View Full Version : REPORT BUGS FOR THE NEW PXO SERVER HERE
MatthewPapa
02-03-2006, 05:06 AM
The PXO server should be fixed to at least somewhat work now. Go try it out!
PLEASE REPORT BUGS YOU FIND FOR THE FIXED PXO SERVER HERE!
IF YOU DO NOT POST THE BUGS HERE, THEY WILL NOT BE FIXED!
pxo cfg file
http://www.game-warden.com/forum/attachment.php?attachmentid=1537&d=1128704185
i test the new cfg ,
so , well
1. accep not a new pilot , ( my old has no prob ;) ) .
2 . stats are accep but not saved
3. on my list not all mission vali that a diffrend from the last working 2005
4. cant see game on web , no player name or game
5. this find not ,)
cash
Is the valid mission issue random or does it always happen to the same missions? If it's always the same missions, which ones?
I guess it's not random. I'll make a list of the affected missions.
taylor
02-03-2006, 11:57 AM
I guess it's not random. I'll make a list of the affected missions.
I'm pretty sure that I know what the mission problem is, just not totally sure how to fix it yet. It might be better now but I'm still getting invalid entries. It, along with a similar issue that would affect tables, is on my list of immediate things to fix.
Garibaldi
02-03-2006, 02:00 PM
I still can't create a new pilot. It says, that i should check my mail and follow the instructions, but i get no mail.
I would really like to test the server and fly against humans, not just those stupid ai ships ...
Thank you.
//edit:
Is the server open source? I would like to set it up here (c.a. 600 People)
most coop and tvt missions are valid again :)
[dw]-hunter
02-03-2006, 07:46 PM
I would really like to test the server and fly against humans, not just those stupid ai ships ...)
Just contact one of the very active multi-players such as me and we will play a few games with you via IP :)
Is the server open source? I would like to set it up here (c.a. 600 People)
No it runs retail tables, any thing else shows up as hacked tables and most likely wont be compatible with other players.
MatthewPapa
02-03-2006, 09:28 PM
sendmail seems to be broken for some reason on the server
that is why you are not receiving your validation emails
i will see what i can do about that
MatthewPapa
02-03-2006, 10:19 PM
new account registrations should now work correctly
MatthewPapa
02-03-2006, 11:44 PM
im currently in the process of resending validation emails to everyone who regietered when the sendmail was down
MatthewPapa
02-03-2006, 11:57 PM
3. on my list not all mission vali that a diffrend from the last working 2005
4. cant see game on web , no player name or game
these should now all be fixed
MatthewPapa
02-04-2006, 04:56 AM
Ok, here are the instructions to get a validation email sent to your account if you did not get one earlier when the server was down
make the changes to the following link, put the link in your address bar, and click enter
[url]http://freespaceserver.cjb.net/fs2netd/main.php?area=register&mode=resend&user=PUTYOURUSERNAMEHERE
this should resend your validation email to the address you registered with
DareDevil
02-04-2006, 01:38 PM
hmm seemed I could connect yesterday night but not this morning. Is the server temporarily offline ?
StormRider
02-04-2006, 03:10 PM
Same thing here was able to log on last night but not tonight.
taylor
02-04-2006, 05:10 PM
SEGFAULT. Don't know why, but it's running again now and with the newest build.
The new binary has most of the changes now so hopefully most everything will be working. Give stats saving another try and if that still isn't fixed I'll add more debugging to it. Mods still aren't supported (as far as the server is concerned) and will probably take a small database modification to fix but that's lower on the priority scale right now.
After it's all working there will be some protection against downtime. It will start automatically, and if it dies at some point after start it will automatically restart. This should keep the FS2NetD server pretty much always available (unless there is a hardware issue of course) without MatthewPapa having to constantly monitor it.
Various changes are also going into the client side of things. Timeout code fixes to save MP some bandwidth, memory leak fixes from table and mission validation, slightly saner CRC checking, and a couple of other things. Table validation is going to be changed to have priority checking only (tables that would affect gameplay like ships, weapons, ai, etc.) so that not every single table must be valid to have non-hacked status. None of this will affect compatibility with other builds though and I'll try and make sure that all of the changes are easily available so they can also get into tom's build.
WMCoolmon
02-05-2006, 08:44 PM
I haven't been able to get a registration e-mail (Even with the resend link).
