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We're haing some problem...

 
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Zelk0wy[PL]



Joined: 19 Apr 2006
Posts: 110
Location: War Saw, Poland

PostPosted: Thu Sep 07, 2006 9:20 pm    Post subject: We're haing some problem... Reply with quote

Ok, I'm not even sure if I should put this topic here but I do it. lol :P

I'm making some stuff with Anarchy (and with great help from SoulReaver - BIG TY ).
It's a simple pack with some items, pawns and weapons, nothing much really. It's mine (and also his) first try with UScript.

We ran it on a server to test the server compatibility of our mod.
Everything was fine except that something strangehappened: the server kinda went crazy - players cuoldn't use Say and sounds seemed odd.

I don't really know what could make the server to behave that way - and that's the question I'm asking. :p

Here's the server log:

Code:

ChatLog: Anarchy[CW]: view me
DZMapM: ***Enough Monsters killed. End is enabled.***
ChatLog: (UF-A)Zelk0wy^IG[PL]: what skin?
ScriptWarning: AnStinger passage.AnStinger1 (Function UnrealShare.Stinger.AltFiring.ProjectileFire:0028) Accessed None
ScriptWarning: AnStinger passage.AnStinger1 (Function UnrealShare.Stinger.AltFiring.ProjectileFire:003C) Accessed None
ScriptWarning: AnStinger passage.AnStinger1 (Function UnrealShare.Stinger.AltFiring.ProjectileFire:010B) Accessed None
ChatLog: (UF-A)Zelk0wy^IG[PL]: what skin
ChatLog: Anarchy[CW]: WTF?
ChatLog: (UF-A)Zelk0wy^IG[PL]: send me the log file plz
DevNet: Connection timed out after 15.000000 seconds (15.022786)
Nephthys: 2006/09/07 07:37:17: Out 83.6.72.181:1556: (UF-A)Zelk0wy^IG[PL]  (UF-A)Zelk0wy^IG[PL]
NetComeGo: Close NephthysConnection3 09/07/06 07:37:17
JCoopZ: Logout: (UF-A)Zelk0wy^IG[PL] logging out
JCoopZ: found a Pawn with exiting player passage.jzMaleTwo1 as Enemy! passage.Pupae71 in state FallingState
JCoopZ: Scripted pawn now 'waiting' 'turnfromwall'
ChatLog: Anarchy[CW]: lol


The server started to behave strange somewhere there.

If anyone has an idea what could it be, I thanks in advance ;)
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Thu Sep 07, 2006 10:05 pm    Post subject: Reply with quote

The only lines from this small log piece I find unusual are those AnStinger ScriptWarnings. Try fixing those scriptwarnings if they are appearing to originate from your mods. Perhaps the strange server gameplay may have something to do with the code producing those warnings too.


-Zombie
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GameType: JCoopZ1 - Build137 (11/30/12)
Mutator: DZMapM - 2.34 (12/15/11)
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SoulReaver



Joined: 15 May 2004
Posts: 162

PostPosted: Fri Sep 08, 2006 12:35 pm    Post subject: Re: We're haing some problem... Reply with quote

Zelk0wy[PL] wrote:
...players cuoldn't use Say and sounds seemed odd...


Did you made your own gametype? If so, dont make use function Timer, because it is used in a superclass to reset a variable:

Each time a player types something with say, the game checks if it is allowed to actualy say it, it adds the length of the string to a variable called MessageLength or something, then if messagelength is below 260, it is allowed to say it. Now, on the timer event, the variable MessageLength is resetted to 0. So if you overrided function Timer, then the variable wont be resetted and it will get over 260... so eventually nobody can say anything anymore.

Hope this helps,
-SR
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Zelk0wy[PL]



Joined: 19 Apr 2006
Posts: 110
Location: War Saw, Poland

PostPosted: Fri Sep 08, 2006 2:38 pm    Post subject: Reply with quote

Soul are you accusing me of being able to make my own GameType??
LMAO!!

No, we used JCoopZ Gametype and (sorry for not mentioning if in first post - I've just forogtten) An used DZMapM for replacing some monsters and items from the pack.
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