Orca Posted July 4, 2014 Report Share Posted July 4, 2014 I've had the case many times these days, I was using JSRS which was doing some errors visible in the local RPT, ok, removed JSRS and I can log again, yeah But I've tried a local server with fresh epoch Napf pbos, no scripts, no additional mods, nothing in the logs, just stuck on loading after the first connection. Whats strange is that if I TP myself using an external admin tool, I can connect again, I've suspected the antihack stuff, but I've no message in the log and mission is not ended... Bizarre, vous avez dit bizarre ? comme c'est bizarre... Link to comment Share on other sites More sharing options...
Phail Posted July 4, 2014 Report Share Posted July 4, 2014 I posted this in the server install forums, was having the same issue on patch 103718, 112555 and 125548. I still have players having this issue after doing the steam update. Disclaimer, I am no scripter, I have never wrote anything for Epoch. I started looking around for differences in 1.0.4.2 and 1.0.5.1 on the client side. There are changes to the player_monitor.fsm. I decided to play with it and call it server side instead of client side so I can make changes. I compared 1.0.4.2 and 1.0.5.1 and changed a value related to initializing and added parts with no_playerID that were removed. With a VERY small test group, 3 players, 2 of which were having the issue it seems to have helped. I imagine this is not a fix but I just got lucky. If anyone would like to test this please reply back on your findings. In the mpmission init.sqf I changed this //Run the player monitor _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; To this //Run the player monitor _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _playerMonitor = [] execVM "Scripts\player_monitor.sqf"; I moved player_monitor.sqf to my mission Scripts file. In the player_monitor.sqf I changed this if (isServer) then { waitUntil{dayz_preloadFinished}; }; _id = [] execFSM "\z\addons\dayz_code\system\player_monitor.fsm"; if (DZE_R3F_WEIGHT) then { _void = [] execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf"; }; To this if (isServer) then { waitUntil{dayz_preloadFinished}; }; _id = [] execFSM "Scripts\player_monitor.fsm"; if (DZE_R3F_WEIGHT) then { _void = [] execVM "\z\addons\dayz_code\external\R3F_Realism\R3F_Realism_Init.sqf"; }; I then put this player_monitor.fsm in my mission Scripts folder. http://pastebin.com/fjVkScEP The one thing this did do is dramatically slow down the loading of my test server. Link to comment Share on other sites More sharing options...
MGT Posted July 5, 2014 Report Share Posted July 5, 2014 <snip> I then put this player_monitor.sqm in my mission Scripts folder. http://pastebin.com/fjVkScEP The one thing this did do is dramatically slow down the loading of my test server. That should that be player_monitor.fsm Edit, you also have 2 x line 45's in that file Link to comment Share on other sites More sharing options...
Phail Posted July 5, 2014 Report Share Posted July 5, 2014 Fixed, sorry I am tired. MGT 1 Link to comment Share on other sites More sharing options...
MGT Posted July 5, 2014 Report Share Posted July 5, 2014 No worries, tested, didn't work, still getting the loading screen bug on Namalsk OverPoch. It seems the player isn't getting pulled out of debug, I think it's an issue with additional mods enabled with Epoch. Link to comment Share on other sites More sharing options...
Phail Posted July 5, 2014 Report Share Posted July 5, 2014 When you have someone with the bug, look at their current state in the database. I noticed a change but it did't register to copy it and research it. I don't know if it will give us insight into the problem. I changed their current state to the starting pistol and they got in. i thought i had just screwed up copying their gear from a previous life. Link to comment Share on other sites More sharing options...
bFe Posted July 5, 2014 Report Share Posted July 5, 2014 This is from a player thats stuck. CharID UID Instance Datestamp LastLogin [["ItemFlashlight","ItemMap","NVGoggles","MakarovSD","ItemKnife","ItemToolbox","ItemMatchbox_DZE","ItemCompass","ItemHatchet_DZE","DMR","ItemKeyYellow1882"],["ItemAntibiotic","ItemBloodbag","ItemMorphine","ItemPainkiller","FoodMRE","FoodMRE","ItemWaterbottle","ItemWaterbottle","20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","20Rnd_762x51_DMR","ItemBandage","ItemBandage","ItemBandage","ItemBandage","8Rnd_9x18_MakarovSD","8Rnd_9x18_MakarovSD","8Rnd_9x18_MakarovSD"]] ["",[[],[]],[[],[]]] [347,[9454.32,14040.4,0.002]] [false,false,false,false,false,false,true,12000,[],[0.448,0],0,[1314.18,1157.28]] 0 1 2014-07-03 21:24:14 2014-07-03 21:24:14 12 8 189971 291 ["DMR","amovpknlmevasraswrfldfr",41,[]] 0 FR_OHara_DZ 0 3144 0 2014-07-04 21:52:18 Link to comment Share on other sites More sharing options...
