I'm trying to solve my server crash problem. Recently I added -debug to srcds start line but I don't understand how it works.
Here is my debug.log: [url]https://paste.ee/p/WE4z1[/url] . As it looks it's somehow related to doors. Is this because of the map? Is this because of lua? Can I actually learn something from it?
Try putting instead -condebug and take a look to console.log
Yeach I already did that and there is no information related to the crash. But there is lots of "prop_door_rotating has Door model (models/props_doors/doormain01_small.mdl) with no door_options! Verify that SKIN is valid, and has a corresponding options block in the model QC file
" errors.
Don't think that's an error that's causing the crash. I have that in my console every single time it starts.
[QUOTE=RealDope;49486890]Don't think that's an error that's causing the crash. I have that in my console every single time it starts.[/QUOTE]
I'm run out of ideas now.
Do you have any addons that use a ShouldCollide hook? Try running this in the console to see if there is any output:
[code]lua_run for k, v in pairs( hook.GetTable().ShouldCollide or {} ) do PrintTable( debug.getinfo( v ) ) end[/code]
You've also posted your authkey publicly, you should recreate that: [url]http://steamcommunity.com/dev/apikey[/url].
Thanks for notice.
[QUOTE]lua_run for k, v in pairs( hook.GetTable().ShouldCollide or {} ) do PrintTable( debug.getinfo( v ) ) end[/QUOTE]
Nope. Nothing.
It's caused by an entity with an invalid physics object being in a door's way as it tries to open/close. I can't tell you how to avoid it for now, but it'll be fixed in the next update.
You _could_ try:
[code]hook.Add( "OnEntityCreated", "", function( ent )
if ent:GetClass() == "prop_door_rotating" then
ent:SetCustomCollisionCheck( true )
end
end )
hook.Add( "ShouldCollide", "", function( ent1, ent2 )
if ent1:GetClass() == "prop_door_rotating" then
if ent2:GetMoveType() == MOVETYPE_VPHYSICS and !IsValid( ent2:GetPhysicsObject() ) then
return false
end
end
if ent2:GetClass() == "prop_door_rotating" then
if ent1:GetMoveType() == MOVETYPE_VPHYSICS and !IsValid( ent1:GetPhysicsObject() ) then
return false
end
end
end )[/code]
in autorun/server/something.lua
What exactly is invalid physics object? Can it be an entity with model set to effect? I have lots of this stuff from shitty weapon pack I'm using (weapon with effect model that stuck in air).
[QUOTE=Vend;49495903]What exactly is invalid physics object? Can it be an entity with model set to effect? I have lots of this stuff from shitty weapon pack I'm using (weapon with effect model that stuck in air).[/QUOTE]
It's usually any model without physics.
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