MatthewPapa
02-05-2006, 09:49 PM
check your spam box
it gets filtered for almost everyone for some reason or another
WMCoolmon
02-05-2006, 11:49 PM
I've tried emptying my inbox and trash can, resending the e-mail, checking for new messages, and checking both...nothing. I've already got my ISP's spam filter turned off since it filtered out a similar message.
Scrogneugneu
02-06-2006, 12:19 AM
I made it quite easily.
Just try to register again under the same name, the system will detect it and will warn you. Click the link and it should send over a new confirmation link.
WMCoolmon
02-06-2006, 12:40 AM
Still nothing...
taylor
02-06-2006, 02:22 AM
@WMC: The IP for the mail server appears to be blacklisted by your ISP. I can PM you the activation link if you want.
WMCoolmon
02-06-2006, 02:33 AM
Please do, and thanks. :) Also, maybe set up something that will let you register even in a case like this? Say, an e-mail account that you can mail to so that it can verify your address as legit (even if it's blacklisted).
taylor
02-06-2006, 02:42 AM
PM is on it's way.
The other thing would be up to MatthewPapa though.
EDIT: Oh and I sent the PM here and on HLP, just in case you check the wrong one.
... None of this will affect compatibility with other builds though and I'll try and make sure that all of the changes are easily available so they can also get into tom's build.
That would be nice to apply these changes to the old engine build and to keep its compatibility :)
Maybe we should discuss that or you send me what to change. Currently I'm very busy with diploma thesis but I'll try to manage it as soon as possible.
[dw]-hunter
02-07-2006, 07:05 PM
What build will we be using for pxo? Retail would be nice that way people dont have to download a modification, it would also bring more old veterans back if they didnt have to deal with a modified version of the game.
taylor
02-07-2006, 08:14 PM
For the SCP version of PXO at least, it has to support retail fully and I won't accept any compromises on that. Anything that the released code can do it will be able to keep doing, only better. There will be new SCP feature support but that doesn't necessarily affect PXO itself and is mainly game code stuff that will have better version/capability detection to avoid conflicts.
PXO itself will be largely unchanged from the user perspective, just updated. On the server side it will basically be a total rewrite. Here is the required todo list before the new PXO from SCP can be considered ready for testing:
Full cross-platform support for client and trackers (Win32, Win64, Linux, OS X, big and little endian)
Website ported from CFM to PHP
Database converted from file based to a SQL backend
Easier support for mission/table validation capabilities with extended versions (ie. FS2_Open)
Mod support for FS2_Open (mostly a database thing, won't affect retail clients)
FS2NetD ripped out of FS2_Open and replaced with updated PXO client code
Some of this is already done and everything else should at least be in progress.
The PXO client side will also be integrated back in the icculus.org version of FS2 so that non-Windows people who want a retail version (with a ton of :V: bugs fixed) can still use PXO.
MatthewPapa
02-07-2006, 09:25 PM
stats are still not saving. Ive been poking around for about 2 hours now and can find nothing. do you have an idea y they arent working taylor?
taylor
02-07-2006, 10:38 PM
stats are still not saving. Ive been poking around for about 2 hours now and can find nothing. do you have an idea y they arent working taylor?
Yeah, I just don't know exactly what to do about it yet. It's a SQL error, similar to the mod related one, but I haven't attempted to fix it yet. I've still got to fix the mod problem with the pilot table and I'll try to address the stats problem at the same time. The pilot table a little more difficult to dump, convert, clear and re-import than the others given the totally freaky way that kills are saved.
So far I have only one idea to fix it without having to change the tables around a bit. I really don't want to go through changing the tables though so hopefully that one thing will work right the first time and that will be that.
[dw]-hunter
02-09-2006, 05:59 PM
Just curious, are you guys using any FS2net script also to create pxo or is a whole new project
taylor
02-09-2006, 06:14 PM
-hunter']Just curious, are you guys using any FS2net script also to create pxo or is a whole new project
FS2NetD isn't portable enough to continue living. :D
PXO is going to be the code that came from Volition but with the client side modified to be cross-platform and the server side being totally rewritten to be cross-platform (but still do all of the same things the same basic way, ie. it will be compatible with retail). All of the FS2NetD client code in SCP is going to be ripped out and replaced by PXO code. Some FS2NetD type things will remain for mods and what not, but that code will either be heavily modified to be compatible with PXO and reused, or ripped out and rewritten from scratch.