Phail Posted July 5, 2014 Report Share Posted July 5, 2014 11th row down under the gear Worldplace Alive Medical Generation LastAte LastDrank KillsZ HeadshotsZ Distancefoot Duration Currentstate <--------------- that one ["DMR","amovpknlmevasraswrfldfr",41,[]] Ok, one of the guys that hangs on my server, this is his primary gear .[["ItemCrowbar", "ItemHatchet_DZE", "ItemKnife", "NVGoggles", "Binocular_Vector", "SCAR_H_STD_EGLM_Spect", "ItemToolbox", "ItemKeyYellow1721", "ItemKeyYellow101", "ItemKeyGreen101", "ItemMatchbox_DZE", "ItemCompass", "ItemEtool", "ItemGPS", "UZI_SD_EP1"], ["ItemBandage", "ItemBandage", "FoodCanSardines", "ItemSodaPepsi", "20Rnd_762x51_B_SCAR", "20Rnd_762x51_B_SCAR", "20Rnd_762x51_B_SCAR", "20Rnd_762x51_B_SCAR", "20Rnd_762x51_B_SCAR", "1Rnd_HE_M203", "1Rnd_HE_M203", "1Rnd_HE_M203", "30Rnd_9x19_UZI_SD", "30Rnd_9x19_UZI_SD", "ItemBriefcase60oz", "ItemBriefcaseS70oz", "30Rnd_9x19_UZI_SD"]] As you can see he has a primary and a secondary, BUT this is is Currentstate on logout. ["","amovpknlmstpsraswrfldnon",100,[]] This is my current state after spawning in and gearing up. ["Pecheneg_DZ","amovpknlmstpsraswrfldnon",42,["406"]] Don't know if this is related to the problem but wanted to share. Link to comment Share on other sites More sharing options...
insertcoins Posted July 5, 2014 Report Share Posted July 5, 2014 Removed my debug monitor, seems fixed atm. Still waiting to hear from players though Link to comment Share on other sites More sharing options...
insertcoins Posted July 5, 2014 Report Share Posted July 5, 2014 didn't fix it. Link to comment Share on other sites More sharing options...
Chris9183 Posted July 5, 2014 Report Share Posted July 5, 2014 Aw man got my hopes up about the debug monitor lol. insertcoins 1 Link to comment Share on other sites More sharing options...
MGT Posted July 5, 2014 Report Share Posted July 5, 2014 not at my computer atm, but am going to try this when I am. Add these to my client start-up -noPause -showScriptErrors And add this to server startup batch file -netlog Should show what's happening, someone in another thread hinted that it could be an error popup being skipped past but keeping focused rather than the game, hence the stall. Link to comment Share on other sites More sharing options...
SashaSeddon Posted July 5, 2014 Report Share Posted July 5, 2014 Im having the load in issue where my player loads but I am stuck on load in screen, anyone got the solution, also kind of new to PC's so not got a great understanding yet, so any help will be great Link to comment Share on other sites More sharing options...
insertcoins Posted July 5, 2014 Report Share Posted July 5, 2014 Keep us posted mgt! MGT 1 Link to comment Share on other sites More sharing options...
adzvaughan Posted July 5, 2014 Report Share Posted July 5, 2014 I have two OverPoch servers running 1.0.5.1. Various scripts and no issues. I have a build server which seems to be getting this issue. Only difference is 1 maybe 2 scripts but they dont pull any character data. I'm going to copy one of the running servers over and add scripts one by one and keep logging in and out to see what the issue is. Link to comment Share on other sites More sharing options...
Chris9183 Posted July 5, 2014 Report Share Posted July 5, 2014 adzvaughan Thanks, let us know what you find Link to comment Share on other sites More sharing options...
Donnovan Posted July 6, 2014 Report Share Posted July 6, 2014 Are you guys getting players kicked by Create Vehicle Restriction? Link to comment Share on other sites More sharing options...
MGT Posted July 6, 2014 Report Share Posted July 6, 2014 Are you guys getting players kicked by Create Vehicle Restriction? Yes, usually happens straight after a restart. Link to comment Share on other sites More sharing options...
