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ze crash's and lag

Discussion in Counter-Strike: Source started by Detonator, Aug 15, 2011

  1. Sep 25, 2010
    Posts
    ze is lagging and crashes a lot lately. I believe it's because of teh player count 56. Now most of teh maps can ahndle 56 players but maps like mako, predator, minas etc its just gets way to much. I was wondering if we can have dynamic player caps based on maps? If not can the player cap be set down to 52?
  2. Mar 26, 2011
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    It just because Chuck Norris crashing the server's again. :lol:
  3. Apr 9, 2007
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    There's something else going on that isn't related to edict crashes.

    That "Quick Restart" I did earlier was to enable full core dumps. Post here the next time it crashes.
  4. Sep 25, 2010
    Posts
    Just crashed. map = predator.
  5. Apr 9, 2007
    Posts
    #0 0x00020014 in ?? ()
    No symbol table info available.
    #1 0xf75e1489 in __lll_lock_wait () from /lib32/libpthread.so.0
    No symbol table info available.
    #2 0xf75dc62b in _L_lock_500 () from /lib32/libpthread.so.0
    No symbol table info available.
    #3 0xf75dc451 in pthread_mutex_lock () from /lib32/libpthread.so.0
    No symbol table info available.
    #4 0xefeff64c in google_breakpad::ExceptionHandler::SignalHandler(int, siginfo*, void*) () from bin/crashhandler.so
    No symbol table info available.
    ---Type <return> to continue, or q <return> to quit---
    #5 <signal handler called>
    No symbol table info available.
    #6 0xefec03be in ?? ()
    No symbol table info available.
    #7 0x08e8e3f8 in ?? ()
    No symbol table info available.
    Backtrace stopped: previous frame inner to this frame (corrupt stack?)


    looks like the server is getting Gaben'd.
  6. Apr 9, 2007
    Posts
    Either myself or Brian will do a rolling blackout tonight updating MM:S, SDKHooks, and SM (Our plugins are a bit aged now).


    This shouldn't change ZE crashing though. I just updated every server to the latest SRCDS rev since the crash was off in Valve land, hopefully this helps.
  7. Mar 20, 2011
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    Server needs 32GB of Ram!!!! Just bombed again, meh oh well, back to drinking BEER!
  8. Apr 9, 2007
    Posts
    Done. Let me know (Post in the thread) if it continues.
  9. Mar 25, 2011
    Posts
    Getting Gaben'd?
  10. Sep 25, 2010
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    ze crashed about 25 minutes ago, map = minas.
  11. Apr 9, 2007
    Posts
    #0 0x00020014 in ?? ()
    #1 0xf7625489 in __lll_lock_wait () from /lib32/libpthread.so.0
    #2 0xf762062b in _L_lock_500 () from /lib32/libpthread.so.0
    #3 0xf7620451 in pthread_mutex_lock () from /lib32/libpthread.so.0
    #4 0xefc4964c in google_breakpad::ExceptionHandler::SignalHandler(int, siginfo*, void*) () from bin/crashhandler.so
    #5 <signal handler called>
    #6 0xefbe93c3 in ?? ()
    #7 0xed506ab8 in ?? ()
    Backtrace stopped: previous frame inner to this frame (corrupt stack?)



    Gaben'd.
  12. Sep 25, 2010
    Posts
    Gaben'd, can you explain that word ?
  13. Dec 30, 2006
    Posts
    Basically, valve's fault.
  14. Apr 9, 2007
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    Whoa don't use common sense.
  15. Sep 25, 2010
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    So can we not get a lower player limit on specific maps?
  16. Apr 9, 2007
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    Reason being?
  17. Sep 25, 2010
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    When server has low ammount of players approx 40 or so, server doesnt seem to crash.
  18. Jun 11, 2011
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    Server crashed just now, map = Predator
    It usually has about 50 players + when it crashes.
  19. Aug 12, 2011
    Posts
    56 players is monstrous for ZE, on simple maps with a low amount of entities it would be fine, as pF obviously can support this number of players, but on complex maps such as Minas Tirith/Predator 56 players causes mass amounts of lag, and the server crashed like more than 5 times yesterday on these maps lolol

    As I recall the server didn't have these problems with the 48 player cap?


    I'm not stating that the high amount of slots is the sole purpose of the lag/crash, but it is most definitely a contributing factor.
  20. Mar 25, 2011
    Posts
    It always used to be 64, 56 isn't monstrous, but it seems as if sometime between 2010 and now the servers all took it down a notch. But i guess it's becuase of the growing complexity and size of new maps with their own custom content.