Crashes [fixed - sorta]

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Red Squirrel
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Crashes [fixed - sorta]

Post by Red Squirrel »

I'm aware of the crashes, theres some mobs not doing proper null checks, they've been that way for ages, I really don't know why they only started crashing now but I'm fixing them now. Shard is on a faster save cycle to avoid loss.

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Red Squirrel
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Crashes [fixed - sorta]

Post by Red Squirrel »

Please avoid deathwatch beetles and kappas for now.

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DOCTOR THUNDER
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Crashes [fixed - sorta]

Post by DOCTOR THUNDER »

Neo's rage is overtaking the server!!111!!!

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Red Squirrel
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Crashes [fixed - sorta]

Post by Red Squirrel »

haha

Did an emergency update. I'm currently taking a look at all the other mobs, theres been combat related changes that I think may of triggered something.

This was suppose to be my break day, since tomorrow I have to go to a wedding rehearsal then the day after is the wedding, so I don't get a break till next weekend (which will probably be to do shopping lol)

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Red Squirrel
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Crashes [fixed - sorta]

Post by Red Squirrel »

Wow this is messed, theres like tons of mobiles missing null checks, really not sure what I was thinking. O_o Fixing them right now. Most of them require very specific situations that are harder to meet as player, but its still a crash hazard regardless so I'm fixing them now.

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Red Squirrel
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Crashes [fixed - sorta]

Post by Red Squirrel »

A big patch is going in at SW, unfortunately I wont be around, so everyone cross yer fingers! From what I tested it's good, but I do need to test it more, but I can guarantee its more stable then what there currently is, but thankfully it did not crash at all so we should be good really. I'll just have to test it further to be extra sure.

I wrote a function that will help determine if a harmful item (such as a trap) should harm a mobile, and that cut down on tons of code, too.

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Crashes [fixed - sorta]

Post by Red Squirrel »

I made it back just in time. I'll let this update to through and continue testing and repatch if I find anything, but I'm quite confident this series of patches (at least 50 scripts) will fix all possible mobile ondamage crash issues.

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sliptongue69
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Crashes [fixed - sorta]

Post by sliptongue69 »

Do you compile all the scripts into the core for live server? Would think that would cause a quicker load time.

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Red Squirrel
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Crashes [fixed - sorta]

Post by Red Squirrel »

I've thought of doing that actually, but no its still separate. Load time is fairly quick if it does not have to compile though.

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sliptongue69
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Crashes [fixed - sorta]

Post by sliptongue69 »

Now that I think about it, it does make it easier to do SW having scripts seperate.

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Red Squirrel
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Crashes [fixed - sorta]

Post by Red Squirrel »

Yeah I have a cmd script that runs at 8:00pm every day, checks if theres a scripts.7z file if there is it deletes all scripts then extracts that file and deletes it, so when server restarts its new scripts to compile.

It's fully automated too, though I try to be available in case something goes wrong. This new auto extract system decreases the chance of failure though since if it compiles on TC1 its bound to compile on live. As long as the core matches, that I have to do manually, but I could probably also script swapping the exe. Have the serverwars script call up a batch file then shut down, batch file does a file copy then executes new exe.

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