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  • quake server issue

    Seems that the server crashes randomly

    SZ_GetSpace: overflowSZ_GetSpace: overflowSZ_GetSpace: overflowSZ_GetSpace: over

    Any ideals?

    using

    WINDED.EXE -game modules -dedicated 16

  • #2
    Maybe try increacing the memory? -heapsize 256000 (256mb)
    e|------------------------0---------------
    B|---------------0^1----------------1----
    G|---------------2------2------0^2-------
    D|---------------2-------2--2-------------
    A|---------------0------------------------
    E|----------------------------------------

    Comment


    • #3
      I'm no quake guru but you might try isolating the problem to either the mod/engine or config. Perhaps see if the server crashes with the same regularity running a "vanilla" DM server (e.g. drop the "-game modules" from the command line). If it still crashes perhaps try another engine such as Proquake or Darkplaces. If that brings no joy then consider adding additional flags to your command line as Foq has kindly suggested in order to add a little more memory as some mods/maps can have minimum requirements in order to run properly.

      Hope this helps

      Monty
      Last edited by Mr.Burns; 01-01-2010, 02:36 AM.
      Mr.Burns
      "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
      WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
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      News: JCR's excellent ctsj_jcr map is being ported to OOT

      Comment


      • #4
        I have one: Next time post this in Quake Help >> Multiplayer.

        Comment


        • #5
          How about trying to be helpful instead of being a forum nazi? Do you even have any idea who this guy is?
          e|------------------------0---------------
          B|---------------0^1----------------1----
          G|---------------2------2------0^2-------
          D|---------------2-------2--2-------------
          A|---------------0------------------------
          E|----------------------------------------

          Comment


          • #6
            Originally posted by the_f0qer View Post
            How about trying to be helpful instead of being a forum nazi? Do you even have any idea who this guy is?
            Sorry if I sounded immature, I was just simply say he should've posted this in Quake Help >> Multiplayer Forum. And no I don't know who he is.

            Comment


            • #7
              He's the guy that ran Trinicom CTF.
              e|------------------------0---------------
              B|---------------0^1----------------1----
              G|---------------2------2------0^2-------
              D|---------------2-------2--2-------------
              A|---------------0------------------------
              E|----------------------------------------

              Comment


              • #8
                Well he is right.. this probably should have been posted in the Help forum...

                Comment


                • #9
                  Sorry my bad, you could have a little less attitude about it tho Murphy...

                  Comment


                  • #10
                    Originally posted by the_f0qer View Post
                    He's the guy that ran Trinicom CTF.
                    What's that?

                    Originally posted by gandalfnet View Post
                    Sorry my bad, you could have a little less attitude about it tho Murphy...
                    Okay.

                    Comment


                    • #11
                      There are a few causes of that error. The most common is too many entities, which can also crash the server. I'm guessing the mod has a bug where it's not removing temporary entities of some sort. Sound will start dropping out for the players if this is the case.

                      Comment


                      • #12
                        This error is produced by obviously SZ_GetSpace, which allocates a buffer which transmits data to the client or server console. Mostly used in MSG_Write* messages. Which handle things like sprint, centerprint, updating client angles, origin changes, etc. Does it happen between map loads? Only when a client is connecting? -mem 64 and -zone 1024 might be all you need for most common error messages that deal with memory, but in this case I would think its a code bug. Even spamming too much stuff to the server's console can create this problem.
                        www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

                        Comment


                        • #13
                          I still get those errors, but the server does not crash (or stop accepting connections) any more since I got winproquake 3.5 working with qhost (just renamed wqpro.exe to winquake.exe - go figure). I will try that to see if it helpes rook

                          at the end if the day I think it was one the new updated with xp pro tcp/ip stack that was not playing nice with the old winded or winquake exec.

                          Rook Weren't you working on some upgrades for the crcrtf3312 ? I found and email you sent Mrs B back in 2004

                          hey, I'm sending you a file from Rook. And i've copied some pieces from our conversations, so you can get a better idea of what he's doing and his attitude. He seems to be sincerely interested in trying to help make things better.



