use the built in http server
// 0 - disable http server and webpage generation
// 1 - disable http server and enable webpage generation
// 2 - enable http server and webpage generation (default)
UseHttp=0

// Use the OSI AuthID to avoid possible hijack to game server.
UseAuthID=0

// Default setting for all accounts specifying default resdisp.
AutoResDisp=7

// Default setting for new accounts specifying default priv level
//AutoPrivFlags=010

// How often send my hits updates to visible clients (in seconds)
//HitsUpdateRate=1

///////////////////////////////////////////////////////////////
//////// Game Mechanics
///////////////////////////////////////////////////////////////

// Maximum distance to hear char whispering
//DistanceWhisper=3

// Maximum distance to hear char talking
//DistanceTalk=18

// Maximum distance to hear char yelling
//DistanceYell=31

// Do not allow entering under roof being on horse?
MountHeight=0

// Archery does not work if too close (0 = not checked)
ArcheryMinDist=2

// Maximum Distance for Archery
ArcheryMaxDist=15

// Speed scale factor for weapons
SpeedScaleFactor=15000

// This is the percent of max weight at which stamina is lost half the time
// (200 = no effect)
StaminaLossAtWeight=150

// Weight penalty for running +N% of max carry weight (0 = no effect)
RunningPenalty=50

// Show people joining/leaving the server. 0 disables, 2 enables staff only.
ArriveDepartMsg=0

// Are house and boat keys newbied automatically
AutoNewbieKeys=1

// Maximum number of items allowed in bank
// Setting it to anything less than 0 (-1) will avoid items check
BankMaxItems=1000

// Maximum weight in stones allowed in bank
// Setting it to anything less than 0 (-1) will avoid weight check
BankMaxWeight=3000

// If 1 vendors will take gold only from backpack
PayFromPackOnly=0

// Disable weather effects?
NoWeather=1

// Set to 1 for items to keep their attr_newbie flag
// when item is transfered to an NPC.
//AllowNewbTransfer=0

// Default light level in dungeons
DungeonLight=27

// Day light level 0-30
LightDay=0

// Night light level 0-30
LightNight=25

// Allow manual sector light override?
AllowLightOverride=1

// Wool Regen Time (in minutes)
WoolGrowthTime=30

// Suppress player speech with 75% of capital letters
SuppressCapitals=0

// Extra combat flags to control the fight (default:0, 0.55i compatible)
// COMBAT_NODIRCHANGE              00001 // Not rotate player when fighting (like was in 0.51a)
// COMBAT_FACECOMBAT               00002 // Allow faced combat only (recommended)
// COMBAT_PREHIT                   00004 // allow prehit for close combat. first hit is instant (delay 0.1sec)
// COMBAT_USE_RESISTANCE           00008 // use character props RES* against oldfashioned damage types
// COMBAT_SPECIALDAMAGE            00010 // use character tags TAG.*DAMAGE to apply additional damage
// COMBAT_DCLICKSELF_UNMOUNTS      00020 // unmount horse when dclicking self while in warmode
// COMBAT_ALLOWHITFROMSHIP         00040 // Allow attacking opponents from ships
// COMBAT_OSIDAMAGEMOD             00080 // modify weapon damage OSI-style (taking anatomy, tactics, lumberjacking into account)
// COMBAT_ARCHERYCANMOVE           00100 // firing bow while moving
// COMBAT_STAYINRANGE              00200 // abort attack swing when out of range instead of waiting to come back in range
//
// COMBAT_STACKARMOR               01000 // If a region is covered by more than one armor part, all AR will count
// COMBAT_TARGETTEDHIT             02000 // Allows setting of preferred hit area by TAG.HITPREFERENCE
//CombatFlags=0

