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TribesNext >  TribesNext.com Forums >  Support >  Server Support >  Dedicated Server crash after 15 Seconds « previous next »
Pages: [1] 2 3 Print
Author Topic: Dedicated Server crash after 15 Seconds
Maiwand
Nugget
Posts: 12

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December 10, 2014, 09:46:34 PM »
Dedicated Server Running Renegades Mod. I get a UE Error 15 seconds after the server is up and it shuts down. Please look below and see if you see anything that might fix my problem. Running Windows 7 x64



Loading compiled script scripts/weapons/ren_missileLauncher.cs.
Validation required for shape: ammo_missile.dts
Validation required for shape: weapon_missile.dts
Loading compiled script scripts/weapons/ren_shockLance.cs.
Validation required for shape: weapon_shocklance.dts
Loading compiled script scripts/weapons/ren_targetingLaser.cs.
Validation required for shape: weapon_targeting.dts
Loading compiled script scripts/weapons/ren_mine.cs.
Validation required for shape: mine.dts
Compiling scripts/weapons/grenade.cs...
Loading compiled script scripts/weapons/grenade.cs.
Validation required for shape: grenade.dts
Validation required for shape: grenade.dts
Loading compiled script scripts/weapons/ren_flashGrenade.cs.
Loading compiled script scripts/weapons/ren_flareGrenade.cs.
Validation required for shape: grenade.dts
Validation required for shape: grenade.dts
Loading compiled script scripts/weapons/ren_concussionGrenade.cs.
Loading compiled script scripts/weapons/ren_cameraGrenade.cs.
Validation required for shape: camera.dts
Loading compiled script scripts/weapons/fixit.cs.
Loading compiled script scripts/weapons/vulcan.cs.
Loading compiled script scripts/weapons/magnum.cs.
Loading compiled script scripts/weapons/hblaster.cs.
Loading compiled script scripts/weapons/railgun.cs.
Loading compiled script scripts/weapons/srifle.cs.
Loading compiled script scripts/weapons/wavegun.cs.
Loading compiled script scripts/weapons/omegacannon.cs.
Loading compiled script scripts/weapons/ugmissile.cs.
Loading compiled script scripts/weapons/Shotgun.cs.
Loading compiled script scripts/weapons/Groundskeeper.cs.
Loading compiled script scripts/weapons/warhammer.cs.
Loading compiled script scripts/weapons/Medicdart.cs.
Loading compiled script scripts/weapons/flamer.cs.
Loading compiled script scripts/weapons/empgrenade.cs.
Loading compiled script scripts/weapons/disorientgrenade.cs.
Loading compiled script scripts/weapons/incinerarygrenade.cs.
Loading compiled script scripts/weapons/smokegrenade.cs.
Loading compiled script scripts/weapons/plastiquegrenade.cs.
Loading compiled script scripts/weapons/scoutgrenade.cs.
Loading compiled script scripts/weapons/mortarGrenade.cs.
Loading compiled script scripts/weapons/holomine.cs.
Loading compiled script scripts/ren_turret.cs.
Compiling scripts/turrets/mortarBarrelLarge.cs...
Loading compiled script scripts/turrets/mortarBarrelLarge.cs.
Compiling scripts/turrets/aaBarrelLarge.cs...
Loading compiled script scripts/turrets/aaBarrelLarge.cs.
Compiling scripts/turrets/missileBarrelLarge.cs...
Loading compiled script scripts/turrets/missileBarrelLarge.cs.
Compiling scripts/turrets/plasmaBarrelLarge.cs...
Loading compiled script scripts/turrets/plasmaBarrelLarge.cs.
Compiling scripts/turrets/ELFBarrelLarge.cs...
Loading compiled script scripts/turrets/ELFBarrelLarge.cs.
Loading compiled script scripts/turrets/ren_outdoorDeployableBarrel.cs.
Loading compiled script scripts/turrets/ren_indoorDeployableBarrel.cs.
Compiling scripts/turrets/sentryTurret.cs...
Loading compiled script scripts/turrets/sentryTurret.cs.
Loading compiled script scripts/ren_weapTurretCode.cs.
Loading compiled script scripts/ren_pack.cs.
Loading compiled script scripts/packs/ren_ammopack.cs.
Validation required for shape: pack_upgrade_ammo.dts
Loading compiled script scripts/packs/ren_cloakingpack.cs.
