Server error logs (zombies exploding the server fixed)

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Re: Server error logs (zombies exploding the server fixed)

by gulliver-trans » Mon Oct 24, 2016 7:42 pm

Haha yeah I was trying both some invalid things, and some things that proquake server wouldn't know about (but your client would).

"sky" and "alpha" are the only valid ones, though "alpha" is useless if the server doesn't send it.

Server error logs (zombies exploding the server fixed)

by Gunter » Mon Oct 24, 2016 10:57 am

Here is what it looks like when a sniper shoots a Zombikazie among a large group of Zombikazies and they all explode and blow up the server....

The chain of events runs backward, so you'd start reading at the bottom of the list:

Code: Select all

CALL0      2971(BecomeExplosion)BecomeExplosion() 
             : zombie_kerspload
             : zombie_kerspload
             : Killed
             : T_Damage
             : T_RadiusDamage
             : zombie_kerspload
             : Killed
             : T_Damage
             : T_RadiusDamage
             : zombie_kerspload
             : Killed
             : T_Damage
             : T_RadiusDamage
             : zombie_kerspload
             : Killed
             : T_Damage
             : T_RadiusDamage
             : zombie_kerspload
             : Killed
             : T_Damage
             : T_RadiusDamage
             : zombie_kerspload
             : Killed
             : T_Damage
             : T_RadiusDamage
             : zombie_kerspload
             : Killed
             : T_Damage
             : W_FireSniper
             : W_Attack
             : W_WeaponFrame
             : PlayerPostThink
<NO FUNCTION>
stack overflow
Host_Error: Program error
Host_ShutdownServer: NET_SendToAll failed for 1 clients

I'm not sure why the final choke is "<NO FUNCTION>," and "BecomeExplosion()" just causes the thing to turn into the explosion sprite and vanish ... it's certainly possible I have an error in the code somewhere.... Though if that were the case, Zombikazies would probably be exploding the server more often. I guess it's just the chain reaction of radius explosions... though still, that' was only 7 of them.... It seems like that shouldn't be too bad.

Oh well... Quake error messages are often obscure and unhelpful. Maybe I'll do a stress test and turn all the monsters into Zombikazies :twisted:

Oh.. that gives me an idea.... A map that contains a domino line of Zombikazies, hehe. you hit the first one and they all explode in series!


Trans, here are some erros your map generated:

Code: Select all


'sky' is not a field
'color' is not a field
'colors' is not a field
'cells' is not a field
'rockets' is not a field
'alpha' is not a field
'rockets' is not a field
'rockets' is not a field
'rockets' is not a field
I guess you're doing weird things. At least they aren't fatal errors....




EDIT: Ok, I rejiggered the zombie code, and now we should be able to explode as many Zombikazies as we can find, and it won't blow up the server.

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