OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting Multiplayer => Topic started by: juxie on 21 Apr 2005, 10:40:17
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I hope I could get some idea from you all here..
My multiplayer has quite a huge functionalities
I have:
- 7 players
- more than 30 triggers
- a lot of groups
- quite a lot of waypoints
Somehow this mission crashes..
I have tried :
- removing some groups from the mission
- removing some triggers
- removing some waypoitns
and it still crashes..
any idea of limitations in this multiplayer mission?
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Do you CTD or do you get an error. Try setting ofp up with a debug mode, then you can view the logfile after the crash.
No limit for trigger amount
63 Group limit
No limits for waypoint amount.
Try removing your addons - a Flaw in an addon you have used can cause a CTD.
Flaws in scripts can cause CTD - If you have scripts running in a loop, don't forget to make a delay for minimum ~0.01 or you may CTD
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Hi, may I know how I could actually set ofp with a debug mode?
it might be very useful.
thanks
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Where abouts in the mission does it crash??
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I actually got CTD without any error
it's quite a huge mission
I can actually play through almost the whole mission
there is a part in the mission where a group of tanks will attack enemy objective
at the objective there are quite about 8 - 15 groups of AI
all my scripts with loop has a delay too
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Where abouts in the mission does it crash??
if its a specific point in the mission then you need to look at the scripts or the triggers that are activated at that point
if as you say its crashing while in the mission, not at the start then you could be calling a variable using the same name for different variable types
eg
tx_myvariable = true
tx_myvariable = 3
one is a boolean, one is a value
this type of thing can cause problems
or asking the script to call on something that doesnt exist
eg wrong classname in a createvehicle line etc
it may be something that you havent done, like a clash of internal scripts in an addon
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and somehow it is always the server that crashes
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look for any lines that have ?(local server):
as these are lines only run on the server
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I have ? (local server)
it does a skipTime
may not think it is actually the cause of the crash
by the way, what happens if I actually planted more than 63 groups?
does one soldier by itself count as one group?
any idea about debug mode?
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sorry I mean I have already tried removing ?(local server)
and it still crashes
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1 soldier not grouped with other soldiers = 1 group
I didnt mean remove the line ?(local server):
what i meant was
You stated that it was the server that crashed
so
because ?(local server): is the normal command line to use when wanting to run something only on the server, then checking any lines of code executed from this line would be a logical step to take when trying to debu8g something that was causing the server to crash
having more than 63 groups per side could also cause this
wondering though how u managed to save the mission if you created more than 63 groups, as the mission editor save option disapears when you go over this limit
If you are completely stuck, then the best way to try and debug, is to build a copy of what you have, bit by bit, until you find the error
eg place a copy of each group you have into a new mission and test per group/per trigger/per waypoint etc
long and tedious i know, but sometimes its the only way to find the error.
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I am actually thinking of beginning bit by bit again
I am just afraid I might not find the error still
any idea how to run ofp in debug mode?
It might help when I am beginning bit by bit too
thanks
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I just check my mission.sqm
I have 88 groups..
I wonder how I managed to save this..
because when I planted more than 63 groups i can't actually preview at all
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sorry I was wrong
I have 88 groups in total (EAST + WEST)
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oopss looks like I encounter a certain kind of memory errors
I got this from my Flashpoint.rpt
=====================================================================
== C:\Program Files\Codemasters\OperationFlashpoint\FLASHPOINTRESISTANCE.EXE
=====================================================================
Exe version: Thu Oct 07 11:35:47 2004
graphics: Direct3D HW T&L , Device: NVIDIA Quadro FX 1100, Driver:nv4_disp.dll 6.14.10.6573
resolution: 1025x769x32
Addons:
Camo in camo\, RunwayMarkerYellow in coloredlights\, UltraOWS in ultraows\
