Issues on Training Ground #1

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SAS_Spawn
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Issues on Training Ground #1

Map does not recycle after completing Mission???
Happened on Banking House. 02/15/08-2:40pm est :cry:

This has happened before, but only one other time and it was a different map a few days ago.

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SAS_En4cer
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If it is not a consistant thing, then it is probably a server glitch.

If the same map, will not complete at the same time, everytime, then it is something that we need to address.

We have played the Bank House map alot, sometimes it will be glitch free, others it acts possessed...

As users on the server, you can always vote change the map when desired.

[color=yellow][SAS] 22nd E.V.R. - SAS_VET_EN4CER /[color] Virtus Disciplina Unitas

SAS_Spawn
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BUMP-
The same -Glitch- happened in Alpine Village, rescued both hostages, killed all terrorist, map would not end. We played map 3 times to see if it would recycle and it did not. Dirol

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SAS_En4cer
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Yes we are aware of that map, it will not end the mission, except by failure.

However, that being said, it is a good mission, and the server is not trapped there. You still have the vote to move it on if no admin is present.

[color=yellow][SAS] 22nd E.V.R. - SAS_VET_EN4CER /[color] Virtus Disciplina Unitas

Spidey01
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old bugs are still the best bugs Cheers

Grishenko
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These are bugs due to the use of n4admin.

iirc, these bugs happen on certain maps on mission mode, incl. alpine, mountain high, meatpacking, ... all with the same bugs of: server does not mapchange even if objectives are complete, and urlPost stats stop recording (don't know if TG1 is using this).

No idea if earlier versions exhibit the problems, and I have my doubts on any future fixes (is the latest source even available?)

SAS_En4cer
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It may be, in part, caused by N4Admin, but these issues, with these maps, have been happening for a long time, and due to previous server box restrictions, we were not able to have N4Admin active.

N4Admin is a passive listening program, unless an admin activates a feature that makes N4 go active. I do not see how a passive listening program, would affect the runnings of the server and its ability to determine the conclusion of the mission.

N4Admin sends out packet information about the server, it does not confirm this data, nor does it halt the server in any means.. it operates like a 2 way radio... except that 99% of the time it is only sending information to the website.

If anyone has any documentation to support the claim that N4Admin adversly affects the server performance, please by all means do provide it. I would appreciate the enlightenment.

[color=yellow][SAS] 22nd E.V.R. - SAS_VET_EN4CER /[color] Virtus Disciplina Unitas

Spidey01
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and I'd appreciate source code for the game servers end of it Wink

Grishenko
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I could not find any public documentation of n4admin on these mission bugs. I'm not surprised - there are few servers that play missions regularly.

However, these results are what I remember from my own testing that I did a while ago when I first witnessed these problems on the old TG1's (where n4admin was installed). The last public version (1.60ZAP) was used. It did not seem to affect any IW levels.

I can somewhat guess that n4admin requires some sort of "hook" to bind into the server software once loaded. I have no idea whether you can disable features or not to have this problem fixed. I have not looked at any of this source yet, but have seen other uscript src where it can change default behaviour of many things. And in this case this mod does change the behaviour of start/end of rounds (motd, stats, etc.) - in addition to the passive admin features.

The 'website' part is done by the (optional) urlPost module, but I don't think disabling that would fix this (but could be tried).

Obviously, this is all based on my memory - by all means doubt it Blum 3
But it should be quick enough to verify/disprove it.

The later versions of this software seem to be closed-source. It looks like only early versions were released under GPL, but there probably are too many changes since then...