// Extra magic flags to control magic/magery behaviour (default:0, 0.55i compatible)
// MAGICF_NODIRCHANGE         0001 // Not rotate player when casting/targeting
// MAGICF_PRECAST             0002 // Precasting (cast spell before target prompt)
// MAGICF_IGNOREAR            0004 // Magic damage ignore ar
// MAGICF_CANHARMSELF         0008 // Magic can do damage on self
// MAGICF_STACKSTATS          0010 // Different stat spells don't cancel each other out
// MAGICF_FREEZEONCAST        0020 // No movement whilst casting
// MAGICF_SUMMONWALKCHECK     0040 // Summoned creatures should be able to walk on the target location (e.g. water creatures to be summoned on water)
// MAGICF_NOFIELDSOVERWALLS   0080 // Field spells cannot cross over blocking objects
// MAGICF_NOANIM              0100 // Auto SPELLFLAG_NO_ANIM in every spell.
//MagicFlags=0


// Length of time (in seconds) for a char to remember his attacker (used for attacker keyword)
// Default = 300. (0 = don't forget until death.)
//AttackerTimeout=300

// Length of time (in seconds) for a player to choose a target when casting (0 = no timeout)
SpellTimeout=0

// Zero point for sextant coordinates counting
//ZeroPoint=1323,1624,0

// How far from land i can be to take off a ship
MaxShipPlankTeleport=1

///////////////////////////////////////////////////////////////
//////// NPC/Item/Player Management
///////////////////////////////////////////////////////////////
// Distance in tiles before an NPC that's wandered too far from it's home will teleport back
LostNPCTeleport=50

// Whether PCs get a resurrection robe when they get resurrected.
NoResRobe=0

// Time for a NPC corpse to decay mins
CorpseNPCDecay=15

// Time for a player corpse to decay mins
CorpsePlayerDecay=15

//Ghosts not able to see and hear living players and creatures 1=only npcs, 2=both npcs and players
DeadCannotSeeLiving=2

// Base decay time in minutes for items
DecayTimer=15

// Put [NPC] tags over chars
CharTags=0

// Flip dropped items
FlipDroppedItems=1

// Set to 1 to allow players to take equipment from their pets' paperdoll
CanUndressPets=0

// Monsters run when scared of death
MonsterFear=0

// Monsters may fight each other
MonsterFight=0

// Percent setting of the all NPC move rate, default 100
MoveRate=150

// Do players receive sounds
GenericSounds=1

// Max number of items to sell to one person at once
VendorMaxSell=255

// Max level npc trainers can go
NPCTrainMax=300

// Percent of own ability npcs can train to
NPCTrainPercent=0

// NPC will not be addressed as "Lord" or such if this is set
// NPCNoFameTitle=0

// Max level of skill trainable on dummies, archery butte ecc..
SkillPracticeMax=300

// Max skill player's will start with on skills they haven't chosen during
// character creation
MaxBaseSkill=0

// If set to 0, the MaxBaseSkill will only apply to skills that the client
// can see in their menu (based on Feature* settings, ResDisp and Client
// Version). If this is set to 1 then players to start with all the skills
// that have been defined.
InitHiddenSkills=0

// Time in seconds for hitpoint regeneration
Regen0=20

// Time in seconds for mana regeneration
Regen1=20

// Time in seconds for stamina regeneration
Regen2=10

// Time in minutes for food regeneration
// 1*60*24 = 1 day of real life time
Regen3=1*60*24

// Speech block associated to players
SpeechSelf=spk_player

// Speech block associated to pets
SpeechPet=spk_pet

// Events related to all NPCs
EventsPet=e_npc_default

// Events related to all players
EventsPlayer=e_player_default

// Events related to all regions
//EventsRegion=your_event

// When player skills/stats goes this times more than skillclass allowed, drop
// them to skillclass level. Setting this to 0 disables the action.
OverSkillMultiply=2