Validation required for shape: pack_upgrade_cloaking.dts
Compiling scripts/packs/energypack.cs...
Loading compiled script scripts/packs/energypack.cs.
Validation required for shape: pack_upgrade_energy.dts
Compiling scripts/packs/repairpack.cs...
Loading compiled script scripts/packs/repairpack.cs.
Validation required for shape: pack_upgrade_repair.dts
Compiling scripts/packs/shieldpack.cs...
Loading compiled script scripts/packs/shieldpack.cs.
Validation required for shape: pack_upgrade_shield.dts
Loading compiled script scripts/packs/ren_satchelCharge.cs.
Validation required for shape: pack_upgrade_satchel.dts
Loading compiled script scripts/packs/ren_sensorjammerpack.cs.
Validation required for shape: pack_upgrade_sensorjammer.dts
Compiling scripts/packs/aabarrelpack.cs...
Loading compiled script scripts/packs/aabarrelpack.cs.
Validation required for shape: pack_barrel_aa.dts
Compiling scripts/packs/missilebarrelpack.cs...
Loading compiled script scripts/packs/missilebarrelpack.cs.
Validation required for shape: pack_barrel_missile.dts
Compiling scripts/packs/mortarbarrelpack.cs...
Loading compiled script scripts/packs/mortarbarrelpack.cs.
Validation required for shape: pack_barrel_mortar.dts
Compiling scripts/packs/plasmabarrelpack.cs...
Loading compiled script scripts/packs/plasmabarrelpack.cs.
Validation required for shape: pack_barrel_fusion.dts
Compiling scripts/packs/ELFbarrelpack.cs...
Loading compiled script scripts/packs/ELFbarrelpack.cs.
Validation required for shape: pack_barrel_elf.dts
Loading compiled script scripts/packs/stealthshieldpack.cs.
Loading compiled script scripts/packs/espPack.cs.
Compiling scripts/vehicles/vehicle_spec_fx.cs...
Loading compiled script scripts/vehicles/vehicle_spec_fx.cs.
Loading compiled script scripts/vehicles/ren_serverVehicleHud.cs.
Loading compiled script scripts/vehicles/ren_vehicle_shrike.cs.
Validation required for shape: vehicle_air_scout.dts
Loading compiled script scripts/vehicles/ren_vehicle_bomber.cs.
Validation required for shape: vehicle_air_bomber.dts
LinearProjectileData(BomberFusionBolt)::load: activateDelayMS != -1, but no activate/maintain sequence on shape energy_bolt.dts
Validation required for shape: repair_kit.dts
Loading compiled script scripts/vehicles/ren_vehicle_havoc.cs.
Validation required for shape: vehicle_air_hapc.dts
Loading compiled script scripts/vehicles/ren_vehicle_wildcat.cs.
Validation required for shape: vehicle_grav_scout.dts
Loading compiled script scripts/vehicles/ren_vehicle_tank.cs.
Validation required for shape: vehicle_grav_tank.dts
Validation required for shape: repair_kit.dts
Loading compiled script scripts/vehicles/ren_vehicle_mpb.cs.
Validation required for shape: vehicle_land_mpbase.dts
Loading compiled script scripts/vehicles/ren_vehicle_wraith.cs.
Loading compiled script scripts/vehicles/ren_vehicle.cs.
Compiling scripts/ai.cs...
Loading compiled script scripts/ai.cs.
Compiling scripts/aiDebug.cs...
Loading compiled script scripts/aiDebug.cs.
scripts/aiDebug.cs (340): Unable to find object: 'Canvas' attempting to call function 'popDialog'
Compiling scripts/aiDefaultTasks.cs...
Loading compiled script scripts/aiDefaultTasks.cs.
Compiling scripts/aiObjectives.cs...
Loading compiled script scripts/aiObjectives.cs.
Compiling scripts/aiInventory.cs...
Loading compiled script scripts/aiInventory.cs.
Compiling scripts/aiChat.cs...
Loading compiled script scripts/aiChat.cs.
Compiling scripts/aiHumanTasks.cs...
Loading compiled script scripts/aiHumanTasks.cs.
Compiling scripts/aiObjectiveBuilder.cs...
Loading compiled script scripts/aiObjectiveBuilder.cs.
Compiling scripts/aiBotProfiles.cs...
Loading compiled script scripts/aiBotProfiles.cs.
Loading compiled script scripts/ren_item.cs.
Validation required for shape: repair_kit.dts
Validation required for shape: repair_patch.dts
Validation required for shape: flag.dts
Validation required for shape: Huntersflag.dts
Validation required for shape: nexus_effect.dts
