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BullDog148th
Δημοσιεύσεις: 11
Εγγραφή: 10 Αύγ 2009, 15:33

VFW needs your advice

Δημοσίευση από BullDog148th »

Hello members of e-haf.org. I have come over to you to ask for some help which came about by a post at GlobalFalcon. Arty suggested i post here in your forum as you have Open Falcon4.7 running on a server. My Name is BullDog and I am the Wing Commander of the 148th BullDogs VFW. I have a newly purchased server which is running Win XP OS system. I'm hoping you guys might be able to help me and my members to enjoy large online flights as each members connection can no longer handle 12 people flights. I have tried both campaign and TE's on our server and each time it CTD's with a BMS.exe error. I will post a crash log of the server with its current install only a week old. I hope somebody can help us so that we may in turn help you in the future should the need arise.

I have put it into server mode and even managed to get the server into the 3D world with no problems at all, it has a sound card and graphics plenty of memory and a quad 6600 processor.

Crashlog

All except the last entry are campaign in korea, the last entry is a TE in korea.





F4-BMS.exe caused a EXCEPTION_ACCESS_VIOLATION in module F4-BMS.exe at 001B:005D6883, FindNearbyAirbase()+163 byte(s), e:\coding\sp3\campaign\camplib\find.cpp, line 886+3 byte(s)
Exception handler called in SimLoop Thread.
Read from location 0000000a caused an access violation.
Code: 80 78 0a 01 74 06 80 78 0a 02 75 73 8d 4c 24 68
Stack dump:
Stack: 001B:005D6883 (0x000001BF 0x000001A0 0x49A6C69B 0x49B33938) F4-BMS.exe, FindNearbyAirbase()+163 byte(s), e:\coding\sp3\campaign\camplib\find.cpp, line 886+3 byte(s)
Stack: 001B:00706D52 (0x3CFDF3B7 0x0AFDFEC4 0x102CCE00 0x00000000) F4-BMS.exe, AirframeClass::CalculateVt()+50 byte(s), e:\coding\sp3\sim\airframe\eom.cpp, line 1279
Stack: 001B:00708A63 (0x3CFDF3B7 0x00000000 0x102CC608 0x102CCE00) F4-BMS.exe, AirframeClass::EquationsOfMotion()+163 byte(s), e:\coding\sp3\sim\airframe\eom.cpp, line 88+16 byte(s)
Stack: 001B:006FDCAE (0x102C4750 0x102CC608 0x00000000 0x49A6C69B) F4-BMS.exe, AirframeClass::Exec()+254 byte(s), e:\coding\sp3\sim\airframe\airframe.cpp, line 621+14 byte(s)
Stack: 001B:006D1BCD (0x0211098D 0x102C4750 0x00000000 0x00625A38) F4-BMS.exe, AircraftClass::Exec()+9709 byte(s), e:\coding\sp3\sim\aircraft\aircraft.cpp, line 2347
Stack: 001B:006A0802 (0x0211098D 0x00000000 0x00000000 0x102CC608) F4-BMS.exe, SimVuDriver::ExecModel()+18 byte(s), e:\coding\sp3\sim\simlib\simvudrv.cpp, line 26+10 byte(s)
Stack: 001B:00625A38 (0x0211098D 0x00000001 0x0211098D 0x00000000) F4-BMS.exe, VuMaster::Exec()+24 byte(s), e:\coding\sp3\vu2\src\vudriver.cpp, line 559
EAX=00000000 EBX=00000000 ECX=02A10028 EDX=02A10028 ESI=10010005
EDI=000001A0 EBP=0081DD50 ESP=0AFDFEF0 EIP=006E3D85 FLG=00010206
CS=001B DS=0023 SS=0023 ES=0023 FS=003B GS=0000
Error occurred at 8/7/2009 00:57:48.
C:\MicroProse\Falcon4\F4-BMS.exe, run by Server Managers.
4 processor(s), type 586.
2048 MBytes physical memory.
OS: 5.1 build 2600 platform 2 Service Pack 3
Version: Falcon 4.0 - Version 1.13.1.03916
Card: DXContext::Init - DriverInfo - "nv4_disp.dll" - "NVIDIA GeForce 7300 GS", Vendor: 4318, Device: 479, SubSys: -2114777021, Rev: 161, Product: 0, Version: 0, SubVersion: 0, Build: 0