// Events related to all items
EventsItem=e_item_default


// NPC AI settings
// NPC_AI_PATH             0001   NPC pathfinding
// NPC_AI_FOOD             0002   NPC food search (objects + grass)
// NPC_AI_EXTRA            0004   NPC magics, etc
// NPC_AI_ALWAYSINT        0008   Always be as smart as possible with pathfinding
// NPC_AI_INTFOOD          0010   NPC food search (more intelligent and trusworthy)
// NPC_AI_COMBAT           0040   Look for friends in combat
// NPC_AI_VEND_TIME        0080   vendors closing their shops at nighttime
// NPC_AI_LOOTING          0100  loot corpses an the way
// NPC_AI_MOVEOBSTACLES    0200  if moveable items block my way, try to move them
// NPC_AI_PERSISTENTPATH   0400   NPC will try often to find a path with pathfinding
NPCAI=0001|0004|0008|0040|0100|0200

///////////////////////////////////////////////////////////////
//////// Crime/Murder/Karma/Fame/Guard Settings
///////////////////////////////////////////////////////////////
// Lowest karma level a character can achieve
MinKarma=-10000

// Highest karma level a character can achieve
MaxKarma=10000

// Highest fame level a character can achieve
MaxFame=10000

// Karma when player goes from good to neutral (from -10000 to 10000)
PlayerNeutral=-2000

// Karma when player goes from neutral to evil (from -10000 to 10000)
PlayerEvil=-8000

// How many minutes are criminals flagged for
CriminalTimer=3

// Times a player can snoop before becoming a criminal
SnoopCriminal=20

// Seconds time to decay a murder count (default 8*60*60 is 8 hours)
MurderDecayTime=8*60*60

// Amount of murders before we get title
MurderMinCount=1

// Looting or carving a blue player is a crime
LootingIsaCrime=1

// Flag players criminal for helping criminals?
HelpingCriminalsIsaCrime=1

// How long do guards linger about in minutes
GuardLinger=3

// Will guards kill instantly or follow normal combat rules
GuardsInstantKill=1

// Limits the MAXHITS/MAXMANA/MAXSTAM changes
// STAT_FLAG_NORMAL     00 // MAX* status allowed (default)
// STAT_FLAG_DENYMAX    01 // MAX* denied
// STAT_FLAG_DENYMAXP   02 //             .. for players
// STAT_FLAG_DENYMAXN   04 //             .. for npcs
StatsFlags=0

// Uses the new LoS algorithm
// ADVANCEDLOS_DISABLED   00 // Disabled, use the old method
// ADVANCEDLOS_PLAYER     01 // Enabled only for players
// ADVANCEDLOS_NPC        02 // Enabled only for NPCs
AdvancedLos=0

// Default color settings for characters (name, speech)
//ColorNotoGood=059       // blue
//ColorNotoGuildSame=03f  // green (ally)
//ColorNotoCriminal=03b2  // grey (criminal)
//ColorNotoNeutral=03b2   // grey (can be attacked)
//ColorNotoEvil=022       // red
//ColorNotoGuildWar=090   // orange (enemy guild)
//ColorNotoInvul=035      // yellow
//ColorNotoDefault=03b2   // grey (if not any other)

// Which notoriety flags do pets inherit from their masters? (default 0)
// Set flags to indicate which notoriety statuses a pet can inherit from its owner.
//  NotoGood        001  // blue
//  NotoGuildSame   002  // green (ally)
//  NotoNeutral     004  // grey (can be attacked)
//  NotoCriminal    008  // grey (criminal)
//  NotoGuildWar    010  // orange (enemy guild)
//  NotoEvil        020  // red
//   NotoInvul      040  // yellow
// e.g. "07a" will show pets as criminal/warring/evil/allied/invul when their master has
//      one of these statuses, regardless of the pet's true notoriety.
PetsInheritNotoriety=0


