Combat Mode Relaunch

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  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    Another example: round ends and map vote starts and then disappears. Then we join game but switch teams. All the players on the marine team have phantom skulks in our base (previous game ended as marine win from hive kill). When the marines kill their alien phantom selves the world might end or something!
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    Oh wow it lets me into the same server but now I can not play any games from steam on this account.
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    SO i guess I am required to play only ns2 combat forever.
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    ZEROibis wrote: »
    OK I just by random change got the glitch and recreated it. Now I am not sure how this occurred but here is what did:

    Map ended (aliens won by killing cc) but as usual map vote does not start and server does not change map. So I started a map vote using the new ingame menu. I then voted for yes which being F1 also forces me to join marines. When I got on marines I could see another copy of myself with the phantom player glitch. I then was fine until I got the red plug of death but was not disconnected from the server. The map changed a few min later and everything was normal.

    So the glitch causes users to be "disconnected" from the server while being connected to it.

    If we can get a log from a server where this is happening I can probably look into what's going on... :]
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    Extra Entities support fixed for Combat Mode

    We've just released another update to CombatMod, fixing Extra Entities support (for real this time!). Server ops please update!
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    Here is all the logs from the server: ftp://ns2co.ibisgaming.com/
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    @ZEROibis Thanks for collecting those. They seem to be just the kill/death logs though. Are there some other, more detailed server logs available? They are the ones that show any errors that occurred and say what the Combat Mode settings are etc.
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    Is there a setting I need to enable to capture logs that would include the data you would want. These are the logs from DAK
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    edited June 2013
    I think by default NS2 will log to a file called log.txt or log-Server.txt in c:\users\<you>\appdata\roaming\natural selection 2 - it's those logs which I'll need to look at...
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    How are those logs dealt with as far as location when there is multiple servers on the same box?
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    Also that directory structure does not exist in winserver 03.
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    Using: -config_path C:\SERVERS\CSS\ns2co\cfg -modstorage C:\SERVERS\CSS\ns2co\mods
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    On your system that directory will be C:\Documents and Settings\Username\Application Data\roaming\natural selection 2 - also you can override this log file location using the -logdir parameter.

    See the Dedicated Server guide for more details
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    I have noticed that the phantom player glitch only occurs to players who are dead at the end of the round. So if your dead and the round ends and you start a new round then you will get a phantom. This is for the cases where the phantoms do not persist or re spawn after being killed.
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    I will make an easier way to access our error logs in real time to aid in development but for now here is our log from yesterday in the combat mod: http://www.ibisgaming.com/media/log-Server-2.txt
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    ZEROibis wrote: »
    I will make an easier way to access our error logs in real time to aid in development but for now here is our log from yesterday in the combat mod: http://www.ibisgaming.com/media/log-Server-2.txt
    Thanks for posting this log! Looking through it, there's one immediate train of thought. There seems to be an error that is repeatedly cropping up.
    Error: lua/base/playerfunctions.lua:251: attempt to call method 'GetUserId' (a nil value)
    [Server] Script Error #8: lua/base/playerfunctions.lua:251: attempt to call method 'GetUserId' (a nil value)
    

    I'll look into what might be causing this, it's possibly the trigger for the phantom bug...

  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    Keep in mind that this log also contains errors for DAK in it as well so just keep that in mind when bug hunting.

    Also as of now you can always access the latest logs here: ftp://ns2co.ibisgaming.com/main/

    Bit late now and server empty after the restarts but I am sure by tomorrow night there will be plenty of data to look over. (If only I could get the co server to be full virtually 24/7 like the pub lol)
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    Also yes confirmed again today that all players that turn into phantoms are dead when the the round ends if the map does not change they will be phantoms on their respective team until killed once.
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    Problem with aliens not getting lifeforms is caused in between the distance check. Basically before you egg combat checks if there is space and if there is then lets you egg. However, if another player for example moves over you perfectly in between the time combat allows the egg and when you do egg and then the engine catches it it then stops you from egging and you do not get the lifeform or upgrade.
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    Can we please clean up these errors they are blowing up the log sizes:
    Error: Warning: Sound length queried for sound that doesn't exist: /combat/upgrades/alien_lvl_up
    Error: Warning: Sound length queried for sound that doesn't exist: /combat/upgrades/marine_lvl_up
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    cool, thanks for raising these! I think we'll try and fix the phantoms and the egg spawning on our next release (probably coinciding with the next NS2 build).

    The sound length issue we've had for a while... I think there's a .soundinfo file we're missing or something like that, but we don't have a mechanism for generating it.
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    Maybe just an empty file with the name the system looks for will block the error? It is not as though the sound does not actually work.
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    I generate my .soundinfo file manually, there is probably something to do it automatically but it is easy enough to do manually.

    /ns2c/alien/fade/wound
    1366
    /ns2c/alien/lerk/primal_scream
    2764
    /ns2c/alien/fade/blink
    2142

    Is a sample, its basically just the event name, and then the length in ms below.
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    xDragon wrote: »
    I generate my .soundinfo file manually, there is probably something to do it automatically but it is easy enough to do manually.

    /ns2c/alien/fade/wound
    1366
    /ns2c/alien/lerk/primal_scream
    2764
    /ns2c/alien/fade/blink
    2142

    Is a sample, its basically just the event name, and then the length in ms below.

    Thanks for the tip! I'll have to dig up a copy of fmod designer to get the filesizes but I think we can get this into our next release.
  • CuelCuel Join Date: 2013-01-22 Member: 181295Members, Reinforced - Shadow
    Consider making vortex not work on CC. I've seen a couple of troll fades in overtime.
  • Korn09Korn09 Join Date: 2013-03-23 Member: 184285Members, Reinforced - Shadow
    Seems to be something with 249 + Combat that is causing massive rubberbanding to happen to some players. I've been on both ends...rubberbanding the entire game or nothing at all. Server CPU is normal, tick is 29-30 entire game.

    Scrolling the server logs shows a ton of sound length errors (alien upgrade / marine upgrade) along with a handful of LUA errors, but nothing that seems to be fairly consistent with the rubberbanding.
  • DarkSeraphDarkSeraph Join Date: 2004-06-07 Member: 29174Members
    Korn09 wrote: »
    tick is 29-30 entire game.

    This is incorrect. Playing on one of your servers last night I was watching tick spike down below 10 at times, similar to how a sudden ping spike would feel. But it's not only your servers and the issue didn't exist in 248.
  • Korn09Korn09 Join Date: 2013-03-23 Member: 184285Members, Reinforced - Shadow
    DarkSeraph wrote: »
    Korn09 wrote: »
    tick is 29-30 entire game.

    This is incorrect. Playing on one of your servers last night I was watching tick spike down below 10 at times, similar to how a sudden ping spike would feel. But it's not only your servers and the issue didn't exist in 248.

    Sure it happens when the entire game is in a single hive room. Good luck with that :)
  • ScatterScatter Join Date: 2012-09-02 Member: 157341Members, Squad Five Blue
    How long would it take to convert combat to build 250 do you think ?
  • MCMLXXXIVMCMLXXXIV Join Date: 2010-04-14 Member: 71400Members
    I haven't seen the build yet so can't comment on how it will run, but my guess is that with so many structural changes something will break. It's usually relatively simple to fix these things though.

    The tricky part for us is that both of the guys who are coders are away this week, so it might take a few days to get a fix out, not until Monday 1st July at the earliest.
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