Game is Campaign type Networked




F4-BMS.exe caused a EXCEPTION_BREAKPOINT in module F4-BMS.exe at 001B:005D6CFB, FindNearestFriendlyObjective()+235 byte(s), e:\coding\sp3\campaign\camplib\find.cpp, line 1002
Exception handler called in Campaign Thread.
Code: cc 8b 4c 24 6c 8b 16 51 8b ce ff 52 68 50 e8 d2
Stack dump:
Stack: 001B:005D6CFB (0x7C90DF02 0x0AEDFE6C 0x0AEDFE70 0x00000000) F4-BMS.exe, FindNearestFriendlyObjective()+235 byte(s), e:\coding\sp3\campaign\camplib\find.cpp, line 1002
Stack: 001B:005A2F03 (0x0D8A1AD0 0x00000003 0x00000000 0x007B8CA8) F4-BMS.exe, FindRetreatPath()+131 byte(s), e:\coding\sp3\campaign\camptask\gndunit.cpp, line 1876+30 byte(s)
EAX=00000000 EBX=00000020 ECX=105C8758 EDX=01BE9FB8 ESI=105C8758
EDI=0AEDFE70 EBP=00000000 ESP=0AEDFE98 EIP=0059813D FLG=00000246
CS=001B DS=0023 SS=0023 ES=0023 FS=003B GS=0000
Error occurred at 8/7/2009 02:00:48.
C:\MicroProse\Falcon4\F4-BMS.exe, run by Server Managers.
4 processor(s), type 586.
2048 MBytes physical memory.
OS: 5.1 build 2600 platform 2 Service Pack 3
Version: Falcon 4.0 - Version 1.13.1.03916
Card: DXContext::Init - DriverInfo - "nv4_disp.dll" - "NVIDIA GeForce 7300 GS", Vendor: 4318, Device: 479, SubSys: -2114777021, Rev: 161, Product: 0, Version: 0, SubVersion: 0, Build: 0