///////////////////////////////////////////////////////////////
//////// Server Mechanics
///////////////////////////////////////////////////////////////
// Experimental flags
// Flags for options that affect server behaviour and which might affect compatibility
// See the revisions.txt file for more details on this
// EF_DiagonalWalkCheck         = 00000001
// EF_FixKillTrigger            = 00000002
// EF_ItemStacking                = 00000004
// EF_ItemStackDrop                = 00000008
// EF_Intrinsic_Locals          = 00000020
// EF_Item_Strict_Comparison    = 00000040
// EF_NewPositionChecks         = 00000080 // Do not set while server is running !!!
// EF_WalkCheck                 = 00000100
// EF_AllowTelnetPacketFilter   = 00000200 // Enables packet filtering for telnet connections as well
// EF_Script_Profiler           = 00000400
// EF_Size_Optimise             = 00000800
// EF_DamageTools               = 00002000 // damage tools (and fire @damage on them) while mining or lumberjacking
// EF_PetSlots                    = 00004000 // INCOMPLETE YET! DO NOT USE until this warning is removed!
// EF_UsePingServer             = 00008000 // Enable the experimental Ping Server (for showing pings on the server list, uses UDP port 12000)
// EF_FixCanSeeInClosedConts    = 00020000 // Change CANSEE to return 0 for items inside containers that a client hasn't opened
// EF_Specific                  = 01000000 // Specific behaviour, not completly tested
Experimental=00000001|00000004|00000008|00000400|00020000

// Option flags
// Flags for options that affect server behaviour but not compatibility
// See the revisions.txt file for more details on this
// OF_Command_Sysmsgs           = 00000008 //Shows status of hearall, allshow, allmove... commands after toggling them
// OF_OSIMultiSight             = 00000020
// OF_Items_AutoName            = 00000040
// OF_FileCommands              = 00000080
// OF_NoItemNaming              = 00000100
// OF_NoHouseMuteSpeech         = 00000200
// OF_Flood_Protection          = 00001000
// OF_Buffs                     = 00002000
// OF_NoPrefix                  = 00004000 // Add prefix "A" and "An" to itemnames or not
// OF_DyeType                   = 00008000 // if set allows using i_dye on all t_dye_vat instead of only i_dye_tub
// OF_DrinkIsFood               = 00010000 // type T_DRINK will increase FOOD lvl like T_FOOD
// OF_DClickNoTurn                = 00020000 // the player won't turn when dclick or targ an item
// OF_Specific                  = 01000000 // Specific behaviour, not completly tested
OptionFlags=08|0200|00002000|00004000|00020000|00000020|00000080

// FeatureT2A, used to control T2A expansion features ( default 03 )
// FEATURE_T2A_UPDATE           01 // Monster and Lost lands
// FEATURE_T2A_CHAT             02 // In game chat
FeatureT2A = 01

// FeatureLBR, used to control LBR expansion features ( default 0 )
// FEATURE_LBR_UPDATE           01 // Lbr Monsters
// FEATURE_LBR_SOUND            02 // MP3 instead of MIDI
FeatureLBR = 01|02

// FeatureAOS, used to control AOS expansion features ( default 0 )
// FEATURE_AOS_UPDATE_A         01 // AOS Monsters, Map
// FEATURE_AOS_UPDATE_B         02 // Tooltip, Fightbook, Necro/paladin on creation, Single/Six char selection screen, Skills, Newer spellbook support
// FEATURE_AOS_POPUP            04 // PopUp Menus
// FEATURE_AOS_DAMAGE           08
FeatureAOS = 01|08

// FeatureSE, used to control SE expansion features ( default 0 )
// FEATURE_SE_UPDATE            01 // Basic SE features
// FEATURE_SE_NINJASAM          02 // Ninja and Samurai
FeatureSE = 0

// FeatureML, used to control ML expansion features ( default 0 )
// FEATURE_ML_UPDATE            01 // Basic ML features
// FEATURE_ML_NINTHAGE          02 // Unlocks ninth age house designer items
FeatureML = 0

// FeatureKR, used to control KR expansion features ( default 0 ) (still not complete but usable)
// FEATURE_KR_UPDATE_A          01 // Basic KR features
// FEATURE_KR_UPDATE_B          02 // Basic KR features
FeatureKR = 0

// FeatureSA, used to control SA expansion features ( default 0 )
// FEATURE_SA_UPDATE            01 // Unlocks gargoyle character creation and housing items
// FEATURE_SA_MOVEMENT          02 // Activates new movement packets (not good)
FeatureSA = 0

