BTW, Our own TheOwningOne created a plugin to report to a .log everytime a server is started. So whenever the server crashes, if any it's reported to that log. I'll talk to him about releasing it. He threw this together real fast so that may not be likely
this is the crash after every roundend: IVP Failed at U:\hl2_rel\src\ivp\ivp_utility\ivu_vhash.cxx 157 net.cpp (1260) : Assertion Failed: 0 == iRet net.cpp (1260) : Assertion Failed: 0 == iRet net.cpp (1260) : Assertion Failed: 0 == iRet net.cpp (1260) : Assertion Failed: 0 == iRet
AMD Athlon 64 X2 5600+ Dual Core 4 GB DDR2 Windows 2003 rc2 any other mod works fine, tested with TF2, L4D, CS,
I thought you already switched back to Linux, and was concerned about cross-platform bugs Try this: http://www.empiresmod.com/download/empires2_23_server_linux.zip Although I hear great things about windows srcds running in wine
, with 2.22 it worked perfectly, better then with linux, but since the new release, i got only bugs. ill try if the issue is solved with that file. thx btw.
ok, i still got the issue, but its not crashing after every mapchange, just about after every 5th. the funny thing is, that the debuglog shows me: error in 0x00000000, restarting server in 10 sec. i have reinstalled the server, put out the source+meta mod, and tested other linux versions. do u guys got any idea what i can do to solve it?
Nachos has never been able to run with stats enabled, Do not know why this is happening, but it seems that Napalms servers are the only ones capable of spitting out to the stats server.
hur hur hur pickled -_- Nachos needs alot of upgrades, but chances to make them are few and far between. It's a WIP.
Thx, it solved the issue. but there is one more thing i cant understand, why can i have on windows or wine more slots then with linux, and it doesnt lag! Lag begins on my linuxserver with 32 slots, on the windows OS with 44 slots. when i keep a look on the resources, i can see that under Linux 10 slots filled with ppl needs 12% of the CPU resources, but under Windows 7%. how could that be? the CPU is runnin constant on 2.7 ghz. so no underclocking under linux. do you guys have an idea?
No clue why this happens, and yeah we noticed the same thing. We start experiencing lag after 44 players so we keep it to 42.
Eth0 ranted at me why this happened once. Apparently, an old or current coder (can't remember who) really really loves his windows, and doesn't like linux. In fact, some builds got the linux server patch considerably later than the windows one, just because there was no one who could be arsed to do it. When it is done, it's kinda crappy so runs slower than it should. However, linux servers should make for faster game servers, so, apparently, using Wine will get you the best results.
Well it doesnt' help that the only dev memeber that knows anything about linux and has been doing the linux builds usually isn't around (Mootant). CB was nice enough and spent 3 days trying to get the linux build out. So dont' get too pissy about not having a linux build. Get someone that knows more about linux than the random person that uses it day to day.
Not that I don't know anything about Linux, just it's a complicated process to set up a build environment. As I understand it, the REAL reason Linux lags more than Windows is Valve. It used to be that srcds was more efficient on Linux than on Windows. To compensate, they went and optimized srcds for Windows. The greater efficiency inherent to *nix distributions is now countered by the lack of srcds optimizations. I have yet to try it, but I hear Wine is by far the fastest due to running the optimized Windows version, but with a glimpse of the efficiency offered by unix-based operating systems. I'm told it is also slightly buggy. Another problem with current servers is 64-bit operating systems. Srcds is not yet 64-bit compatible, so running 32-bit srcds on a 64-bit operating system can THEORETICALLY be slower.