                          Rook: well, to be honest ill run a test port on intertex to make sure its all stable
                          Rook: and of course ill document the server entirely

                          Rook: im digging thru the code of both crctf of trinicom, and the old server modules mod
                          Rook: and trying to merge my server's code (intertex) to trinicom's
                          Rook: so u will have a stable code base

                          Rook: i wont run this on intertex, because, it doesnt cater to the players that play there
                          Rook: but i figured, alot of this shit is happening to trinicom, via bugs that are present
                          Rook: so before all the players get fed up and quit quake altogether
                          Rook: id help and fix some shit
                          Rook: cause without any quake, both our servers are dead
                          Rook: but i want gand to play it, and or have some user feed back
                          Rook: well, with what i am providing to him, it will be a new and improved server
                          Rook: im gonna give him a server that is exactly like what he has, but without any bugs that causes crashes
                          Rook: but i want him to run thru it for himself and his best players on the server for their/his feedback

                          Rook: well, i know and have talked to alot of trincom players like edge, kobe etc that love the game but are finding it hard to play
                          Rook: so, i just wanna help out, because it helps the quake community as a whole
                          Rook: that and im looking for a new quakeC project also hehe

                          Rook: my interpretations of "server mod 3.3.12" might be off from what the true players feel
                          Rook: so i want their input
                          Rook: so i can make changes before gand /if he switches mods

                          Rook: I can add a bot scanner internally, but i only works on "generic"
                          bots
                          Rook: not these newer aimbots but old qbots stooge etc...

                          Rook: ok im 99% dont with the conversion. I need his maps.qc file to add any of the custom placements he has, for example E4M8 isnt in the normal server module

                          Rook: the mod is complete. though, there are some customised maps that gandalf added that i dont have code for

                          Rook: read the readme.txt for things that i have changed in crctf thru the years

                          Comment


                          • #14
                            Wow that's an old ICQ thread i suppose! I did fold 3312 into crctf but pretty much dropped it when ZERO players committed to testing. Trinicom had a STRONG player base and no one was interested in connecting to the test server I can dig thru my archives i'm sure i have the whole server zipped up somewhere.

                            Try this out... http://www.quakeone.com/qrack/crctf3312.zip

                            and here's a list of everything that is changed from crctf2.8 -> crctf 3.0 -> 3.3.12
                            __________________________________________________ _______________
                            v3.3.12
                            + SPECIAL SERVER MODULES VERSION.
                            Added standard servermodules files for 3.3.12 players

                            + added: flags to .ent files
                            + fixed: damage momentum from blast radius

                            + fixed: Observers cannot change to team colors while a match is in progress, *if* the match is LOCKED.
                            This deters "coaching" by using mm2 and chasecam to talk to players.

                            + fixed: Bug where prematch flag runs, would allow a player to type NOTREADY while holding the flag,
                            and then change teams. Thus, the player still had the flag, even in observer mode. After match
                            start, flag would fall on map and not respawn at base.

                            + fixed: AUTOCHASE's "DEADCAM" SHAKE bug.

                            + added command to toggle auto teammate identifier, AUTOID
                            Identifies when crosshair passes over teammate: [name][health/armor]

                            + disabled exploit that allowed observers to toss items while eyecamming/chasecamming

                            + no weapon dropping during paused match

                            + fixed autochase bug (from 3.19j)

                            + added bancode

                            + fixed flags during match pause.

                            + hook and runes are paused properly.

                            + if match is aborted the timelimit is reset to the value the match started at.

                            + fixed (.frags) assignment to world entity bug
                            server crash when someone connected at the same time a team had captured the flag.

                            + Fixed Observer's "up by" score.
                            was not accounting for CTF score only kill frags.

                            + If a flag falls on a trigger_hurt, it automatically returns to base.

                            + ignored levels.cfg in match mode (quicker map loads)

                            + Fixed flaw in vote disable rune code.
                            Rune entites were not removed only "disabled" (ie. no model, no touch, no respawn)
                            When the vote to re-enable runes while on same map, it would create NEW entities.
                            Now, disabled runes are truely removed.

                            + Fixed Platfroms during paused match.

                            + Fixed AutoStats to log files. Use cfg command AUTOSTATSON
                            All death messages are logged.
                            CTF announcements are logged.

                            + Observers cannot initiate votes during match.

                            + Player's cannot suicide during a paused match.

                            + Flags and runes are truely paused during match pause

                            + Anticrossdressing code implemented. CUSTOM SHIRT COLORS ARE AVAILABLE!
                            Though, you cannot xdress! This means, YES you can have (color 0, 14), or
                            (color 5, 4) ETC... But NOT color (2, 4) OR (13, 4) OR (4 , 13)...

                            + Increased delay before hook returns after player lets off fire button if
                            hook has not touched anything. (was 0.3 seconds, now its 1/2 a second)

                            + No damage during paused matches.

                            + Flag Carrier has primary time slice for AutoCam.