Game is Campaign type Networked




F4-BMS.exe caused a EXCEPTION_BREAKPOINT in module F4-BMS.exe at 001B:005D6CFB, FindNearestFriendlyObjective()+235 byte(s), e:\coding\sp3\campaign\camplib\find.cpp, line 1002
Exception handler called in Campaign Thread.
Code: cc 8b 4c 24 6c 8b 16 51 8b ce ff 52 68 50 e8 d2
Stack dump:
Stack: 001B:005D6CFB (0xFFFFFF02 0x0A6DFE6C 0x0A6DFE70 0x00000000) F4-BMS.exe, FindNearestFriendlyObjective()+235 byte(s), e:\coding\sp3\campaign\camplib\find.cpp, line 1002
Stack: 001B:005A2F03 (0x0D50DBE0 0x00000003 0x00000000 0x007B8CA8) F4-BMS.exe, FindRetreatPath()+131 byte(s), e:\coding\sp3\campaign\camptask\gndunit.cpp, line 1876+30 byte(s)
Stack: 001B:0059813D (0x006AA07A 0x0000008D 0x0D50DBE0 0x00000000) F4-BMS.exe, BattalionClass::MoveUnit()+173 byte(s), e:\coding\sp3\campaign\camptask\battalio.cpp, line 444+10 byte(s)
Stack: 001B:0042DF5D (0x0D50DBE0 0x0000000F 0x7C80934A 0x00000000) F4-BMS.exe, UpdateUnit()+173 byte(s), e:\coding\sp3\campaign\campupd\update.cpp, line 115
Stack: 001B:0042B5E7 (0x0000000F 0x00000008 0x02973118 0x0A6DFFB4) F4-BMS.exe, UpdateRealUnits()+103 byte(s), e:\coding\sp3\campaign\campupd\campaign.cpp, line 2700+7 byte(s)
Stack: 001B:0042C385 (0x00000008 0x02973118 0x00000000 0x00000000) F4-BMS.exe, HandleCampaignThread()+389 byte(s), e:\coding\sp3\campaign\campupd\campaign.cpp, line 2399+6 byte(s)
Stack: 001B:0042C463 (0x00000000 0x00000008 0x02973118 0x00000000) F4-BMS.exe, CampaignThread()+51 byte(s), e:\coding\sp3\campaign\campupd\campaign.cpp, line 2437+5 byte(s)
Stack: 001B:7C80B729 (0x0042C430 0x00000000 0x00000000 0x00000008) kernel32.dll, GetModuleFileNameA()+442 byte(s)
EAX=00000000 EBX=00000000 ECX=10CF52E0 EDX=02B9DCE0 ESI=10CF52E0
EDI=0A6DFE70 EBP=00000000 ESP=0A6DFFF4 EIP=00000000 FLG=00000246
CS=001B DS=0023 SS=0023 ES=0023 FS=003B GS=0000
Error occurred at 8/7/2009 03:27:30.
C:\MicroProse\Falcon4\F4-BMS.exe, run by Server Managers.
4 processor(s), type 586.
2048 MBytes physical memory.
OS: 5.1 build 2600 platform 2 Service Pack 3
Version: Falcon 4.0 - Version 1.13.1.03916
Card: DXContext::Init - DriverInfo - "nv4_disp.dll" - "NVIDIA GeForce 7300 GS", Vendor: 4318, Device: 479, SubSys: -2114777021, Rev: 161, Product: 0, Version: 0, SubVersion: 0, Build: 0

Game is Campaign type Networked




F4-BMS.exe caused a EXCEPTION_BREAKPOINT in module F4-BMS.exe at 001B:005D6CFB, FindNearestFriendlyObjective()+235 byte(s), e:\coding\sp3\campaign\camplib\find.cpp, line 1002
Exception handler called in Campaign Thread.
Code: cc 8b 4c 24 6c 8b 16 51 8b ce ff 52 68 50 e8 d2
Stack dump:
Stack: 001B:005D6CFB (0x7C90DF01 0x0A9BFE6C 0x0A9BFE70 0x00000000) F4-BMS.exe, FindNearestFriendlyObjective()+235 byte(s), e:\coding\sp3\campaign\camplib\find.cpp, line 1002
Stack: 001B:005A2F03 (0x0C702860 0x00000003 0x00000000 0x007B8CA8) F4-BMS.exe, FindRetreatPath()+131 byte(s), e:\coding\sp3\campaign\camptask\gndunit.cpp, line 1876+30 byte(s)
EAX=00000000 EBX=00000020 ECX=10B259F0 EDX=02A65FD0 ESI=10B259F0
EDI=0A9BFE70 EBP=00000000 ESP=0A9BFE98 EIP=0059813D FLG=00000246
CS=001B DS=0023 SS=0023 ES=0023 FS=003B GS=0000
Error occurred at 8/7/2009 05:46:32.
C:\MicroProse\Falcon4\F4-BMS.exe, run by Server Managers.
4 processor(s), type 586.
2048 MBytes physical memory.
OS: 5.1 build 2600 platform 2 Service Pack 3
Version: Falcon 4.0 - Version 1.13.1.03916
Card: DXContext::Init - DriverInfo - "nv4_disp.dll" - "NVIDIA GeForce 7300 GS", Vendor: 4318, Device: 479, SubSys: -2114777021, Rev: 161, Product: 0, Version: 0, SubVersion: 0, Build: 0

