Springie the AutoHost
Moderator: Moderators
Excuse me for the rez, but here seem to be the most appropriate place.
How do I make it not show the start boxes? (as I use fixed start pos)
Is there any way to have "perform" commands executed every time it hosts a game? (so that I could do a !clearbox each time it starts hosting)
Any wait you could add something that notifies me when someone enter my autohosted battle?
How does the downloading of map works? How does it know which map to get, in what order does it get them, what happens if my HDD is full, etc..?
Is it possible to add my own commands to the list of ! commands?
Can I make some mods "hidden", not shown in !listmods nor useable in !voterehost and such, but still present in my Spring folder (because I'd rather have one copy of Spring than having to have twice the maps, mods, etc.. on my HDD. Current Spring folder is 3gb, so I'd rather not have to duplicate it. Actually, rather than a blacklist for mods, I'd rather have a whitelist.
It seems it doesn't know the end condition "Lineage", can you add it?
Any way you could lower the % needed for votes, as well as not counting the autohost itself in the person count?
How do I make it not show the start boxes? (as I use fixed start pos)
Is there any way to have "perform" commands executed every time it hosts a game? (so that I could do a !clearbox each time it starts hosting)
Any wait you could add something that notifies me when someone enter my autohosted battle?
How does the downloading of map works? How does it know which map to get, in what order does it get them, what happens if my HDD is full, etc..?
Is it possible to add my own commands to the list of ! commands?
Can I make some mods "hidden", not shown in !listmods nor useable in !voterehost and such, but still present in my Spring folder (because I'd rather have one copy of Spring than having to have twice the maps, mods, etc.. on my HDD. Current Spring folder is 3gb, so I'd rather not have to duplicate it. Actually, rather than a blacklist for mods, I'd rather have a whitelist.
It seems it doesn't know the end condition "Lineage", can you add it?
Any way you could lower the % needed for votes, as well as not counting the autohost itself in the person count?
While in a game, this is the 2nd time its happened, I've been getting this error mid game.
This is the error :
I have done a recent windows XP update, net framework 2 to be more precise.
This is the error :
Code: Select all
Spring 0.75b2 has crashed.
Exception: Access violation (0xc0000005)
Exception Address: 0x009f5d5e
DLL information:
0x00400000 spring
0x7c900000 ntdll
0x7c800000 kernel32
0x77dd0000 ADVAPI32
0x77e70000 RPCRT4
0x73f10000 dsound
0x77c10000 msvcrt
0x7e410000 USER32
0x77f10000 GDI32
0x774e0000 ole32
0x76b40000 WINMM
0x77c00000 VERSION
0x68b20000 GLU32
0x5ed00000 OPENGL32
0x73760000 DDRAW
0x73bc0000 DCIMAN32
0x76c90000 IMAGEHLP
0x71ad0000 WSOCK32
0x71ab0000 WS2_32
0x71aa0000 WS2HELP
0x10000000 SDL
0x7c340000 MSVCR71
0x00d00000 DevIL
0x66fc0000 freetype6
0x61b80000 zlib1
0x00e90000 glew32
0x003e0000 ILU
0x5ad70000 uxtheme
0x18800000 RTSUltraMonHook
0x18900000 RTSUltraMonHookRes
0x76380000 MSIMG32
0x69000000 atioglxx
0x20b00000 imon
0x71a50000 mswsock
0x662b0000 hnetcfg
0x71a90000 wshtcpip
0x76c30000 WINTRUST
0x77a80000 CRYPT32
0x77b20000 MSASN1
0x72d20000 wdmaud
0x72d10000 msacm32
0x77be0000 MSACM32
0x77bd0000 midimap
0x73ee0000 KsUser
0x59a60000 DBGHELP
Stacktrace:
(0) C:\Program Files\Spring\spring.exe [0x009F5D5E]
(1) C:\Program Files\Spring\spring.exe [0x007E8623]
(2) C:\Program Files\Spring\spring.exe [0x007E904B]
(3) C:\Program Files\Spring\spring.exe [0x007E9326]
(4) C:\Program Files\Spring\spring.exe [0x007EE6A8]
(5) C:\Program Files\Spring\spring.exe [0x007EFC2B]
(6) C:\Program Files\Spring\spring.exe [0x007DD7A9]
(7) C:\Program Files\Spring\spring.exe [0x007DDD03]
(8) C:\Program Files\Spring\spring.exe [0x007E32FD]
(9) C:\Program Files\Spring\spring.exe [0x006E409F]
(10) C:\Program Files\Spring\spring.exe [0x0071BD8A]
(11) C:\Program Files\Spring\spring.exe [0x005BB7F1]
(12) C:\Program Files\Spring\spring.exe [0x005DB50C]
(13) C:\Program Files\Spring\spring.exe [0x005DE5EE]
(14) C:\Program Files\Spring\spring.exe [0x00819AA9]
(15) C:\Program Files\Spring\spring.exe [0x00821C68]
(16) C:\Program Files\Spring\spring.exe [0x00822038]
(17) C:\Program Files\Spring\spring.exe [0x00822269]
(18) C:\Program Files\Spring\spring.exe [0x0090F147]
(19) C:\Program Files\Spring\spring.exe [0x00401292]
(20) C:\Program Files\Spring\spring.exe [0x004012DD]
(21) C:\WINDOWS\system32\kernel32.dll(RegisterWaitForInputIdle+0x49) [0x7C816FF7]
(0) std::_List_node_base::unhook()
/home/tvo/workdir/gcc-release/buildgcc/i586-mingw32msvc/libstdc++-v3/src/../../../../gcc/libstdc++-v3/src/list.cc:137
(1) CPathEstimator::ResetSearch()
/opt/mingw42/lib/gcc/i586-mingw32msvc/4.2.0/include/c++/ext/new_allocator.h:97
(2) CPathEstimator::InitSearch(MoveData const&, CPathFinderDef const&)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Path/PathEstimator.cpp:432
(3) CPathEstimator::GetPath(MoveData const&, float3, CPathFinderDef const&, IPath::Path&, unsigned int)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Path/PathEstimator.cpp:392