// FeatureExtra, used to control misc expansion features ( default 0 )
// FEATURE_EXTRA_GOTHIC         01 // Unlocks gothic house designer items
// FEATURE_EXTRA_RUSTIC         02 // Unlocks rustic age house designer items
FeatureExtra = 0

// In game effects to turn on and off
// Messages echoed to the server console while in debug mode
// DEBUGF_NPC_EMOTE     = 00001
// DEBUGF_ADVANCE_STATS = 00002
// DEBUGF_WALKCODES     = 00080 // try the new walk code checking stuff
// DEBUGF_EXP           = 00200 // experience gain/loss
// DEBUGF_LEVEL         = 00400 // experience level changes
// DEBUGF_SCRIPTS       = 00800 // debug flag for scripts
// DEBUGF_LOS           = 01000 // debug flag for AdvancedLOS
// DEBUGF_WALK          = 02000 // debug flag for new walking check stuff
//DebugFlags=00

// Allow rapid Buy/Sell through Buy/Sell agent
AllowBuySellAgent=0

// Console Hears all that is said on the server
HearAll=1

// Secure mode attempts to ignore errors, protect from accidently shutdowns
Secure=1

// Value from 1 to 32, set sectors inactive when unused to conserve resources
SectorSleep=10

// Always force a full garbage collection on save
ForceGarbageCollect=1

// Time before restarting when server appears hung (in seconds)
FreezeRestartTime=60

// Length of the game world minute in real world in seconds
GameMinuteLength=60

// Bit Mask of the subjects you want to log when logging is on
// LOGM_ACCOUNTS       000080 // account login/operations
// LOGM_INIT           000100 // start up messages
// LOGM_SAVE           000200 // world save
// LOGM_CLIENTS_LOG    000400 // all clients as they log in and out
// LOGM_GM_PAGE        000800 // player gm pages
// LOGM_PLAYER_SPEAK   001000 // all that the players say
// LOGM_GM_CMDS        002000 // all gm commands
// LOGM_CHEAT          004000 // possible cheat attempts
// LOGM_KILLS          008000 // player combat results
// LOGM_HTTP           010000 // http protocol operations
//  01fff0 log everything
LogMask=01fff0

// Amount of time to keep map data cached in sec
MapCacheTime=120

// Max NPC chars for a sector to prevent lag
MaxComplexity=64

// Amount of items in one tile so start showing "too many items here"
MaxItemComplexity=100

// Amount of items in one sector to start showing "x items too complex"
MaxSectorComplexity=2048

// Limit the number of cycles the while/for loop can proceed. Setting this to
// zero disables the limitation
MaxLoopTimes=0

// Amount of minutes to call f_onserver_timer (0 disables this, default)
TimerCall=1

// Should sphere record the time it takes to do actions like treating npcs, scripts, clients and such?
// Can be viewed by right clicking the mouse on sphere screen.
Profile=1

///////////////////////////////////////////////////////////////
//////// Magic/Effects Settings
///////////////////////////////////////////////////////////////

// Allow casting while equipped
EquippedCast=1

// Words of power for player using magic
WOPPlayer=1

// Words of power for staff using magic
WOPStaff=0

// Words of power font
//WOPFont=3

// Words of power color
//WOPColor=03B2

// Reagents lost if magic fails
ReagentLossFail=1

// Magic requires reagents
ReagentsRequired=1

// What % of hitpoints players will resurrect with. Note, that if you set this
// too low, people with little STR will have problems resurrecting.
HitPointPercentOnRez=33

// How many % of hits will the character loose when starving. 0 disables
//HitsHungerLoss=0

// Amount of skill of lock picking needed to unlock a magically locked door
MagicUnlockDoor=9000

// Teleport effect for GMs and players. Setting 0 disables the effect
TeleportEffectNPC=0372a
TeleportEffectPlayers=0372a
TeleportEffectStaff=03709
TeleportSoundNPC=01fe
TeleportSoundPlayers=01fe
TeleportSoundStaff=01f3