Validation required for shape: beacon.dts
Loading compiled script scripts/ren_station.cs.
Compiling scripts/simGroup.cs...
Loading compiled script scripts/simGroup.cs.
Compiling scripts/trigger.cs...
Loading compiled script scripts/trigger.cs.
Compiling scripts/forceField.cs...
Loading compiled script scripts/forceField.cs.
Compiling scripts/lightning.cs...
Loading compiled script scripts/lightning.cs.
Compiling scripts/weather.cs...
Loading compiled script scripts/weather.cs.
Loading compiled script scripts/ren_deployables.cs.
Validation required for shape: pack_deploy_inventory.dts
Validation required for shape: pack_deploy_sensor_motion.dts
Validation required for shape: pack_deploy_sensor_pulse.dts
Validation required for shape: pack_deploy_turreto.dts
Validation required for shape: pack_deploy_turreti.dts
Loading compiled script scripts/packs/deployablemortarturret.cs.
Loading compiled script scripts/packs/deployableplasmaturret.cs.
Loading compiled script scripts/packs/deployableAAturret.cs.
Loading compiled script scripts/packs/deployableelfturret.cs.
Loading compiled script scripts/packs/deployablemissileturret.cs.
Loading compiled script scripts/packs/deployablerailturret.cs.
Loading compiled script scripts/packs/deployablevulcanturret.cs.
Loading compiled script scripts/packs/deployablelaserturret.cs.
Loading compiled script scripts/packs/deployablespringboard.cs.
Loading compiled script scripts/packs/deployabledetpack.cs.
Validation required for shape: stackable2S.dts
Warning: shape stackable2S.dts collision detail 0 (Collision-2) bounds exceed that of shape.
Warning: shape stackable2S.dts collision detail 0 (Collision-2) bounds exceed that of shape.
Warning: shape stackable2S.dts collision detail 0 (Collision-2) bounds exceed that of shape.
Warning: shape stackable2S.dts collision detail 0 (Collision-2) bounds exceed that of shape.
Warning: shape stackable2S.dts collision detail 0 (Collision-2) bounds exceed that of shape.
Loading compiled script scripts/packs/deployableteleport.cs.
Loading compiled script scripts/packs/deployableffemitter.cs.
Loading compiled script scripts/packs/deployableplatform.cs.
Warning: shape stackable1s.dts collision detail 0 (Collision-4) bounds exceed that of shape.
Loading compiled script scripts/packs/deployableblastwall.cs.
Warning: shape stackable1s.dts collision detail 0 (Collision-4) bounds exceed that of shape.
Loading compiled script scripts/packs/deployablemechanicaltree.cs.
Warning: shape xorg5.dts collision detail 0 (Collision-3) bounds exceed that of shape.
Warning: shape Sorg20.dts collision detail 0 (Collision-4) bounds exceed that of shape.
Loading compiled script scripts/packs/deployablecombatgrav.cs.
Warning: shape stackable5m.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Loading compiled script scripts/packs/deployableInterceptor.cs.
Warning: shape stackable5m.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Loading compiled script scripts/packs/deployableWraith.cs.
Warning: shape stackable5m.dts collision detail 0 (Collision-1) bounds exceed that of shape.
Loading compiled script scripts/packs/deployablesensorjammer.cs.
Validation required for shape: pack_deploy_sensor_motion.dts
Loading compiled script scripts/packs/deployablewiretap.cs.
Compiling scripts/navGraph.cs...
Loading compiled script scripts/navGraph.cs.
Loading compiled script scripts/targetManager.cs.
Compiling scripts/serverCommanderMap.cs...
Loading compiled script scripts/serverCommanderMap.cs.
Compiling scripts/environmentals.cs...
Loading compiled script scripts/environmentals.cs.
Compiling scripts/power.cs...
Loading compiled script scripts/power.cs.
Loading compiled script scripts/ren_overloads.cs.
Compiling scripts/serverTasks.cs...
Loading compiled script scripts/serverTasks.cs.
Loading compiled script scripts/ren_admin.cs.
exec: invalid script file prefs/banlist.cs.
Compiling scripts/HybridGame.cs...
Loading compiled script scripts/HybridGame.cs.
