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[L4d2] c14m2_lighthouse crashing


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kot4404
Senior Member
Join Date: Mar 2013
Old 11-30-2021 , 14:31   [L4d2] c14m2_lighthouse crashing
Reply With Quote #1

Anyone else is getting crashes on this map on the round end?
I have ubuntu server and it crashes on coop + survival, I didn't test the rest of the modes yet.
I have tried to completely remove my addons folder so sourcemod doesn't load but it still crashes when the survivors die and the map tries to reload.

I'm getting these few lines just before the crash

Code:
Initializing Director's script
Couldn't find any entities named gascans_scavenge, which point_template scavenge_template is specifying.
an info_changelevel points to the current map
trigger_multiple executing script: c14_kill_cheaters
Initializing Director's script
Alarm clock
cat: hlds.67042.pid: No such file or directory
email debug.log to [email protected]
Tue Nov 30 19:19:55 UTC 2021: Server restart in 10 seconds
I have viewed the c14_kill_cheaters.nuc thing and it doesn't seem to be the case
Code:
function KillCheater()
{
	if ( (!activator) || (!activator.IsPlayer()) || (NetProps.GetPropInt( activator, "movetype" ) == 8) )
		return;
	
	if ( activator.IsSurvivor() )
	{
		local maxIncap = Convars.GetFloat( "survivor_max_incapacitated_count" );
		if ( "SurvivorMaxIncapacitatedCount" in DirectorScript.GetDirectorOptions() )
			maxIncap = DirectorScript.GetDirectorOptions().SurvivorMaxIncapacitatedCount;
		
		activator.SetReviveCount( maxIncap );
		activator.SetHealthBuffer( 0 );
	}
	
	activator.TakeDamage( activator.GetHealth(), 32, Entities.FindByClassname( null, "worldspawn" ) );
}
It doesn't trigger my accelerator crash log
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Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Old 11-30-2021 , 15:18   Re: [L4d2] c14m2_lighthouse crashing
Reply With Quote #2

Have you try with parameter -nowatchdog
This have been suggested if you see "Alarm Clock" at server crash.

*edit
Another what you could test, rename server.cfg and autoexec.cfg, server would run default settings after reboot.
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Last edited by Bacardi; 11-30-2021 at 15:19.
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Marttt
Veteran Member
Join Date: Jan 2019
Location: Brazil
Old 12-01-2021 , 14:19   Re: [L4d2] c14m2_lighthouse crashing
Reply With Quote #3

I remember another guy reporting the same issue in discord some weeks ago, but we didn't find anything.
If the parameter mentioned by Bacardi works, report here please.
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kot4404
Senior Member
Join Date: Mar 2013
Old 12-01-2021 , 15:17   Re: [L4d2] c14m2_lighthouse crashing
Reply With Quote #4

Quote:
Originally Posted by Bacardi View Post
Have you try with parameter -nowatchdog
This have been suggested if you see "Alarm Clock" at server crash.

*edit
Another what you could test, rename server.cfg and autoexec.cfg, server would run default settings after reboot.
Thank you, -nowatchdog worked for me
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dustinandband
Senior Member
Join Date: May 2015
Old 12-02-2021 , 11:13   Re: [L4d2] c14m2_lighthouse crashing
Reply With Quote #5

Yeah I posted to discord and then to the forums; included a video too as demonstration:
https://steamcommunity.com/app/550/d...66794247061483

I found out that c14_kill_cheaters.nuc wasn’t the culprit by removing the file using stripper source. So not sure what else it could be. In the video you can see on official servers there’s also a hang-up but not a straight up crash.

Instead of -nowatchdog, is there a way to increase the timer for hang ups before that alarm thing gets called? Seems useful to have it on in case an I/O operation is getting hung up and needs to be looked into.
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Bacardi
Veteran Member
Join Date: Jan 2010
Location: mom's basement
Old 12-03-2021 , 00:25   Re: [L4d2] c14m2_lighthouse crashing
Reply With Quote #6

This problem not happen on OS Windows (for me at least).
These are console output.
Code:
SCRIPT PERF WARNING --- "ScriptMode_Init" ran long at 9.720251ms
Initializing Director's script
SCRIPT PERF WARNING --- "main" ran long at 1.842332ms
Couldn't find any entities named gascans_scavenge, which point_template temp_scavenge_misc is specifying.
trigger_multiple executing script: c14_kill_cheaters
SCRIPT PERF WARNING --- "ScriptMode_Init" ran long at 9.700723ms
Initializing Director's script
Anniversary Map Fixes: Restart with Launch Option -dev to reveal verbose entity debug dumps.
Anniversary Demo Mode: Run "script_execute z_developer_showupdate" >> "script ShowUpdate()".
SCRIPT PERF WARNING --- "__RunGameEventCallbacks" ran long at 4.405415ms


And this is decrypted c14_kill_cheaters.nuc
Code:
function KillCheater()
{
	if ( (!activator) || (!activator.IsPlayer()) || (NetProps.GetPropInt( activator, "movetype" ) == 8) )
		return;
	
	if ( activator.IsSurvivor() )
	{
		local maxIncap = Convars.GetFloat( "survivor_max_incapacitated_count" );
		if ( "SurvivorMaxIncapacitatedCount" in DirectorScript.GetDirectorOptions() )
			maxIncap = DirectorScript.GetDirectorOptions().SurvivorMaxIncapacitatedCount;
		
		activator.SetReviveCount( maxIncap );
		activator.SetHealthBuffer( 0 );
	}
	
	activator.TakeDamage( activator.GetHealth(), 32, Entities.FindByClassname( null, "worldspawn" ) );
}
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