///////////////////////////////////////////////////////////////
//////// Experience and Level system
///////////////////////////////////////////////////////////////

// Enable experience system
//ExperienceSystem=0

// Experience system settings:
//  0001    gain experience in combat
//  0002    gain experience in crafts
//  0004    allow experience to go down
//  0008    limit experience decrease by a range witheen a current level
//  0010    auto-init EXP/LEVEL for NPCs if not set in @Create
//  0020    allow trigger @ExpChange
//  0040    allow trigger @ExpLevelChange
//ExperienceMode=0

// If combat experience gain is allowed, use these percents for gaining exp in
// Player versus Monster and Player versus Player combats. Value 0 disables gain.
//ExperienceKoefPVM=100
//ExperienceKoefPVP=100

// Enable levels system (as a part of experience system)
//LevelSystem=0

// Level system settings:
//  linear = 0  (each NextLevelAt exp will give a level up)
//  double = 1  (you need (NextLevelAt * (level+1)) to get a level up)
//LevelMode=1

// Amount of experience to raise to the next level
//LevelNextAt=0

///////////////////////////////////////////////////////////////
//////// Network Behaviour
///////////////////////////////////////////////////////////////
// WARNING: These are advanced settings that should not normally be changed
//          from the recommended default values!

// Disconnect inactive socket in x min
DeadSocketTime=5

// Maximum number of packets to send per tick
MaxPacketsPerTick=25

// Number of connections a client can make before being blocked
MaxPings=15

// Maximum number of packets before lowering packet priorities (0 for no limit)
MaxQueueSize=50

// Maximum number of bytes to send per tick (also governs maximum size of outgoing packets)
MaxSizePerTick=12000

// Time to remember previous connection history (seconds)
NetTTL=300

// Use asynchronous data sends (changing this setting at runtime may produce unexpected behaviour)
//  0 = Off
//  1 = On
//  2 = On for 4.0.0+ game clients only
UseAsyncNetwork=0

// Prioritise outgoing packets (provides a smoother experience in crowded areas)
UsePacketPriority=0

// Enables an additional buffer for outgoing data.
UseExtraBuffer=1

// Tooltip modes
//  0 = Always send full tooltip
//  1 = Wait for client to request full tooltip
TooltipMode=0

// Time to cache tooltip data for (seconds)
TooltipCache=30

// Automatically invalidate and resend tooltips when:
//  0001    item or character name changes
//  0002    item amount changes
//  0004    container weight changes
//  0008    weapon or armor durability changes
//  0010    weapon poison charge changes
//  0020    wand charge changes
//  0040    spell added to spellbook
AutoTooltipResend=07f

// Number of network threads. Clients are distributed evenly amongst each thread. Set to 0 to not
// use a separate networking thread.
NetworkThreads=0

// If network threads are used, this controls the priority they are assigned.
//  0   = Idle
//  1   = Low
//  2   = Normal
//  3   = High
//  4   = Highest
//  5   = Real-time
//  255 = Automatic (recommended)
NetworkThreadPriority=255

///////////////////////////////////////////////////////////////
//////// Third-Party Tools Support
///////////////////////////////////////////////////////////////

// TNG
// on Linux do sth like "/srv/www/"
// on Windows do sth. like "C:\foo\bar\"
StripPath=scripts\web\

// ConnectUO
// Enable or disable the response to ConnectUO pings
// If enabled, it returns: Items, Chars, Clients and Memory
CUOStatus=1

// UOGateway
// Enable or disable the response to UOGateway pings
// If enabled, it returns: Name, Age, Clients, Items, Chars and Memory
UOGStatus=1


///////////////////////////////////////////////////////////////
//////// Webpage Settings
///////////////////////////////////////////////////////////////

// Note, that you can catch error codes by creating sphere404.htm and so on
// for all HTTP error codes sphere support.