boat in boat\, NYP_misc2RInter in rinter\, Saw in saw\, Bizon in bizon\, Su25 in su25\
LargeRunwayMarkerYellow in coloredlights\, WhiteSilhouettedLight in coloredlights\
mv_lr in mv_lr\, NOR_BTR60res in nor_btr60\, gunboat in vosper\, 6G30 in 6g30\
BIS_WeaponPack in o_wp\, SmallRunwayMarkerGreen in coloredlights\
anim_cust in cust_anim\, sar21 in sar21\, sar21Night in sar21\
RunwayMarkerRed in coloredlights\, BMP2 in bmp2\, RunwayMarkerBlue in coloredlights\
RunwayMarkerGreen in coloredlights\, LAW in law\, sar21Day in sar21\, Kozlice in kozl\
Steyr in steyr\, SmallRunwayMarkerWhite in coloredlights\
SmallRunwayMarkerBlue in coloredlights\, SmallRunwayMarkerYellow in coloredlights\
Env_obj in env_obj\, GlowStick in glowstick\, SM1 in sm1\, AH64 in apac\, 5ton in 5ton\
Vulcan in vulcan\, RunwayMarkerWhite in coloredlights\
WhiteIlluminateLight in coloredlights\, M203 in m203\, Farm_animal in mig_chicken\
Hunter in hunter\, Kolo in kolo\, Mini in mini\, Trabant in trab\
RedLight in coloredlights\, Kid in nyp_kid\, NYP_misc2tri in tri\, G36a in g36a\
CRSAKM in crsakm\, FRange in frange\, NOR_BTR60 in nor_btr60\, BRDM in brmd\
Ch47D in ch47\, HMMWV in humr\, LaserGuided in laserguided\, Noe in noe\, OH58 in oh58\
XMS in xms\, BIS_Resistance in o\, SmallRunwayMarkerRed in coloredlights\
LargeRunwayMarkerWhite in coloredlights\, CRSAKMGL in crsakm\, Flags1 in flags\
MM1 in mm-1\, LSV in lsv\, NYP_CONFIG in nyp_config\, Bradley in m2a2\
Mods: RES;nyp
=======================================================
Date: 04/17/05 Time: 07:27:23
-------------------------------------------------------
Exception code: C0000005 ACCESS_VIOLATION at 006070CA
Version 1.96
Fault address: 006070CA 01:002060CA C:\Program Files\Codemasters\OperationFlashpoint\FLASHPOINTRESISTANCE.EXE
file: SMI-BRCC-Milestone1-2-3-4-5-6
world: Peninsula
Prev. code bytes: 8B 18 74 0C 8B 4D F0 85 C9 74 05 E8 98 36 EB FF
Fault code bytes: 83 BB B0 00 00 00 01 75 22 8B 45 EC 8B 40 08 D9
Registers:
EAX:10C5E09C EBX:00000000
ECX:106A7E70 EDX:00000001
ESI:13B67600 EDI:00000020
CS:EIP:001B:006070CA
SS:ESP:0023:0012FA2C EBP:0012FA58
DS:0023 ES:0023 FS:003B GS:0000
Flags:00010246
=======================================================
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so you do use addons, the most likely cause of your crash is an addon conflict
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How can I actually find out which addons is conflicting?
the problem is this mission is too big :-[ :'(
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I am wondering too if I have buffer overflow
I have an artillery script that does camCreate
;call this script on activate or deactivate:
;[ID,Type,#shells,Xrange,Yrange,starting height] exec "ArtillerySupport.sqs"
_tag = getMarkerPos (_this select 0)
_objtype = _this select 1
_amount = _this select 2
_randomX = _this select 3
_randomY = _this select 4
_height = _this select 5
_timev = 2
_offsetX = _randomX / 2
_offsetY = _randomY / 2
_tX = _tag select 0
_tY = _tag select 1
_tZ = _tag select 2
;titleText ["Artillery strike is in progress", "PLAIN DOWN"]
#Loop
? (_amount < 1 ) : exit
_obj = _objtype camCreate [((_tX+Random _randomX)-_offsetX),((_tY+Random _randomY)-_offsetY),_height]
_amount = _amount - 1
~0.5 + (random _timev)
goto "Loop"
do I actually need to delete the _obj that I created?
could this lead to buffer overflow somehow?
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could adding -nomap solve the problems?
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the -nomap switch is a switch used to enhance memory management
I believe it allows the use of the windows swapfile fas ram storage for addon data
It will reduce if not completely stop Out of memory errors
Before i updated my system, i could load over 2 gig of addons in a pack wityh only 512 of ram, so use it
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re-installed my OFP, applied patch 1.85 and .196 on one machine, works fine
did the same thing on another machine, it crashes
both using -nomap -nosplash -mod
now it could be addons problem?
hmmm... how can I try that..
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the only way to figure that out is to remove addons one at a time until the bug stops occuring.
This doesnt however mean that the addon you removed was in error, it couold simply be that it clashes with another
hard work and patience is the only answer my friend
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hmmm do you mean removing one addons from the my mod folder?
because I am actually creating my own mod
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if its a mission, simply remove one addon requirement per trial until the mission stops crashing.
if its a mod, then do the same, but by removing from addon folder
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I tried to actually replace my vehicles with in-game ones, it still crashes :'( :-\
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should I re-do the whole mission? cos probably once it's broken, there is no way to fix it