[dw]-hunter
02-09-2006, 06:37 PM
cool, then it WILL be compatible with Retail, i just wanted to know for those who would be using retail CD's, Im just hoping SCP will be more stable for multiplayer soon, when it does get there, you will find me using it :biggrin1:
karajorma
02-09-2006, 06:59 PM
No one ever said it wouldn't be. What I was saying to you on ICQ was that if you never find any retail players to test it then it soon will become incompatible with retail due to bugs appearing which the coders are never informed about.
That's basically what happened to FSO. The multi community ignored it and it basically stopped working well with multi.
Master Stinger
02-10-2006, 12:22 AM
Well, if anyone needs player-testers with the retail CD version, I happen to have the CD retail version and will be glad to volunteer as a tester. :nod:
Sputnik
02-12-2006, 07:32 PM
I have problem with activation link.
I tried everything you write, and nothing.
Please help :biggrin1:
[dw]-hunter
02-13-2006, 07:28 PM
Well, if anyone needs player-testers with the retail CD version, I happen to have the CD retail version and will be glad to volunteer as a tester. :nod:
Im glad we have some people willing to back me up :biggrin1:
Dajmin
02-15-2006, 07:07 PM
I use the newest version of the SCP (3.6.7) and have edited my files to use FS2NetD. Do I need to go back to the retail version to use PXO?
In fact, step-by-step instructions suitable for an idiot would be even better :) Would love to be able to play against real people but have modded so much I'm not sure what needs to be changed.
Master Stinger
02-16-2006, 04:39 AM
Ok, new problem. Foa couple of weeks or so now I have been able to connect and play over FS2netD. Now, as of yesterday, I can no longer connect. Everytime I try, it tells me "Connection failed". Please help. Thank you.
taylor
02-16-2006, 06:00 AM
Ok, new problem. Foa couple of weeks or so now I have been able to connect and play over FS2netD. Now, as of yesterday, I can no longer connect. Everytime I try, it tells me "Connection failed". Please help. Thank you.
I've been running it remotely to catch crashes but when the server rebooted recently I never thought to log back in a make sure it got restarted. Should be running now though. Sorry! :)
I'm still waiting for the time to rewrite parts of the code so that it's easier to be run in daemon mode and manage itself (ie, if it crashes it would automatically restart). At that point this type of downtime should be non-existant.
Master Stinger
02-16-2006, 03:57 PM
So it was down? :blah: When I went to the FS@netD website to check if there were players online, it said that there were 2 players on. Unless they were you guys testing out the server...:biggrin1:
i have the problem that i can log in. But when i will log in by game there´s coming that i must wait for player point standing or sometihng like tihs and then there is coming unknown error and then the game goes next to the multiplayer launch!
Master Stinger
02-16-2006, 04:06 PM
Yeah, I seem to have the problem of waiting for FS2 to retrieve my pilot stats for 30 seconds, only to wait all 30 secs for it to say that it failed. I just chalked it to being that since the server is having problems saving stats and I have no stats prior to the prblem, that's why I have to wait it out until it can start saving stats.
WMCoolmon
02-19-2006, 08:27 PM
I'm having the same pilot stats timeout problem as well...
{303}Keiichi
02-19-2006, 11:00 PM
It seems that activation mail thingy still dosent work. Is it possible to recive it via PM?
kabul
03-15-2006, 10:50 PM
Hi ppl, can anyone help me?
My FS2 and the Launcher completely configurated, but I can't connect into the server. :( :( :(
[dw]-hunter
03-15-2006, 11:21 PM
netd is down dude
kabul
03-16-2006, 02:37 AM
-hunter']netd is down dude
:eek: :eek: Sorry, I did't know.
When it backs?
MatthewPapa
03-16-2006, 03:44 AM
as soon as i get home
Scrogneugneu
03-17-2006, 10:33 PM
... when do you get home? ;)
taylor
03-18-2006, 08:50 AM
... when do you get home? ;)
When he runs out of beer, money and women. Obviously. :p
[dw]-hunter
03-18-2006, 09:46 PM
When he runs out of beer, money and women. Obviously. :p
Very true... :biggrin1:
I want to be in hawaii right now too :(
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