Defent Posted July 6, 2014 Report Share Posted July 6, 2014 Are you guys getting players kicked by Create Vehicle Restriction? I have instances where this happens. People join the server and become seagulls basicly. What I usually do is locking the server till it blows over. From what I have noticed, this seagull problem has increased in 112555 and is often associated with desync (atleast in my case). Desync which can be caused by the amount of players that get stuck on authentication. The error does seem to have calmed down after I changed the basic.cfg settings abit. Hopefully it will be solved in the future patch. Link to comment Share on other sites More sharing options...
PetuniaEpoch Posted July 6, 2014 Report Share Posted July 6, 2014 Any new on this? I'm also having the issue :( MGT - did those startup params help at all, or reveal any info? Cheers guys :) Link to comment Share on other sites More sharing options...
1R0NS1DE Posted July 6, 2014 Report Share Posted July 6, 2014 the error is caused by the Character_data in the database, the column "current state" that would usually have something like " ["MakarovSD","amovpercmrunsraswpstdf",41,[]] " in it what it is doing is changing this so that it removes the weapon, so that the code will look like " ["","aidlpercmstpslowwrfldnon_player_idlesteady04",100,[]] " the only way i have found to fix it is to copy a current state of another player in the server, and then find their current weapon and place it back in, and then, they are able to log back into the server with no problems (works about 75% of the time) so, i guess what we need to do is find something that changes the current state of the player on logging out/in and remove it the other way i have found to fix this is..... do not log out normally, ALT + F4 that way it doesnt change anything and players can just log back in normally... although they must restart the game... Link to comment Share on other sites More sharing options...
MGT Posted July 6, 2014 Report Share Posted July 6, 2014 Like the above, if I have an established player, if I respawn I will get caught on the loading screen and hear ingame sounds. If I kill myself in game then fresh spawn, I spawn in correctly every time, tested 8 times with no issues. Some tests Killing character ingame - successful respawn Delete current character from DB - successful respawn Log to lobby, delete currentstate in database - stuck on loading Log to lobby, set currentstate to [] - successful respawn Results, setting currentstate to [] results in successful respawn everytime, so will try and modify either server_playersync to set current state to [] or when server_onPlayerDisconnect is called and report back ------------------------------------------------------------------------------------------------------------------------ results tested: setting currentstate to [] results in successful respawn everytime tested: Modifying the playerspawn by moving to the mission file and setting currentstate to [] in the fsm file - result - this on it's own didn't work tested: server player sync in the server file by setting _currentstate to [] - result - doesn't work, keeps current state to [] therefore preventing spawn Now testing, setting the currentstate to [] in server_onPlayerDisconnect Link to comment Share on other sites More sharing options...
Defent Posted July 6, 2014 Report Share Posted July 6, 2014 What does current state do? You can also run sql events to set the current state to []? Link to comment Share on other sites More sharing options...
1R0NS1DE Posted July 6, 2014 Report Share Posted July 6, 2014 You can also run sql events to set the current state to []? an sql even in my knowledge would only run as often as you set it, (ie: every 2 hours) but in that case you may as well just restart every 2 hours Like the above, if I have an established player, if I respawn I will get caught on the loading screen and hear ingame sounds. If I kill myself in game then fresh spawn, I spawn in correctly every time, tested 8 times with no issues. Some tests Killing character ingame - successful respawn Delete current character from DB - successful respawn Log to lobby, delete currentstate in database - stuck on loading Log to lobby, set currentstate to [] - successful respawn Results, setting currentstate to [] results in successful respawn everytime, so will try and modify either server_playersync to set current state to [] or when server_onPlayerDisconnect is called and report back ------------------------------------------------------------------------------------------------------------------------ results Initially testing modifying the playerspawn by moving to the mission file and setting currentstate to [] in the fsm file - result - this on it's own didn't work Now testing server player sync in the server file by setting _currentstate to [] test results for myself and a few other on our server Delete current character from DB - successful respawn Log to lobby, delete currentstate in database - stuck on loading Log to lobby, set currentstate to [] - stuck on loading Link to comment Share on other sites More sharing options...
MGT Posted July 6, 2014 Report Share Posted July 6, 2014 Log to lobby, set currentstate to [] - stuck on loading This works everytime for me? Edit: except when restarting the server, when setting currentstate to [[]] it doesnt work on restart but works on relog :/ Link to comment Share on other sites More sharing options...
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