[WEBPAGE 1]
// Determines what html file is used as base for the status page
WebPageSrc=scripts/web/spherestatusbase.html
// Determines where the status page is saved
WebPageFile=scripts/web/status.html
// In seconds, how often the status file is updated
WebPageUpdate=60
// Required PLevel to view this page (0 = anyone, 6 = admins only)
PLevel=0

///////////////////////////////////////////////////////////////
//////// Abuse Control
///////////////////////////////////////////////////////////////

// Block these ips from the server
// 255 is a wildcard, so 255.255.255.255 disables anyone connecting.
[BlockIP]
//123.34.45.56
//123.45.56.78

///////////////////////////////////////////////////////////////
//////// Connection Information
///////////////////////////////////////////////////////////////

//First line should be the name of your shard (this is what people see when they connect)
//Second line should be the IP of your shard (this is almost always 127.0.0.1)
//Third line should be the port of your shard (this should be whatever ServPort is set to)

//Uncomment next 3 lines below this if you have a router
//First line should be a name different than your shard name above this
//Second line should be your real/external IP (www.whatismyip.com)
//Third line should be the shard port (this should be whatever ServPort is set to)
[SERVERS]
xxx
185.2.42.xxx
2593


[EOF]
(This post was last modified: 12-29-2013 10:35 AM by tleilax.)
12-29-2013 10:11 AM
Find all posts by this user Like Post Quote this message in a reply
tleilax
Journeyman
*

Posts: 56
Likes Given: 0
Likes Received: 1 in 1 posts
Joined: Jun 2012
Reputation: 0



Post: #7
RE: Client crashing
Anyways, we did some testing - it crashes while two players are training (fighting) each other in house. If you port/come anywhere close to them (exactly at the point where you see their names), your client crashes. When you log back, everything is fine until you go out and back in range, then you are gonna crash again.

The only action which they are doing is fighting + bandaging. So I thought it's the healing script, I've tried default, still same.

Problem is that this is happening after upgrading to 56b from good old 55i. Any ideas? Any idea is more than welcome.
01-02-2014 09:55 AM
Find all posts by this user Like Post Quote this message in a reply
Mordaunt
Super Moderator
****

Posts: 1,237
Likes Given: 26
Likes Received: 55 in 43 posts
Joined: Mar 2012
Reputation: 35



Post: #8
RE: Client crashing
Sounds as though you have an event on the players possibly under an @click trigger that is causing an issue, at a guess.

[Image: 2nis46r.jpg]
01-02-2014 11:26 PM
Visit this user's website Find all posts by this user Like Post Quote this message in a reply
[+] 1 user Likes Mordaunt's post
Extreme
Grandmaster Poster
***

Posts: 1,141
Likes Given: 217
Likes Received: 90 in 77 posts
Joined: May 2012
Reputation: 20

SphereCommunity

Post: #9
RE: Client crashing
Or they are using something to crash anyone who get near

STEPS BEFORE CREATE A THREAD
- Check the revisions log;
- Use the search button and use the keywords of your problem;
- Check the WIKI;
- Create a thread.
01-03-2014 01:21 AM
Find all posts by this user Like Post Quote this message in a reply
tleilax
Journeyman
*

Posts: 56
Likes Given: 0
Likes Received: 1 in 1 posts
Joined: Jun 2012
Reputation: 0



Post: #10
RE: Client crashing
Nope, not that. We tried it even more - it doesn't matter if you are healing or whatever. It crashes all the clients around when their HP changes (when they get hit, get bandaged, get +hp from health regen). However, if you log back and stay within their range, you are fine. If you run away and then run back, you will crash mostly immediately when you see their names.

They are not using anything "illegal", we tried it with more players, it happens for everyone and by everyone.

Edit: Well... it's really strange. Now it's happening even when they have macro for "equip dagger" "target self". I've tried disabling the @targon_char on these weapon types, but it's really enough if they just equip items. So far I'm going through all the events with @itemequip trigger, but no change Sad
(This post was last modified: 01-03-2014 06:09 AM by tleilax.)
01-03-2014 04:58 AM
Find all posts by this user Like Post Quote this message in a reply
Post Reply 


Forum Jump:


User(s) browsing this thread: 7 Guest(s)