UMS Solaris

Posts related to JACKALS COOP, HARDCORPS COOP, XPERIENCE COOP and ADVANCED COOP servers
Post Reply
User avatar
Shadow
GameServer Admin
GameServer Admin
Posts: 34
Joined: Sat May 30, 2009 5:23 pm

UMS Solaris

Post by Shadow »

Hello everyone,
I just wanted to point out a map that I think would be a very good addition to the coop server. I've played this map and thought that it was nicely designed.
Here is the link for download: http://swtproductions.tripod.com/
Nanodesu!
User avatar
£éè£å-(DOG)-
Full Game Admin
Full Game Admin
Posts: 643
Joined: Wed Jul 30, 2008 8:27 am
Location: Germany

Re: UMS Solaris

Post by £éè£å-(DOG)- »

Hi :)

The map can't run on a 225 server yet, only 226 works.
User avatar
Shadow
GameServer Admin
GameServer Admin
Posts: 34
Joined: Sat May 30, 2009 5:23 pm

Re: UMS Solaris

Post by Shadow »

oh, that's right! I totally forgot that the server was 225! Oh well, nevermind then. I'll just let you know if I see anymore maps that I think would be good (and I'll make sure they are 225 lol).
Nanodesu!
User avatar
Leo(T.C.K.)
FOD
FOD
Posts: 676
Joined: Wed May 27, 2009 7:50 pm

Re: UMS Solaris

Post by Leo(T.C.K.) »

>KamiLunar<-(DOG)- wrote:Hi :)

The map can't run on a 225 server yet, only 226 works.
Did you use Zora's map converter? It makes 226 maps work on 225 servers, the only exception is maps like skaarjtower, but that was solved through Zombie's mutator anyway.
Does this map have the same issue then?
I'm in grave IRL trouble, please donate:

https://ko-fi.com/supportleotck41959
User avatar
£éè£å-(DOG)-
Full Game Admin
Full Game Admin
Posts: 643
Joined: Wed Jul 30, 2008 8:27 am
Location: Germany

Re: UMS Solaris

Post by £éè£å-(DOG)- »

Hi :)

here is the the server log:

JCoopZ: Base Mutator is swtm1.jczUMutator0
ScriptLog: Mutators CMapFixM.CMapFixMutator
JCoopZ: Add mutator CMapFixM.CMapFixMutator
Log: Loading: Package CMapFixM
JCoopZ: thisMap: swtm1
Log: Resolving master.thenerdnetwork.com...
Log: Resolving master0.gamespy.com...
ScriptLog: ServerBeacon listening on port 7775
ScriptLog: Broadcasting Beacon
Critical: appError called:
Critical: Mover swtm1.Mover223 (Function Engine.Mover.FindTriggerActor:001F) Runaway loop detected (over 1000000 iterations)
Critical: Windows GetLastError: Der Vorgang wurde erfolgreich beendet. (0)
Exit: Executing UObject::StaticShutdownAfterError
Critical: FFrame::Serialize
Critical: UObject::ProcessEvent
Critical: (Mover swtm1.Mover223, Function Engine.Mover.PostBeginPlay)
Critical: BeginPlay
Critical: UGameEngine::LoadMap
Critical: LocalMapURL
Critical: UGameEngine::Browse
Critical: ServerTravel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 08/06/10 10:45:31

Of course it's the first thing I check, also the error message would look different if it is a 226 map.
As Zombie wrote, there is to much stuff in that map which 225 can't handle. 226 has no problems with it. He suggested to decrease the amount of actors or even split the map. The author of it wanted maybe change it, but haven't heard anything yet. I think also solo wanted to work on it, but I have no informations if that is already done.

Kami
User avatar
Leo(T.C.K.)
FOD
FOD
Posts: 676
Joined: Wed May 27, 2009 7:50 pm

Re: UMS Solaris

Post by Leo(T.C.K.) »

Ah ok.
I'm in grave IRL trouble, please donate:

https://ko-fi.com/supportleotck41959
User avatar
£éè£å-(DOG)-
Full Game Admin
Full Game Admin
Posts: 643
Joined: Wed Jul 30, 2008 8:27 am
Location: Germany

Re: UMS Solaris

Post by £éè£å-(DOG)- »

I know, this is already an old topic, but since the servers are 227 now, we also tried to run this map.
It can be played and works often, but it is not sure, that it works everytime.
It seems, even on 227 there are still memory issues with it. I found the map one time empty on the server and it was not possible to end it.
The Trigger on the bridge, which starts the alarm was not present anymore.
Also some inmap monsters were messed up. They were invisible, but I still could hear them. They did not react to me. I was only attacked by one invisible Skaarj, but I only saw his projectiles and couldn't even kill him.
The map should only run, when an admin is present. At the moment I don't know if there is a way to make the map run 100% stable.
Post Reply