(4) CPathManager::Estimate2ToEstimate(CPathManager::MultiPath&, float3)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Path/PathManager.cpp:281
(5) CPathManager::NextWaypoint(unsigned int, float3, float, int)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Path/PathManager.cpp:326
(6) CGroundMoveType::GetNextWaypoint()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/MoveTypes/groundmovetype.cpp:1052
(7) CGroundMoveType::TestNewTerrainSquare()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/MoveTypes/groundmovetype.cpp:1529
(8) CGroundMoveType::Update()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/MoveTypes/groundmovetype.cpp:317
(9) CUnit::Update()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Units/Unit.cpp:415
(10) CUnitHandler::Update()
/opt/mingw42/lib/gcc/i586-mingw32msvc/4.2.0/include/c++/bits/stl_list.h:150
(11) CGame::SimFrame()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Game/Game.cpp:2379
(12) CGame::ClientReadNet()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Game/Game.cpp:2736
(13) CGame::Update()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Game/Game.cpp:1776
(14) SpringApp::Update()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/System/Main.cpp:838
(15) SpringApp::Run(int, char**)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/System/Main.cpp:1023
(16) Run(int, char**)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/System/Main.cpp:1083
(17) WinMain@16
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/System/Main.cpp:1146
(18) luabind::detail::create_class::stage2(lua_State*)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/lua/luabind/src/create_class.cpp:104
(19) ??
WeaponDefHandler.cpp:0
(20) ??
WeaponDefHandler.cpp:0
(21) ??
??:0
/home/tvo/workdir/gcc-release/buildgcc/i586-mingw32msvc/libstdc++-v3/src/../../../../gcc/libstdc++-v3/src/list.cc:137
(1) CPathEstimator::ResetSearch()
/opt/mingw42/lib/gcc/i586-mingw32msvc/4.2.0/include/c++/ext/new_allocator.h:97
(2) CPathEstimator::InitSearch(MoveData const&, CPathFinderDef const&)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Path/PathEstimator.cpp:432
(3) CPathEstimator::GetPath(MoveData const&, float3, CPathFinderDef const&, IPath::Path&, unsigned int)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Path/PathEstimator.cpp:392
(4) CPathManager::Estimate2ToEstimate(CPathManager::MultiPath&, float3)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Path/PathManager.cpp:281
(5) CPathManager::NextWaypoint(unsigned int, float3, float, int)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Path/PathManager.cpp:326
(6) CGroundMoveType::GetNextWaypoint()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/MoveTypes/groundmovetype.cpp:1052
(7) CGroundMoveType::TestNewTerrainSquare()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/MoveTypes/groundmovetype.cpp:1529
(8) CGroundMoveType::Update()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/MoveTypes/groundmovetype.cpp:317
(9) CUnit::Update()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Sim/Units/Unit.cpp:415
(10) CUnitHandler::Update()
/opt/mingw42/lib/gcc/i586-mingw32msvc/4.2.0/include/c++/bits/stl_list.h:150
(11) CGame::SimFrame()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Game/Game.cpp:2379
(12) CGame::ClientReadNet()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Game/Game.cpp:2736
(13) CGame::Update()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/Game/Game.cpp:1776
(14) SpringApp::Update()
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/System/Main.cpp:838
(15) SpringApp::Run(int, char**)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/System/Main.cpp:1023
(16) Run(int, char**)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/System/Main.cpp:1083
(17) WinMain@16
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/rts/System/Main.cpp:1146
(18) luabind::detail::create_class::stage2(lua_State*)
/var/lib/buildbot/spring_slave/mingw32-4.2.0/build/lua/luabind/src/create_class.cpp:104
(19) ??
WeaponDefHandler.cpp:0
(20) ??
WeaponDefHandler.cpp:0
(21) ??
??:0
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- Posts: 5
- Joined: 03 Oct 2007, 20:39
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- Posts: 5
- Joined: 03 Oct 2007, 20:39
client & server
Hi!
I have just noticed, that when a game begin a client starts to run. The client must run during the game, or this function can be disabled?
Because I have an old machine what can run the server, but cannot the client, it cost 140Mb memory, can I reduce it somehow, if it must run?
thx for the help.
J
I have just noticed, that when a game begin a client starts to run. The client must run during the game, or this function can be disabled?
Because I have an old machine what can run the server, but cannot the client, it cost 140Mb memory, can I reduce it somehow, if it must run?
thx for the help.
J
He was asking:
Read posts much?Hi!
I have just noticed, that when a game begin a client starts to run. The client must run during the game, or this function can be disabled?
Because I have an old machine what can run the server, but cannot the client, it cost 140Mb memory, can I reduce it somehow, if it must run?
thx for the help.
J