Werewolf Posted February 9, 2004 Report Share Posted February 9, 2004 Here's a dedicated server crash that happens on 2 totally different machines running win2k. Both using FX 5600 cards and the detonator drivers listed in my profile. I don't know any exact steps to reproduce this, except to just run a server overnight with a few people joining and leaving. It will work for several hours, then it'll just crash. Screenshot SC, I suggest setting up a public ded. server with debugger running in background. Let people join, keep the server running for a few days (not just hours) and wait for the crash to happen. Without debugger running this is not going to get us anywhere. EDIT: Command line for server: @start ucmp.exe -n -x1 -s Config: ; this is a comment line [server] ; set this to 1 if a private fleet server server_fleet=0 ; this is the name that shows up in the server browser window server_name=hoxdna.org ; this message is displayed on successful connection to server server_welcome_message=Welcome To My UC Server ; the IP of the server. If behind a router and setting up an internet server, check router for the IP address server_ip=localhost ; the server port. If hosting a server behind a firewall, be sure to open this port! server_port=2302 ; set password to prevent clients from connecting to private server. NO spaces allowed in password server_password= ; set to 1 if a dedicated server and client on same machine cannot connect server_dedicated=1 ; set to 1 for internet server or 0 for LAN server server_type=1 ; max number of clients that can connect to the server. This should depend on server hardware and bandwidth! server_client_limit=16 ; limit kilobits (Kbps) packets sent to/from the server depending on bandwidth. Set to 0 for no limit server_bandwidth_limit=4 ; limit the max client connection type ; 0=no max, 1=modem(28800), 2=isdn(64000), 3=cable(256000), 4=dsl(128000), 5=lan(1500000), 6=ti(1500000) server_maxconnection=5 [game] ; delay (in secs) before client is allowed to spawn after being killed spawn_time=20 ; delay (in secs) before client is allowed to enter game world after connecting start_delay=20 ; set to 1 in order to have balanced teams. Players are picked at random and switched auto_team_switch=0 ; set to 1 to enable friendly fire damage from weapons. Does not affect explosion damage friendly_fire=1 ; set percentage of damage to apply to player if friendly fire is off friendly_fire_penalty=0 ; set to allow the display of friendly TTDs in cockpit, fp and tacops friendly_ttd=1 ; set to allow the display of hostile TTDs in cockpit, fp and tacops hostile_ttd=1 ; set to allow the display of neutral TTDs in cockpit, fp and tacops neutral_ttd=1 ; set NPC autogeneration on the server. Use with caution due to performance reasons !! allow_ag=1 [game.scenarios] scenario0000=scenario0000 [ 03-15-2004, 07:12 PM: Message edited by: Supreme Cmdr ] Link to comment Share on other sites More sharing options...
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