• Dedicated server crashes on start as of todays updates... 10/10/14
    4 replies, posted
its weird been running fine for what seems like months now on the same .bat file.... now all of a sudden the server will not load past the initial few points and when i remove -batchmode everything works but much slower.... not a huge deal just nice to not have the rust app open as well as the server window..anyway i've been racking my brain all day on trying to fix this... cause i did not realize the -batchmode was what was breaking.. my server has been down most of the day. anyone else having this issue? here is my start up line before i removed -batchmode RustDedicated.exe -batchmode +server.hostname "Necre's Rust -OSHAWA LOCALS- Active ADMIN - TMP Hotdogs And AirDrops" +server.port 28015 +server.identity "facepunchdev" +rcon.port * +rcon.password "***" -load -server.seed 666666 +construct.frameminutes 35 ill post the error log if need be.
Our server has also been crashing since the start of the day today. After an update it started generating crash logs.
same here. crash report content follows: [QUOTE] A script behaviour has a different serialization layout when loading. (Read 44 bytes but expected 48 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? A script behaviour has a different serialization layout when loading. (Read 104 bytes but expected 108 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? A script behaviour has a different serialization layout when loading. (Read 32 bytes but expected 36 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? A script behaviour has a different serialization layout when loading. (Read 32 bytes but expected 36 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? A script behaviour has a different serialization layout when loading. (Read 32 bytes but expected 36 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? A script behaviour has a different serialization layout when loading. (Read 32 bytes but expected 36 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? A script behaviour has a different serialization layout when loading. (Read 32 bytes but expected 36 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? A script behaviour has a different serialization layout when loading. (Read 32 bytes but expected 36 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? A script behaviour has a different serialization layout when loading. (Read 32 bytes but expected 36 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? A script behaviour has a different serialization layout when loading. (Read 32 bytes but expected 36 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? A script behaviour has a different serialization layout when loading. (Read 32 bytes but expected 36 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? A script behaviour has a different serialization layout when loading. (Read 32 bytes but expected 36 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? A script behaviour has a different serialization layout when loading. (Read 32 bytes but expected 36 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? A script behaviour has a different serialization layout when loading. (Read 32 bytes but expected 36 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? A script behaviour has a different serialization layout when loading. (Read 32 bytes but expected 36 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? A script behaviour has a different serialization layout when loading. (Read 32 bytes but expected 36 bytes) Did you #ifdef UNITY_EDITOR a section of your serialized properties in any of your scripts? [/QUOTE]
Our server crashes right after this line. [code]HDR RenderTexture format is not supported on this platform. This camera will render without HDR buffers.[/code] Stack trace. [code]========== OUTPUTING STACK TRACE ================== 00007FF6D0045B85 (RustDedicated) RectT<int>::GetBottom 00007FF6CFCFE4E2 (RustDedicated) ShaderLab::FastPropertyName::Init 00007FF6CFCED89B (RustDedicated) ShaderLab::FastPropertyName::Init 00007FF6CFCAC502 (RustDedicated) MaterialPropertyBlock::ReplacePartialFloatColorProperty 00007FF6CFCA8462 (RustDedicated) Unity::Material::SetPass 00007FF6CFABB259 (RustDedicated) IRaycast::IRaycast 00007FF6CFABBA16 (RustDedicated) IRaycast::IRaycast 00007FF6CFD2E444 (RustDedicated) TransferBase::operator= 000000002018BE72 (Mono JIT Code) (wrapper managed-to-native) UnityEngine.Graphics:Blit (UnityEngine.Texture,UnityEngine.RenderTexture) 000000002018AA56 (Mono JIT Code) AtmosphericBlend:CreateLutRT (string) 000000002018A609 (Mono JIT Code) AtmosphericBlend:OnEnable () 00000000038C8D1B (Mono JIT Code) (wrapper runtime-invoke) object:runtime_invoke_void__this__ (object,intptr,intptr,intptr) 00007FFBE4CE3B6F (mono) mono_set_defaults 00007FFBE4C3816D (mono) mono_runtime_invoke 00007FF6CFC68F69 (RustDedicated) ScriptingArguments::AddString 00007FF6CFC68A97 (RustDedicated) ScriptingArguments::AddString 00007FF6CFBA0348 (RustDedicated) mono_array_length_safe_wrapper 00007FF6CFBA271C (RustDedicated) GetMonoBehaviourInConstructor 00007FF6CFC85DD4 (RustDedicated) RegisterAllowNameConversionInDerivedTypes 00007FF6CFC38B08 (RustDedicated) CallbackArray3<std::basic_string<char,std::char_traits<char>,stl_allocator<char,59,16> > const & __ptr64,AwakeFromLoadQueue & __ptr64,enum LoadLevelOperation::LoadingMode>::Invoke 00007FF6CFC38BF3 (RustDedicated) CallbackArray3<std::basic_string<char,std::char_traits<char>,stl_allocator<char,59,16> > const & __ptr64,AwakeFromLoadQueue & __ptr64,enum LoadLevelOperation::LoadingMode>::Invoke 00007FF6CFC2A3AA (RustDedicated) UserList::AddUser 00007FF6CFC2D00F (RustDedicated) Renderer::SetUseLightProbes 00007FF6CFC2C552 (RustDedicated) Thread::GetPriority 00007FF6CFC2C70A (RustDedicated) Thread::GetPriority 00007FF6CFC27F21 (RustDedicated) UserList::AddUser 00007FF6CFCDB967 (RustDedicated) PlayerMainWndProc 00007FF6CFCDDF29 (RustDedicated) PlayerWinMain 00007FF6D009A898 (RustDedicated) RectT<int>::GetBottom 00007FFBED2F16AD (KERNEL32) BaseThreadInitThunk 00007FFBEF8B4409 (ntdll) RtlUserThreadStart ========== END OF STACKTRACE =========== [/code] It starts if -batchmode is removed from the command line. [editline]11th October 2014[/editline] Ticket created [url]http://support.facepunchstudios.com/feedback/view/1114-batchmode-crashes[/url]
thnks for the response guys.. now i don't feel so alone here :P wonder what the issue is.. but on the bright side i learned that i can fly around the basic terrain when not in batchmode lol
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