Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

Horde Sandcastle
Sever crashing above wave 30
I was amazed to see that top wave reached on Dev1 is 76, when I started to play this mod. I know the gameplay lasts more than 6 hours, and it is enjoyable. But also since I've started to play it, everyone told me that unfortunately, server is bugged and it will crash.

And yeah, my highest wave achieved was 47, when the server crashed for the first time for me. I don't know if it's because of memory ♥♥♥♥, overflow or any other reasons. The question is: can this be fixed to allow players acheive higher waves? Because now, the higher wave we can achieve, the higher risk of crash appears, and it will crash before reaching wave 50 (sometimes even 40) for sure. Is there a relatively simple solution to this? Can we somehow help You Elko to track whether it's player fault (like trebslings, firebows) or just a code logic error?

Cheers!
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Snipeyguy 5 Jul 2017 @ 6:30am 
I agree on this, would be awesome to reach waves beyond 100 like in the old days. One thing that bugs me is that skeleton waves seem to cause crashing more and more often, especially when the server spams around 5-8 skeleton waves in a row. I´m thinking it might be something to do with the 2nd wave of skellies.
Elko  [pengembang] 6 Jul 2017 @ 3:31pm 
hmm skelly waves can be disabled by config if necesssary.
However, I believe it is a resource restriction on the hosted server (probably out of mem). I was querying about the crashes to the support but unfortuantely no logs.
The problem is that Chivalry is not optimised to support horde or and game mode with massive amount of characters.
Of couse anybody can help. If you are able to provide instructions on how to reliably reproduce the crash it is as good as fixed. I.e. start by testing the skelly wave locally. You can spawn it manually by typing into console: causeevent darkness (... I think?, u get a list by just typing causeevent). You can set the wave increment in the config (how much the wavecount is increased when the wave is over) to quickly test on high waves.
PROTON 7 Jul 2017 @ 2:01pm 
Diposting pertama kali oleh Elko:
hmm skelly waves can be disabled by config if necesssary.
However, I believe it is a resource restriction on the hosted server (probably out of mem). I was querying about the crashes to the support but unfortuantely no logs.
The problem is that Chivalry is not optimised to support horde or and game mode with massive amount of characters.
Of couse anybody can help. If you are able to provide instructions on how to reliably reproduce the crash it is as good as fixed. I.e. start by testing the skelly wave locally. You can spawn it manually by typing into console: causeevent darkness (... I think?, u get a list by just typing causeevent). You can set the wave increment in the config (how much the wavecount is increased when the wave is over) to quickly test on high waves.

Can You please tell me how can I test it locally? I don't see any option to play "sandcastle" map offline, nor Horde mode while trying to create offline game via ingame options, I wish to test it on my own
Elko  [pengembang] 7 Jul 2017 @ 2:40pm 
please see map description
PROTON 13 Jul 2017 @ 5:10pm 
Hmm, this might be related somehow:
With NORMAL mode, we were able to achieve 52 wave. Then server crashed. This is something better than crashing around level 35-40. Server crashed when 144 enemies were left on 52 level (we completed some objectives already, current one was to push the wagon). And none of players used catasling, so I dont think crashes are related to catasling.
Elko  [pengembang] 14 Jul 2017 @ 11:48am 
good report, so we know it is not directly related to skelly wave either
PROTON 1 Agu 2017 @ 4:30pm 
Today crash:

Diff: Hard
Wave 33
168 enemies left
7 players on the server
New player just connected, he received 2300 but no info about it in chat.
None of active players has above 1k frags (i thought that is the reason)
Terakhir diedit oleh PROTON; 1 Agu 2017 @ 4:31pm
Elko  [pengembang] 1 Agu 2017 @ 4:46pm 
nah, i think it is just a the server running out of resources
Yakul- 21 Agu 2017 @ 7:53am 
Could it be just needing to have the servers reset every night to fix mem leeks or running out of resources? - just throwing this out there, i have no idea how servers work.
Elko  [pengembang] 23 Agu 2017 @ 1:07pm 
Restarting the servers was discussed with the hoster. So a script is in place repsarting the server whenever nobody is in. Last restart of dev 1 is 8/23/2017 5:48:58 PM.
But dev 2 was last restarted 19th. Will contact the hoster.

However, if restarting would be a solution, it suggests a memory ♥♥♥♥ which may built up after a couple of hours anyway.
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