Loading compiled script scripts/aiHybrid.cs.
Compiling scripts/ConquestGame.cs...
Loading compiled script scripts/ConquestGame.cs.
Loading compiled script scripts/aiConquest.cs.
Compiling scripts/mapGame.cs...
Loading compiled script scripts/mapGame.cs.
<>>>>> ACTIVATING MAP SUPPORT <<<<<>
<>>>>>      VERSION 2.0       <<<<<>
Compiling missions/mapscripts/planetrenegades.cs...
Loading compiled script missions/mapscripts/planetrenegades.cs.
GrenadeProjectileData(ArtilleryShot)::onAdd: arming delay below minimum allowed (250 ms)
Loading compiled script scripts/HybridGame.cs.
Loading compiled script scripts/aiHybrid.cs.
Loading compiled script scripts/ConquestGame.cs.
Loading compiled script scripts/aiConquest.cs.
Loading compiled script scripts/mapGame.cs.
Compiling scripts/aiBountyGame.cs...
Loading compiled script scripts/aiBountyGame.cs.
Compiling scripts/TeamHuntersGame.cs...
Loading compiled script scripts/TeamHuntersGame.cs.
Compiling scripts/aiTeamHunters.cs...
Loading compiled script scripts/aiTeamHunters.cs.
Compiling scripts/aiHunters.cs...
Loading compiled script scripts/aiHunters.cs.
Compiling scripts/SinglePlayerGame.cs...
Loading compiled script scripts/SinglePlayerGame.cs.
Compiling scripts/spDialog.cs...
Loading compiled script scripts/spDialog.cs.
Compiling scripts/SiegeGame.cs...
Loading compiled script scripts/SiegeGame.cs.
Compiling scripts/aiSiege.cs...
Loading compiled script scripts/aiSiege.cs.
Compiling scripts/RabbitGame.cs...
Loading compiled script scripts/RabbitGame.cs.
Compiling scripts/aiRabbit.cs...
Loading compiled script scripts/aiRabbit.cs.
Compiling scripts/HuntersGame.cs...
Loading compiled script scripts/HuntersGame.cs.
Loading compiled script scripts/aiHunters.cs.
Compiling scripts/DnDGame.cs...
Loading compiled script scripts/DnDGame.cs.
Compiling scripts/aiDnD.cs...
Loading compiled script scripts/aiDnD.cs.
Compiling scripts/DMGame.cs...
Loading compiled script scripts/DMGame.cs.
Compiling scripts/aiDeathMatch.cs...
Loading compiled script scripts/aiDeathMatch.cs.
Compiling scripts/CnHGame.cs...
Loading compiled script scripts/CnHGame.cs.
Compiling scripts/aiCnH.cs...
Loading compiled script scripts/aiCnH.cs.
Loading compiled script scripts/CTFGame.cs.
Compiling scripts/aiCTF.cs...
Loading compiled script scripts/aiCTF.cs.
Compiling scripts/BountyGame.cs...
Loading compiled script scripts/BountyGame.cs.
Loading compiled script scripts/aiBountyGame.cs.
Loading compiled script scripts/defaultGame.cs.
scripts/ren_server.cs (172): Unable to find function RenPermaBanQuery
Loading compiled script t2csri/serverGlue.cs.
Loading compiled script t2csri/rubyUtils.cs.
Loading Ruby script t2csri/crypto.rb.
Loading compiled script t2csri/serverSide.cs.
Loading compiled script t2csri/serverSideClans.cs.
Loading compiled script t2csri/bans.cs.
Loading compiled script t2csri/ipv4.cs.
Loading compiled script t2csri/base64.cs.
Loading compiled script t2csri/serverGlue.cs.
Loading compiled script t2csri/rubyUtils.cs.
Loading Ruby script t2csri/crypto.rb.
Loading compiled script t2csri/serverSide.cs.
ActivatePackage called for a currently active package!
Loading compiled script t2csri/serverSideClans.cs.
Loading compiled script t2csri/bans.cs.
Loading compiled script t2csri/ipv4.cs.
Loading compiled script t2csri/base64.cs.
-- Sent heartbeat to TN Master. (master.tribesnext.com:80)
LOADING MISSION: Riverdance
Stage 2 load
Executing missions/Riverdance.mis.
Memory consumed = 3008
team 1 objectives load...
team 2 objectives load...
navGraph(): register permanent (static object) threat on the graph
navGraph(): register permanent (static object) threat on the graph
navGraph(): register permanent (static object) threat on the graph
navGraph(): register permanent (static object) threat on the graph
Default game mission load done.
starting camp thread...
starting mission countdown...
 - Heartbeat confirmed.
START MATCH
mission end countdown...
%
rJay
Scout

