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Re: Battlezone II v1.3.6.5 Public Beta released

Posted: Wed Jun 25, 2014 3:19 pm
by GSH
There is a general pool of ivars and svars, then a set of per-player ivars and svars. The civar/cxvar (aka client ivar/svar) get mapped to the end of the regular pool of ivars.

This looks like something stomped memory enough to make a svar disappear, which wasn't detected until the next join. BZ2 stopped asap on the problem, rather than letting things continue.

-- GSH

Re: Battlezone II v1.3.6.5 Public Beta released

Posted: Wed Jun 25, 2014 3:31 pm
by Baconboy
B!thZone][ is Juggernaut, I'm pretty sure. Could be wrong.

Re: Battlezone II v1.3.6.5 Public Beta released

Posted: Wed Jun 25, 2014 4:05 pm
by General BlackDragon
Yes I think that is him

Re: Battlezone II v1.3.6.5 Public Beta released

Posted: Wed Jun 25, 2014 8:46 pm
by Commando
Most likely unless someonen was cloaking as him.

Re: Battlezone II v1.3.6.5 Public Beta released

Posted: Thu Jun 26, 2014 3:17 am
by Red Devil
- Usable global svars are network.session.svar0
.. network.session.svar31. As above, mods should start from the top of
the range and work down.

...and it's possible that an svar was set in a mod, like vsr or whatever and then he tried to join and it dorked things up; no telling.

Re: Battlezone II v1.3.6.5 Public Beta released

Posted: Thu Jun 26, 2014 3:34 am
by General BlackDragon
I'll ask ZA if VSR's shell files use any svars.

Re: Battlezone II v1.3.6.5 Public Beta released

Posted: Thu Jun 26, 2014 12:58 pm
by Commando
It's probably just a memory trashing bug that wasn't caught during testing.

Re: Battlezone II v1.3.6.5 Public Beta released

Posted: Thu Jun 26, 2014 1:14 pm
by Zero Angel
It's most likely what Commando says.
General BlackDragon wrote:I'll ask ZA if VSR's shell files use any svars.
Yes, it pretty much has to use svars to even function as intended. The current public release of VSR has host-usable buttons that load a config that sets various vars

Code: Select all

// VSR Strat Preset - Plus Recycler Variant w/ 1.2-style physics

// Load VSR Unit List
Cmd("network.session.svar4 vsr12svehicles.odf");

// Enable Scouts
Cmd("network.session.ivar4 30");

// Start with 2 Turrets by Default
Cmd("network.session.ivar7 3");

// Load Recycler
Cmd("network.session.svar5 ivrecy_12svsr");

// Enable Starting Turrets
Cmd("network.session.svar6 mpistartingvsrold.odf");

// Enable Experimental VSR-Compatible AIP
Cmd("network.session.svar3 vsra");

// Enable Hadeans as a CPU Race
Cmd("network.session.svar12 ivrecy_12vsr");

// Warn about Missing AIP files for Hadean/Icecream
Exec("bzshell_multi_warn_mpinoaips.cfg");
Cmd("iface.activate MultiWarningNoAIPs");
This command preset should only be usable by the host and cannot under normal circumstances be activated by a client. Assuming the person joined as a client even with VSR active, then their local vars should correspond to what the host is using.

UPDATE: Joined an MPI game where host was running stock and I was running VSR. No crashes. No bad assets. Could probably use a few more tests (e.g. joining an MPI game after playing a VSR game).

Re: Battlezone II v1.3.6.5 Public Beta released

Posted: Thu Jun 26, 2014 2:29 pm
by GSH
It's probably just a memory trashing bug that wasn't caught during testing.
I've seen logs for quite a while now that appear to be some sort of memory trashing. But, they're rare enough -- once a month at best -- and the problem is detected so much later after the damage happens that there's been no good way to trace it down.

-- GSH

Re: Battlezone II v1.3.6.5 Public Beta released

Posted: Thu Jun 26, 2014 9:06 pm
by Red Spot
General BlackDragon wrote:No, Ivars go up to 128. I thought svars went up to 32, maybe they only go up to 30. The highest I've used is 29.
I thought you ment used vars. But in that case you are incorrect. Svars seem to go to 159, not sure about ivars but its higher than 159.

Re: Battlezone II v1.3.6.5 Public Beta released

Posted: Fri Jun 27, 2014 2:12 am
by General BlackDragon
Eeeh, sortof.

Svars in the CONSOLE go up quite high, but if you try to put one in a map inf, higher then 31 wont work.

Re: Battlezone II v1.3.6.5 Public Beta released

Posted: Wed Jul 02, 2014 6:58 am
by ADMIRAL MANSON

Re: Battlezone II v1.3.6.5 Public Beta released

Posted: Wed Jul 02, 2014 3:35 pm
by General BlackDragon
Awesome.

Re: Battlezone II v1.3.6.5 Public Beta released

Posted: Fri Jul 04, 2014 2:49 pm
by Juggernaut
Yes, B!t[hZone][ is me. I recall trying to join axe's game, but it failed to connect. No crash on my end.

Re: Battlezone II v1.3.6.5 Public Beta released

Posted: Sun Jul 06, 2014 11:29 pm
by General BlackDragon
Vearie brought up the players can spam "I need a ship!" repeatedly in games.

Maybe a time out on player - player commands?