Game is Campaign type Networked




F4-BMS.exe caused a EXCEPTION_ACCESS_VIOLATION in module F4-BMS.exe at 001B:0069FE80, SimMoverClass::FeatureCollision()+368 byte(s), e:\coding\sp3\sim\simlib\simmover.cpp, line 1143+16 byte(s)
Exception handler called in SimLoop Thread.
Read from location 3f466054 caused an access violation.
Code: 8b 40 0c 89 44 24 3c 8b 4c 24 3c 8b 71 04 3b f3
Stack dump:
Stack: 001B:0069FE80 (0xC410687D 0x116C6A40 0x109A7790 0x00000000) F4-BMS.exe, SimMoverClass::FeatureCollision()+368 byte(s), e:\coding\sp3\sim\simlib\simmover.cpp, line 1143+16 byte(s)
Stack: 001B:006D1908 (0x0160BDA7 0x116C6A40 0x00000000 0x00625A38) F4-BMS.exe, AircraftClass::Exec()+9000 byte(s), e:\coding\sp3\sim\aircraft\aircraft.cpp, line 2216
Stack: 001B:006A0802 (0x0160BDA7 0x00000000 0x00000000 0x109A7790) F4-BMS.exe, SimVuDriver::ExecModel()+18 byte(s), e:\coding\sp3\sim\simlib\simvudrv.cpp, line 26+10 byte(s)
Stack: 001B:00625A38 (0x0160BDA7 0x00000001 0x0160BDA7 0x00000000) F4-BMS.exe, VuMaster::Exec()+24 byte(s), e:\coding\sp3\vu2\src\vudriver.cpp, line 559
EAX=3F466048 EBX=00000000 ECX=0B5BF94C EDX=7C90E514 ESI=00000000
EDI=109A7790 EBP=0081DD50 ESP=0B5BFEF0 EIP=006E3D85 FLG=00010206
CS=001B DS=0023 SS=0023 ES=0023 FS=003B GS=0000
Error occurred at 8/9/2009 22:00:58.
C:\MicroProse\Falcon4\F4-BMS.exe, run by Server Managers.
4 processor(s), type 586.
2048 MBytes physical memory.
OS: 5.1 build 2600 platform 2 Service Pack 3
Version: Falcon 4.0 - Version 1.13.1.03916
Card: DXContext::Init - DriverInfo - "nv4_disp.dll" - "NVIDIA GeForce 7300 GS", Vendor: 4318, Device: 479, SubSys: -2114777021, Rev: 161, Product: 0, Version: 0, SubVersion: 0, Build: 0

Game is Tactical Engagement type Networked


Grateful Thanks in Advance

BullDog
Mystic_J
320 ΠΜ Ίκαρος/ 320FW Pilot
320 ΠΜ Ίκαρος/ 320FW Pilot
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Εγγραφή: 29 Μαρ 2004, 22:44
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Δημοσίευση από Mystic_J »

Hi, wait for a reply from Cannon the chief server admin.
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BullDog148th
Δημοσιεύσεις: 11
Εγγραφή: 10 Αύγ 2009, 15:33

Δημοσίευση από BullDog148th »

Thank you so much Mystic J i will do that.
thanosc
Δημοσιεύσεις: 291
Εγγραφή: 10 Αύγ 2009, 16:52

Δημοσίευση από thanosc »

Hello this is Arty... yea back from the dead.
I just wanted to say let's help the man to set up his server. I gave him some first time info but i know that Cannon is more expirienced in this field.
Hello to all be well.
I will only post for this thead. Thanx and i know that you will do the best and that is why i linked him here... to the best...

Arty out...
BullDog148th
Δημοσιεύσεις: 11
Εγγραφή: 10 Αύγ 2009, 15:33

Δημοσίευση από BullDog148th »

I'm very grateful to Arty and e-haf for this oppurtunity, its great to see our common interest and helping others is still alive.
seyba.s
Δημοσιεύσεις: 70
Εγγραφή: 07 Ιαν 2008, 22:41

Δημοσίευση από seyba.s »

Hi BullDog, the following answer is from Cannon
Hi BullDog!

I read your post, half an hour before going away for vacation! :)
Therefore I'll give your some tips for now to experiment with, until I get back (about 24th of August).
I did extensive testing with the very useful help of VEAF.