Posts: 395

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1: December 11, 2014, 12:08:50 AM »
Besides the tons and tons of errors, it looks healthy to me.

Romans 1:16
Blakhart
Juggernaught
Posts: 1625

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2: December 11, 2014, 07:37:37 AM »
Are you deleting all dsos between attempts?
Maiwand
Nugget
Posts: 12

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3: December 11, 2014, 09:01:43 PM »
Yes of course I'm deleting the Dso files. I'm using the delete dso batch file. How did the other people on this forum run the Renegades mod. I tried another Mod Shifter and it worked fine. I know the latest Renegades mod worked on the last garage game patch I had a server running in 2005 do you guys think it might conflict with the tribes next patch ? Or Windows 7
Maiwand
Nugget
Posts: 12

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4: December 11, 2014, 09:02:48 PM »
I wish the renwerx guys had a contact to see if they had a clue wtf is going on
Ragora
Seņor Nugget

Posts: 221

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5: December 11, 2014, 11:51:03 PM »
I wonder if it's running anything that use the TCPObjects in Tribes 2. TWM2 used to have roughly the same issue with crashing because it would attempt to connect to a server via TCPObjects that isn't even up anymore and apparently the TCPObject code doesn't know how to deal with that.

For the giggles, you could see if this helps:

Code:
memPatch("005BD190","C3");
memPatch("005BD1F0","C3");
memPatch("005BD210","C3");

Stick it in an autoexec script or something. It injects return instructions into the TCPOBject .connect, .disconnect and .send methods. It might break other stuff, though.


Edit:


Actually looking at it yields that there's barely anything in here, let alone any TCPObject instantiations unless the installer borked.
« Last Edit: December 11, 2014, 11:56:24 PM by Ragora »

"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." - Supposedly Einstein
Maiwand
Nugget
Posts: 12

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6: December 12, 2014, 12:07:50 AM »
Thyth said something about Rudy and defensive torret you think this mod might have the stuff not supported by tribes next patch ? I see it's loading ruby script
Blakhart
Juggernaught
Posts: 1625

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7: December 12, 2014, 12:10:54 PM »
Is dt in the mod? If so can you get rid of it?
Defender
Nugget²

Posts: 68

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8: December 13, 2014, 08:45:15 AM »
Yes of course I'm deleting the Dso files. I'm using the delete dso batch file.

