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Battlefield Modding Tutorials BFMODS • View topic - ssm maps server - mapchange -> disconnect

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Thu Jan 10, 2008 4:14 pm 
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Joined: Thu Jan 10, 2008 3:41 pm
Posts: 16
Location: germany
Hello modder friends :)


We have started our own bf1942 24/7 gameserver with all ss modded maps.
All maps works without any problems.

but...
If a game is finished and the server will load the next map =>
sometimes players disconnected from server with follow game massage:
"disconnected" or "map not found"

short summary:
- player disconnected irregularly from server at mapchange
- sometimes all players will disconnected, sometimes some players will disconnected, sometimes all is ok
- if you reconnect the server on the same map no problems then
- we tried really much things, but nothing is helping
- it must be an problem with the modded maps

Some infos:
- servername: BoM modded maps 24/7 (pure)
- server-IP: 80.190.80.15
- game: bf1942, all maps modded serverside
- servertool: Battlefield 1942 Remote Manager v2.01 von BlackBag

need request
Please, we need a helping hand.
Maybe someone of you heard from this problem before and can help us.
Please type in easy english, my is not so good, ...sry :/ lol



Thanks for you open ears(eyes lol)
michib

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PostPosted: Thu Jan 10, 2008 4:48 pm 
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Joined: Thu Jun 15, 2006 9:36 am
Posts: 2015
Only thing you can do is to remove modded files and see if error is still there.
If it's not.
We know you did something wrong with your files.
Back to drawingboard.

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PostPosted: Thu Jan 10, 2008 4:54 pm 
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Joined: Tue Jul 11, 2006 7:32 am
Posts: 357
Hi.. I can't be sure this is the same issue I had, but sounds quite similar..

When I combined my method of firing PCO's from weapons with using tracers, all players could join and play through till the round ended.. but once a new round would start some if not all would get bumped.. disconnected.

But they could rejoin and all was well again until the level ended and a new one started..

Never really did find the solution..


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PostPosted: Fri Jan 11, 2008 1:22 am 
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Joined: Sun Dec 31, 2006 12:13 am
Posts: 2027
What kind of modding did you do? Simple stuff like adding vehicles, kits, spawnbubbles, or did you do some more exotic stuff? Give us an example of a map, that should give us a better idea. :)


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PostPosted: Fri Jan 11, 2008 3:22 pm 
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Joined: Thu Jan 10, 2008 3:41 pm
Posts: 16
Location: germany
Hey friends, thanks for the fast answers...


The full program of modded maps are running:
- added new vehicles
- added new objects => second factory in Battle of Britain, some new Radar Towers in BoB
- added soldier kits => mixed different armys
- added death bubbles
- added repair/ammo bubbles => some different bubbles mixed in one map
- added repair/ammo bubbles at destroyer tail
- changed vehicles => more and new planes on carrier
- changed vehicle attributes on carrier => max. number of spawns, min/max spawn delay ect.
- changed vehicle attributes => amphibian tank
- changed vehicle attributes => time to live after death
- changed vehicle attributes => no engine
- changed vehicle attributes => on board ammo supply
- changed vehicle attributes => hpLostWhileCriticalDamage/criticalDamage
- changed soldier attributes => timeToLiveAfterDeath
- changed engine attributes => setMaxSpeed, setAcceleration, setTorque, setDifferential
- changed projectiles => some weapons make no damage (for Bazooke/knife only map)
- objectspawntemplate => some with max. 9 teams (for additional weapon kits)
- objectspawntemplate => all spawn attributes(min/max spawndelay, timetoLive, distance ect.
- changed init.con => game.setBeforeSpawnCameraPositions
- changed matrialmap.raw => deleted complete or partial outside area
- changed ControlPointTemplates.con => some flag radii, team 0, minNrToTakeControl 2, ect.
- changed ControlPoints.con => moved some flag poles
- moved soldier spawn points
- created mobile spawnpoints on APC(M3A1, Hanomag) and B17
This is a list of all changes shared on all maps. Means, some maps have
much changes, some maps have less changes.

All maps modded in Conquest modus.
Some maps modded in TDM and some in CTF modus, but stay not in maplist permanent.


noted some mapchanges if disconnectd:
- from aberdeen to Battle of Britain = irregularly disconnected (sometimes all ok)
- from midway to Battle of Britain = irregularly disconnected (sometimes all ok)
- from Battle of Britain to Kursk = irregularly disconnected (sometimes all ok)
- from Berlin to Stalingrad = irregularly disconnected (sometimes all ok)
- from Satlingrad to Market Garden = irregularly disconnected (sometimes all ok)
This is notice of some disconnections, not all. Can it be possible that one error on one map
show effects on other maps too?


The server run good, but sometimes all or some players will disconnected, not always.
We are very frustrates if the server was full and after mapchange the server is empty.
I am very thankfully for all your help.
Thanks and greetz
michib
PS: all question will be answered from me soon as possible.

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PostPosted: Fri Jan 11, 2008 3:51 pm 
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Joined: Thu Jun 15, 2006 9:36 am
Posts: 2015
beginrem
your code
endrem

This is the best way to find your problem.
As long as you don't post your code, your on your own, we can't help you.
We can guess, but probebly not help.

My guess are about this things.
criticalDamage
deleted complete or partial outside area
This are things client and server will argue about.
Client say; -your dead, server say; -no your not.
I had some issues with it, after it was removed everything was ok.

This I'm not sure about
timeToLiveAfterDeath

If you're using reserved slot, don't.

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PostPosted: Fri Jan 11, 2008 5:21 pm 
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Joined: Tue Jul 11, 2006 7:32 am
Posts: 357


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PostPosted: Fri Jan 11, 2008 6:53 pm 
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Joined: Thu Jan 10, 2008 3:41 pm
Posts: 16
Location: germany

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