So, talking about OpenFalcon4.7 with RapaceLauncher, keep in mind the following, when setting up large MP sessions:
1) Server minimum specs:
- CPU: Pentium4 / 2.6GHz
- RAM: 2~3 GB
- VGA: any type, since it will never enter 3D world in OF
- Internet connection: for an MP of 20 Humans, at least 3Mbps download / 3Mbps Upload. A very safe margin should be 10Mbps down / 10Mbps up.
2) If server has Multicore CPU, use a windows utility like "Bill2's Process Manager" (http://www.bill2-software.com/processma ... d-en.shtml), to force F4-BMS.exe to run in only one of the available cores.
3) One client should connect on the TE, with bw set at 128Kbps, and always stay in the 2D (eg.TE's map in the UI). That can be achieved (for example) with putting this client in and AWACS, and it's time set x64, after the 1st human pilot connects to the TE. This action is very critical, because this client will help keeping data synced between Host Server and connected human clients.
4) NEVER use IVC, for MP larger than 6 human pilots. It causes memory overflows. Use TeamSpeak instead.
5) In Rapace Launcher, The server should have bw=5000 (for 5Mbps, or accordingly), and all the clients bw=128.
6) In F4 Config Editor, all setting marked "MULTIPLAYER CRITICAL" should be set exactly the same in the Server an all clients.
7) Last but not least, Server and clients should all have same checksums at critical OpenFalcon files. A method we use, is validating our setup with SQSERVER and VALIDATOR utilities, found at "Online Squadron Collection" (OSC ver. 1.3.0.b) by Monster.

FYI, we at e-HAF have two identical server machines that sit behind a 100Mbps Fast Ethernet internet connection. Successful large MP session achieved by now: 22 clients with zero problems! ;)

This is all i can think of at the moment.
Please try out the above tips and I'll check back with you after my vacations.

Regards,
- Cannon
BullDog148th
Δημοσιεύσεις: 11
Εγγραφή: 10 Αύγ 2009, 15:33

Δημοσίευση από BullDog148th »

Now with OSC validator i have read and understood and there are some great tools in there. But the validator itself is new to me, what is the difference between validator and Rapace Launcher?
cosa
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Εγγραφή: 26 Δεκ 2007, 04:48

Δημοσίευση από cosa »

Rapace and Validator are two completely different programms.Rapace is a tool which allows us to set the multiplayer settings plus some other functions prior launching the game.
On the other hand, Validator is a tool that checks the critical files contained in /Falcon4 directory, to ensure that all participants have the same and correct files so that they avoid problems once they go online.
ΕΙΣ ΟΙΩΝΟΣ ΑΡΙΣΤΟΣ ΑΜΥΝΕΣΘΑΙ ΠΕΡΙ PARTY
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BullDog148th
Δημοσιεύσεις: 11
Εγγραφή: 10 Αύγ 2009, 15:33

Δημοσίευση από BullDog148th »

BullDog148th έγραψε:Now with OSC validator i have read and understood and there are some great tools in there. But the validator itself is new to me, what is the difference between validator and Rapace Launcher?
Ok I got all that and I understand it apart from no.3


3) One client should connect on the TE, with bw set at 128Kbps, and always stay in the 2D (eg.TE's map in the UI). That can be achieved (for example) with putting this client in and AWACS, and it's time set x64, after the 1st human pilot connects to the TE. This action is very critical, because this client will help keeping data synced between Host Server and connected human clients.



If a client connects but stays 2D how is he suppose to fly. Or did cannon mean that server stays in 2D which is server mode which i am doing now?

