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Stable Build?
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ShiryuX
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Post: #41
RE: Stable Build?
If you get to a specific issue, I might be able to solve this. Since all I got now is a crashing server and mixed debugging problems in Visual Studio.
04-01-2012 03:03 PM
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AwKward
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Post: #42
RE: Stable Build?
These cause no problems when you uncomment them in your ini.
Even if you donot uncomment the maps in your tables.
Quote:Map0=7168,4096,-1,-1
Map1=7168,4096,-1,-1

But as soon as i uncomment the map files in the tables, i get immediate crash's, no errors.
Quote:scripts/maps/sphere_map0_ml.scp
scripts/maps/sphere_map_points0_ml.scp

Not entirely sure why, but atleast now thanx to dagger4k, i have the ability to test this and figure out why.

Have not been able to find a 2.0.3 client yet tho.
Oh ShiryuX!
i thought you had forsaken me Tongue

Am almost figured it out, its the map files, i knew there was something buggy with them.

Went from crashing with server errors, to almost stable, then to crashing with no errors, whenever i messed with them.
taking a bit to figure out coz its almost 5mins each time before a crash happens, cant predict if it will or won't with changes im testing.


It seems when i uncomment these in the tables, it crash's the server.
Quote:scripts/maps/sphere_map2.scp
scripts/maps/sphere_map3.scp
scripts/maps/sphere_map4.scp

This one causes errors regardless of what i do.
Quote:// scripts/maps/sphere_map5.scp

Changing any of these in the tables also crashes me.
Quote:scripts/maps/sphere_map_points2.scp
scripts/maps/sphere_map_points3.scp
scripts/maps/sphere_map_points4.scp

This causes errors also.
Quote:// scripts/maps/sphere_map_points5.scp

So atleast this is where the errors are coming from.
No idea how to fix this.

If i leave all the spheretables maps as default, the server is stable and fine, even if i uncomment the maps in the ini.
default map tables map's, this makes the server stable.
Quote:scripts/maps/sphere_map0.scp
// scripts/maps/sphere_map0_ml.scp
scripts/maps/sphere_map1.scp
// scripts/maps/sphere_map2.scp
// scripts/maps/sphere_map3.scp
// scripts/maps/sphere_map4.scp
// scripts/maps/sphere_map5.scp
scripts/maps/sphere_map_points0.scp
// scripts/maps/sphere_map_points0_ml.scp
scripts/maps/sphere_map_points1.scp
// scripts/maps/sphere_map_points2.scp
// scripts/maps/sphere_map_points3.scp
// scripts/maps/sphere_map_points4.scp
// scripts/maps/sphere_map_points5.scp

My ini maps, changing these in the ini, makes no diff, altho i did get 1 crash the entire time with them uncommented, so i put comments back in, and no problems.
Quote:// 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

// To activate ML-sized map #1 uncomment the next line
//Map1=7168,4096,-1,-1

I have been copying the entire server over and going with a default server each time i crash.

So there cannot be any lingering issues in logs or whatever, or maybe sphere has grown some AI (scary)

But any and all problem's are now located to the map files.
My server has been up and running for almost 20mins now, with those map files uncommented out.
(This post was last modified: 04-01-2012 04:17 PM by AwKward.)
04-01-2012 03:30 PM
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AwKward
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Post: #43
RE: Stable Build?
hmm.. now im crashing with default again.
apparently it didnt like resdisp=6
it wanted resdisp=5

hmm still crashing.

Now testing fresh server again with no autoresdisp and no char with a resdisp.
fresh server character without resdisp on a clean server.. no issues.
now changing to resdisp 5
that lasted 15minutes before crash.
maybe ill change back to no resdisp for 15minutes and see if it crashes.
(This post was last modified: 04-01-2012 05:28 PM by AwKward.)
04-01-2012 04:37 PM
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AwKward
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Post: #44
RE: Stable Build?
damn 12 minutes then crash.
Looks like it actually didnt work for me dagger4k.

After a prolonged test it does eventually crash, lasts longer than others, probably why i thought it was working, coz it would crash normally after 5mins, so i stopped.
But after maybe 10mins-20mins of just teleporting around the brit gy, it crash's.

If you could test this dagger4k, just teleport around the brit gy for maybe 20mins when your not doing anything, just let it run, possibly just let it run until it crash's, like 1 hour would be a definite cut off time to determine if it is or isn't going to crash.
(This post was last modified: 04-01-2012 05:58 PM by AwKward.)
04-01-2012 05:42 PM
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AwKward
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Post: #45
RE: Stable Build?
or not? Confused
04-03-2012 05:27 PM
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dagger4k
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Post: #46
RE: Stable Build?
haha yeah sorry ill try it out tonight =]
idk wtf resdisp is but mine is
Code:
// Default setting for all accounts specifying default resdisp.
//AutoResDisp=1

My client is a fresh Mondains Legacy install with a copied over client 203 http://mirror.sphere.torfo.org/clients/ or direct link http://mirror.sphere.torfo.org/clients/client_2.0.3.exe

my sphere.ini settings involving maps and patches are

Code:
///////////////////////////////////////////////////////////////
//////// File Locations
///////////////////////////////////////////////////////////////

// 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

// To activate ML-sized map #1 uncomment the next line
//Map1=7168,4096,-1,-1

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


///////////////////////////////////////////////////////////////
//////// Server Mechanics
///////////////////////////////////////////////////////////////

// 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 = 03

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

// 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 = 0

// 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

My Sphere version is
Code:
Sphere Version 0.56b-Nightly [WIN32] by www.sphereserver.com, compiled at Feb  9 2012 (00:05:53), internal build #1507


Ok just got the latest sphere build
Code:
Sphere Version 0.56b-Nightly [WIN32] by www.sphereserver.com, compiled at Apr  3 2012 (00:07:24), internal build #1516

So far no problems. I have tried to crash the client by spamming teleport. I will leave it running over night to see if it does infact crash.
(This post was last modified: 04-03-2012 09:27 PM by dagger4k.)
04-03-2012 08:13 PM
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dagger4k
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Post: #47
RE: Stable Build?
still open and running tonight.
04-04-2012 10:10 PM
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AwKward
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Post: #48
RE: Stable Build?
Thanx for continuing this for me.
Resdisp is like a tag you can allow people to view the newer monsters n stuff
Apparently you can change it to 1-7.

Sorry for the extremely late reply, work has been bs to say the least.

Ok, so you have added none of the newer features, and no resdisp.
Am downloading the client to test how you have set it up.
Will get the latest sphere build also.

Basically, i added all the newer features and have been going through all the resdisp's to see which work best.

Shiryux, have you been able to look into this problem, since you were able to confirm this problem aswell.
04-18-2012 09:39 PM
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AwKward
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Post: #49
RE: Stable Build?
Im still having the problem.

Shiryux, did you manage to fix you're one you replicated this problem on?
05-02-2012 09:27 PM
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Khaos
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Post: #50
RE: Stable Build?
I don't have this issue. You cannot set a resdisp of say 7 on a client that has only been patched to Mondain's Legacy. Smile They would crash for sure. At least in theory and from what the code should do.

Hence why we can set reslevel, resdispdnid, and resdispdnhue in script blocks. Let the server auto detect the resdisp. If it is not doing that properly; I suggest figuring out which clients were to which expansion and creating a login script to set their resdisp.

Other than that advice, I have never experienced any issues of crashing from resdisp.
05-02-2012 10:34 PM
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