Author Topic: Sparc server, crash after map load  (Read 4510 times)

kramed

  • Posts: 25
  • Turrets: +1/-0
Sparc server, crash after map load
« on: March 24, 2007, 07:41:22 pm »
I am attempting to start a Trem server on my Sparc Solaris server. Trem compiled perfectly with revision 901 (edit: 901, not 801) with patches http://wraths.dyndns.org/downloads/

My command line is:

tremded.sparc +set dedicated 2 +set_ip tyr.trentu.ca +exec server.cfg

Server.cfg:
Code: [Select]

set sv_hostname "kramed's mayhem || tyr.trentu.ca"      // server name in server list
set g_motd "^1I am watching you..."             // message at connection screen
// server password
set g_needpass 0                                // toggle password needed to join the server
set g_password ""                               // server password

// reserved slots
set sv_privatePassword ""           // Type this password at client before connecting
set sv_privateClients 1                                 // Number of private slots.  Number of public slots
                                                                // will be sv_maxclients - sv_privateClients.
// remote control
set rconpassword ""          // This is the rcon password you can use to run

// main configuration
set sv_maxclients 29                            // maximum number of clients
set sv_pure 1                                   // allow clients with modified content
set sv_allowdownload 0                          // disallow downloads from the server
set sv_minRate 3000                             // Minumum rate for connected clients
set sv_maxRate 25000                            // Maximum rate for connected clients
set sv_minsnaps 10                              // Minumum snapshots for connected clients
set sv_minping 0                                        // Minumum latency for connected clients
set sv_maxping 350                              // Maximum latency for connected clients

set g_allowvote 1                                       // enable client map/kick voting by "/callvote" cmd
set g_initialmaprotation maprotation            // following the first map, start this rotation

// gameplay specific configuration
set timelimit 55                                // after 30 minutes, the game will end as a draw
set g_suddenDeathTime 35                        // after 22 minutes, all build points are removed
set g_teamForceBalance 1                        // forces each team to have a similar number of players

set g_friendlyFire 1                            // teammates may damage each other
set g_friendlyBuildableFire 1
set g_friendlyFireHumans 1
set g_friendlyFireAliens 1
set g_dretchPunt 1
set g_humanBuildPoints 150                      // Number of buildpoints for human team, default 100
set g_humanMaxStage 2                           // Maximum human stage (s1=0, s2=1, s3=2)
set g_humanStage2Threshold 20                   // threshold for humans to reach stage 2, default 20
set g_humanStage3Threshold 40                   // threshold for humans to reach stage 3, default 40
set g_alienBuildPoints 150                      // Number of buildpoints for alien team, default 100
set g_alienMaxStage 2                           // Maximum alien stage (s1=0, s2=1, s3=2)
set g_alienStage2Threshold 20                   // threshold for aliens to reach stage 2, default 20
set g_alienStage3Threshold 40                   // threshold for aliens to reach stage 3, default 40

set g_gravity 800                               // gravity setting, default 800

// admin settings

set g_adminNameProtect 1
set g_adminParseSay 1
set g_adminTempBan 1800
set g_privateMessages 1

// These lines are unnecessary because they are set this way by default
//set g_admin "admin.dat"
//set g_adminLog "admin.log"

//start this map first

map atcs


The games loads all the .pk3's, loads the map and spits this out right before it hangs
Code: [Select]

----------------------
4160 files in pk3 files
Loading vm file vm/game.qvm...
...which has vmMagic VM_MAGIC_VER2
Loading 746 jump table targets
Architecture doesn't have a bytecode compiler, using interpreter
game loaded in 10512608 bytes on the hunk



Crash seems to take my ssh session with it too for some reason. If anyone has any ideas that might help me problem solve this quicker, I would appreciate it.

next_ghost

  • Posts: 892
  • Turrets: +3/-6
Sparc server, crash after map load
« Reply #1 on: March 24, 2007, 07:46:21 pm »
Recompile tremded with debugging support, run it in GDB, then kill it after it hangs and post the backtrace here.
If my answer to your problem doesn't seem helpful, it means I won't help you until you show some effort to fix your problem yourself!
1.2.0 release's been delayed for 5:48:00 already because of stupid questions.

Caveman

  • Guest
Sparc server, crash after map load
« Reply #2 on: March 24, 2007, 08:33:19 pm »
Before you go through all the trouble and recompile, try running tremed from within screen and pipe the stdout to a file.
Maybe then we'll get an error to which we can say something.

kramed

  • Posts: 25
  • Turrets: +1/-0
Sparc server, crash after map load
« Reply #3 on: March 24, 2007, 09:01:06 pm »
Code: [Select]

2080 files in pk3 files
execing default.cfg
execing autogen.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok
--- Common Initialization Complete ---
Opening IP socket: localhost:30720
Hostname: tyr
Alias: loghost
Alias: tyr.trentu.ca
IP: 209.42.117.130
Started tty console (use +set ttycon 0 to disable)  
 execing server.cfg
------ Server Initialization ------  
Server: atcs                                                                      
Hunk_Clear: reset the hunk ok                                                  
----- FS_Startup -----                                                          
 Current search path:                                                              /export/home/mark/.tremulous/base                                                 ./base/vms-1.1.0.pk3 (4 files)                                                    ./base/map-uncreation-1.1.0.pk3 (110 files)                                       ./base/map-tremor-1.1.0.pk3 (45 files)                                            ./base/map-transit-1.1.0.pk3 (135 files)                                          ./base/map-niveus-1.1.0.pk3 (134 files)                                           ./base/map-nexus6-1.1.0.pk3 (151 files)                                           ./base/map-karith-1.1.0.pk3 (118 files)                                           ./base/map-atcs-1.1.0.pk3 (87 files)                                              ./base/map-arachnid2-1.1.0.pk3 (67 files)                                         ./base/data-1.1.0.pk3 (1229 files)                                                
./base                                                                            
---------------------                                                            
4160 files in pk3 files                                                          
 Loading vm file vm/game.qvm...                                                  
...which has vmMagic VM_MAGIC_VER2                                              
Loading 746 jump table targets                                                    
Architecture doesn't have a bytecode compiler, using interpreter                  game loaded in 10512608 bytes on the hunk

Caveman

  • Guest
Sparc server, crash after map load
« Reply #4 on: March 24, 2007, 10:02:43 pm »
I don't know if the missing bytcode-compiler is the cause...
But if no other errors show up, I guess you'll have to recompile using debug support :(

kramed

  • Posts: 25
  • Turrets: +1/-0
Sparc server, crash after map load
« Reply #5 on: March 24, 2007, 10:06:46 pm »
I compiled with debugger support (gmake debug) but when I launched it in gdb, the debugger said that there were no debugging sybols. The binary was double the size. What did I miss now while compiling?

next_ghost

  • Posts: 892
  • Turrets: +3/-6
Sparc server, crash after map load
« Reply #6 on: March 25, 2007, 10:59:01 pm »
Quote from: "kramed"
I compiled with debugger support (gmake debug) but when I launched it in gdb, the debugger said that there were no debugging sybols. The binary was double the size. What did I miss now while compiling?


How about posting a compilation log? :roll:

And no, lack of bytecode compiler is nothing wrong or unusual on non-x86 platform.
If my answer to your problem doesn't seem helpful, it means I won't help you until you show some effort to fix your problem yourself!
1.2.0 release's been delayed for 5:48:00 already because of stupid questions.