0.4_alpha_z2069kyle wrote:My problem with running it is getting that exact 0.4 version.
http://sourceforge.net/projects/armaget ... pha_z2069/
0.4_alpha_z2069kyle wrote:My problem with running it is getting that exact 0.4 version.
I'm also using the mot recent 0.4 version, we went over some things that we thought were potential triggers, too many binds didn't seem to cause it by itself. We tried another time where a player died a lot and we kept respawning them, then it went to the deathzone spawn and we crashed on the following round. I've seen this crash happen in servers that don't have respawns or death zone timers. So a possible thought might be some sort of maxed out memory per round or something, not sure just throwing out ideas.Word wrote:Hey, Magi and I were just playing in Ww CTF Texas and the bug still occurs. I'm even using the newest 0.4 version I found on sourceforge now.
Finally watched it. ( about 860 seconds into it ) I wish you would have played the round with the bug, but the only thing I noticed in particular was that you picked up the flag after the round had been won. Really at the last few seconds before the grid was cleared.Word wrote:I played Ww CTF Texas and the bug still occurs. Debug recording here (recorded with 0.4, you should be able to fastforward at least 6 minutes):
https://www.dropbox.com/s/hm393yiwpzji7 ... aarec?dl=0
I don't remember this bug ever happening before the CTF map was added in HFT, and HFT had RESPAWN_TIME (but then again it would happen when the ctf map wasn't even loaded).Kyle wrote:Also that server does not use RESPAWN_TIME at all
Maybe not, there is also still the possibility that the server created the cycles, sends them, but those packets get lost.Z-Man wrote:Sounds like you may be on the right track. I never got that far.