Great info tho Canon thanks will keep you guys posted
Τελευταία επεξεργασία από το μέλος BullDog148th την 11 Αύγ 2009, 01:33, έχει επεξεργασθεί 1 φορά συνολικά.
BullDog148th
Δημοσιεύσεις: 11
Εγγραφή: 10 Αύγ 2009, 15:33

Δημοσίευση από BullDog148th »

cosa έγραψε:Rapace and Validator are two completely different programms.Rapace is a tool which allows us to set the multiplayer settings plus some other functions prior launching the game.
On the other hand, Validator is a tool that checks the critical files contained in /Falcon4 directory, to ensure that all participants have the same and correct files so that they avoid problems once they go online.
Cosa i'm learning all the time m8 thank you
thanosc
Δημοσιεύσεις: 291
Εγγραφή: 10 Αύγ 2009, 16:52

Δημοσίευση από thanosc »

No i believe cannon says have someone connect and not fly. Wait for the first (flying) human to connect and than the not flying client should put his clock on 64x acceleration. That way (i asume) the server is forced to calculate mision data really fast and that way when the flying clients request data they will be allready precalculated and not having hickups and lag and ctd's cause of not calculated and not send data...
Clever one... The known Greek way??? :-)
Arty out...
condor
320 ΠΜ Ίκαρος/ 320FW Pilot
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Εγγραφή: 18 Ιαν 2006, 03:06
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Δημοσίευση από condor »

BullDog148th έγραψε:Ok I got all that and I understand it apart from no.3

If a client connects but stays 2D how is he suppose to fly. Or did cannon mean that server stays in 2D which is server mode which i am doing now?
i suppose you have a dedicated server for Flights and another pc(server) as Teamspeak server..
You can install your Open Falcon setup on the comms(TS) server and let it be the 2D one..
example
let's say you have a TE for ie.. 20 players..

1.you load the TE on the Server and the players join as usual
2.the server admin that loaded the TE on the Flights server makes the Comms(TS) Server join the game on the Flights server and sets the time at x64
3.players commit and fly the mission

P.S.
you can use an awacs to place the comms server or fill up the members of the team and let it stay in the map without taking a "seat"

just make the comms server act as the player that stays in 2D world... :wink:
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thanosc
Δημοσιεύσεις: 291
Εγγραφή: 10 Αύγ 2009, 16:52

Δημοσίευση από thanosc »

Guys i have a thread on global falcon and i have to admit that i used alot of the info from your setup guides to build a good thread for falcon server seting up for vsqdrns. I hope that this is ok with you.
the link to check it out is:
http://www.f4support.com/forums/showthr ... #post67502

[/url]
Cannon
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Εγγραφή: 12 Μαρ 2006, 10:55

Δημοσίευση από Cannon »

thanosc έγραψε:No i believe cannon says have someone connect and not fly. Wait for the first (flying) human to connect and than the not flying client should put his clock on 64x acceleration. That way (i asume) the server is forced to calculate mision data really fast and that way when the flying clients request data they will be allready precalculated and not having hickups and lag and ctd's cause of not calculated and not send data...
Clever one... The known Greek way??? :-)
Arty out...
Exactly!

Hi BullDog!
When I get back from vacations, we can arrange a TeamSpeak meeting to further discuss your questions...
Another quick tip:
At this picture you can see what settings we use in F4 Config Editor. The ones highlighted with red are MULTIPLAYER CRITICAL.

:wink:
Κωνσταντίνος "Cannon" Οικονομίδης - SW4NLS
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BullDog148th
Δημοσιεύσεις: 11
Εγγραφή: 10 Αύγ 2009, 15:33

Δημοσίευση από BullDog148th »

Cannon & the guy's thanks for all the help just posting an update. Things are going extremely well so far, no ctd's at all in either campaign or TE's. I am noticing two things AI's and sometimes clients in the same flight package have no undercarraige all clients set to bandwidth of 128. Also with clouds and when wetaher is bad there is a pause when ascending or descending which gets worse when an enemy is aircraft is within heater range. The pause will either be long at ten seconds or small at two seconds. Any ideas? @ Cannon yes i think when you return a conversation on TS will be good would be nice in the future to do a threeway event between ourselves, yourselves and veaf but that we can look at later.

What would be nice is if we had a way of controlling who had access to the server at present anyone with OF4.7 and the server ip could join and potentially harm an entire flight in progress. If monster is reading this do you have any ideas?

BullDog
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