I looked at the mod, its dso only, so if you run the dso batch file, you may be deleting the mod dso's..
Its a shame the guys who made this mod never finally released it with the .cs files..

Tribes2-Ultimate!
Better graphics, Over 2gig of custom content included.
Website: http://www.tribalcombat.com/tribes2-ultimate/
rJay
Scout

Posts: 395

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9: December 13, 2014, 11:08:31 AM »
I absolutely hate mods with just .dsos. The excuse for the Heavy Medal mod was that he didn't want people pirating his work. The only problem is, he doesn't own or have rights to his work, since the game is free, and not only that, but doing that is against everything real modders stand for. They irritate the stew out of me.

Romans 1:16
GeEkOfWiReS1097
Nugget²

Posts: 73

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10: December 13, 2014, 11:54:45 AM »
Someone doesn't like open source it appears. It's a shame that when people left Tribes, they didn't just make their code a free-for-all so if someone wanted the mod, they could have it and tweak it to their likings. Honestly, there's no need to not provide the source for the mod if it's not proprietary.

I could understand it if the ownership of their code was at stake, but it doesn't look like Tribes would have ever had that issue on source code; add to the fact of the limited reach that TorqueScript has: the Torque Engines.

If your problem can't be solved, you haven't dug deep enough.
Avoid re-posting a question that has been answered and we can prevent forum clutter:
Search with me.
Blakhart
Juggernaught
Posts: 1625

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11: December 13, 2014, 12:58:47 PM »
Yes of course I'm deleting the Dso files. I'm using the delete dso batch file.

I looked at the mod, its dso only, so if you run the dso batch file, you may be deleting the mod dso's..
Its a shame the guys who made this mod never finally released it with the .cs files..


Yeah with dso mods created prior to tn you're likely fooched.
rJay
Scout

Posts: 395

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12: December 14, 2014, 12:05:48 PM »
Screw people that think things shouldn't be open source. They had no business coding in the first place.

Romans 1:16
Thyth
Apotheosis Incarnate

Posts: 798

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13: December 14, 2014, 03:20:41 PM »
The only problem is, he doesn't own or have rights to his work, since the game is free, and not only that, but doing that is against everything real modders stand for.
This is so wrong on so many levels. You always own rights to your creative works, which are retained until 50 to 70 years after the creator's death. This applies to literature, art, software, et cetra. Creators have a right to control the terms under which others can benefit from that creative work, be those terms including a price tag, or other additional limitations (provided they don't impinge on fair use).

A mod maker is completely within their rights to produce a proprietary mod. This could be strongly enforced by only running the mod on their own servers, or more weakly by distributing a compiled version only. Being indignant about how a programmer doesn't have rights, or invoking a no-true-Scotsman argument (which is a logical fallacy, by the way) is patronizing and insulting, and you should do better.

Regardless, however, you're not likely to get source code to Renegades mod from the authors any time soon -- ambitious individuals could pursue development of a DSO disassembler and decompiler if they really want source. Secondly, there's not enough information in this thread to determine the precise cause for UEs when hosting in this configuration. I asked Maiwand to test a couple things out when he was asking questions on IRC, and it looks like GeEkOfWiReS1097 was able to get it working in a dedicated server configuration, so there is some other factor (in terms of installed scripts, maps, networking) causing the UE other than just the mod.

Sarcastic, narcissistic, genius, resurrecting the game with brilliant strokes of wizardry.
rJay
Scout

Posts: 395

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14: December 15, 2014, 01:38:26 PM »
Thyth, while legally you have an argument, sociologically, that was then, and this is now. Now is the age of freeware. Now is the age of opensource. I'm not saying it's not their right, I'm saying it's not cool.

Romans 1:16
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