                            + Voter's name added to vote request message, also to yes/no votes.

                            + Added StatusBar.

                            + Hook damage normalized for all ticrates.

                            + Added DYNAMICHOOKON and DYNAMICHOOKOFF commands.
                            Dynamic hook simulates the hook physics of 0.1 ticrate for all ticrates,
                            off = ticrate determines hook physics (DEFAULT).

                            + Fixed hooking in windtunnels, works at all ticrates.

                            + Support for fraglimit in matchmode.

                            + Added console commands RUNESON and RUNESOFF for crctf.cfg.

                            + added offhand hook for classic mode.
                            bind a key to +hook (impulse 97/9.
                            will fire hook while holding another weapon.
                            + Added Runes, via request.
                            Use SETRUNES to toggle runes.
                            added runes status to rules display.

                            + Added SetHook command to toggle the hook on or off.
                            + Added power-ups to the RULES display.
                            + Added READY to scoreboard in MATCH mode when player commits to a team.
                            + Added Best Capture Time to Flag Stats.
                            + Buttons/Triggers dont bleed.
                            + Added Damage Taken/Damage Given to KILLSTATS
                            + Smooth Weapon transitions while firing, (id bug) fixed.
                            + Dead bodies removed when player respawns. (saves net traffic)
                            + Smoother camera if a player walks between objects.
                            + Obituaries reflect watertype when discharging. (water/lava/slime)
                            + Enhanced WARP command supports userdefs.cfg
                            + Added delay after VanishHook when hitting teammates with hook.
                            + Added PreMatch Capture Time Practice.
                            + Armor doesnt deplete while drowning.
                            + Fixed E1M3 flag squish bug.
                            + Skin errors on Ring of Shadows: (FIXED!)
                            Eyes.mdl only has one skin.
                            + Skin errors on Gibs: (FIXED!)
                            In old CRCTF 2.8, custom skins for blue team would cause skin errors on
                            gibs because the skin value was 3 or 4, but the h_player.mdl only
                            has skins 0, 1, and 2.
                            + 'Normal' mode is now working!
                            The look and rules are the same as a Classic ThreeWave 2.0 server,
                            with all the features CR brings.
                            Non-custom models.
                            Improved check team code. Players are put on the team with fewer
                            members or if the team count is the same, they are put on the
                            losing team.
                            + When a flagcarrier disconnect/lagsout the flag drops at that origin to the
                            ground. If autopause is activated and the player reconnects and ghostcodes
                            back into the game they will regain their old origin ontop of flag where
                            they will regain posession when match is unpaused.
                            + Fixed CR's Overtime timer reset bug.
                            + All CTF stats are now saved to a clients ghost so they may be restored.
                            + Fixed the CR bug when using bullets or nails to shoot buttons
                            your eff will increase.
                            + Added powerups to the 'rules' display like in the newer versions of CR.
                            + Fixed automatic request to unpause the match when it is not paused.
                            + ThreeWave skins in match mode.
                            + Fixed all kill stats.
                            + Milliseconds now shown in capture time.
                            + Client's classname and health is now cleared on disconnect
                            + Ghost eyes and hovering bodies fixed on client disconnect
                            + Multiple megahealth rot fixed
                            + Removed damage on changelevel_touch for ctf
                            + Pentagram telefrag fix
                            + Wrong obituary messages fixed
                            + Powerups removed when voted off in "real-time"
                            + Better performance in handling of powerups
                            + Overall code speed has been greatly increased
                            + Correct removal of the chain when passing through teammates
                            + Enhanced item_weapon function
                            + Improved weapon and powerup touch functions
                            + Some weapon name corrections
                            + Improved weapon switching on pickups
                            + Multiple megahealth rot fixed: follows standard powerup rules for duration and respawn times.
                            + Better performance in handling of powerups
                            + Thunderbolt fix (never switches on pickup to thunderbolt while underwater)
                            + Never switch to weapon pickup while hook is out.
                            + Walkframe leak fixed
                            + Improved bubble spawn
                            + Bubblespawner remove fixed
                            + Replaced id's plat_center_touch function with ThreeWave's.
                            + Flag captures are timed
                            + Corrected sound channel for flag sounds
                            + Double/Inverted telefrag fix
                            + Pentagram telefrag fix
                            + Fixed id's buggy teleport_touch function that would crash the server
                            + hurt_touch fix
                            + Backpacks are allowed to be pushed through wind tunnels.
                            __________________________________________________ ___________________
                            Last edited by R00k; 01-02-2010, 01:02 PM.
                            www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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