Game Development Community

I am crazing for so strange a question...

by Prodigy Andy · in Torque Game Engine · 10/29/2006 (3:44 pm) · 5 replies

I am crazing these days for just a simple but so strange a question. It's all about the dedicated server.

I get 1.4rc2 TGE and want to test the dedicated server. I run the Starter.FPS Dedicated.bat deriectly without any modification of program. But I can't find any dedicated server when I click "query master " button in Starter.fps program. I can find nothing even I close all my firewall and anti-virus software.

But When I run the dedicated server which I made following the instruction of Alt Chapter-6 in book 3D Game Programming All-in-One (Torque) , It's ok.

Then I tried every methods I can think to make the Starter.FPS dedicated server to be found in master server , I failed.

I am despaired to try it now. help....

andy

#1
10/29/2006 (3:46 pm)
And it is the console.log.

*****************Begin of console.log*****************************
/-------------------------- 10/30/2006 -- 07:29:43 -----
Processor Init:
AMD (unknown), ~1.80 Ghz
(timed at roughly 1.81 Ghz)
FPU detected
MMX detected
3DNow detected
SSE detected

Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing 3DNow extensions
Installing SSE extensions

Input Init:
keyboard0 input device created.
mouse0 input device created.
DirectInput enabled.

Initializing chunk mappings...
o 'TEXT' maps to TextChunk
o 'SCHK' maps to UnknownChunk
o 'SCHK' maps to SimChunk
--------- Loading MODS ---------
Loading compiled script starter.fps/main.cs.
Loading compiled script common/main.cs.
Loading compiled script starter.fps/client/defaults.cs.
Loading compiled script starter.fps/server/defaults.cs.
Compiling starter.fps/client/prefs.cs...
Loading compiled script starter.fps/client/prefs.cs.
Compiling starter.fps/server/prefs.cs...
Loading compiled script starter.fps/server/prefs.cs.

--------- Parsing Arguments ---------

--------- Initializing MOD: Common ---------
Loading compiled script common/client/canvas.cs.
Loading compiled script common/client/audio.cs.

--------- Initializing MOD: FPS Starter Kit ---------
Loading compiled script starter.fps/client/init.cs.
Compiling starter.fps/server/init.cs...
starter.fps/server/init.cs Line: 60 - parse error
>>> Advanced script error report. Line 60.
>>> Some error context, with ## on sides of error halt:
echo("\n--------- Initializing MOD: FPS Starter Kit: Server ---------");



// Server::Status is returned in the Game Info Query and represents the

// current status of the server. This string sould be very short.

$Server::GameType = "3DGPAI1"

$Server::MissionType = "Emaga6";

## ## $Server::Status = "Unknown";



// Turn on testing/debug script functions

$Server::TestCheats = false;



// Specify where the mission files are.

$Server::MissionFileSpec = "*/missions/*.mis";



// The common module provides the basic server functionality
>>> Error report complete.

Loading compiled script starter.fps/server/init.cs.
Loading compiled script starter.fps/data/init.cs.
Loading compiled script starter.fps/data/terrains/grassland/propertyMap.cs.
Loading compiled script starter.fps/data/interiors/propertyMap.cs.

--------- Initializing MOD: FPS Starter Kit: Server ---------
Loading compiled script common/server/audio.cs.
Loading compiled script common/server/server.cs.
Loading compiled script common/server/message.cs.
Loading compiled script common/server/commands.cs.
Loading compiled script common/server/missionInfo.cs.
Loading compiled script common/server/missionLoad.cs.
Loading compiled script common/server/missionDownload.cs.
Loading compiled script common/server/clientConnection.cs.
Loading compiled script common/server/kickban.cs.
Loading compiled script common/server/game.cs.
Loading compiled script starter.fps/server/scripts/commands.cs.
Loading compiled script starter.fps/server/scripts/centerPrint.cs.
Loading compiled script starter.fps/server/scripts/game.cs.

--------- Starting Dedicated Server ---------
Exporting server prefs...
Starting multiplayer mode
Binding server port to default IP
UDP initialized on port 28000
Loading compiled script starter.fps/server/scripts/audioProfiles.cs.
Loading compiled script starter.fps/server/scripts/camera.cs.
Loading compiled script starter.fps/server/scripts/markers.cs.
Loading compiled script starter.fps/server/scripts/triggers.cs.
Loading compiled script starter.fps/server/scripts/inventory.cs.
Loading compiled script starter.fps/server/scripts/shapeBase.cs.
Loading compiled script starter.fps/server/scripts/item.cs.
Loading compiled script starter.fps/server/scripts/health.cs.
Loading compiled script starter.fps/server/scripts/staticShape.cs.
Loading compiled script starter.fps/server/scripts/weapon.cs.
Loading compiled script starter.fps/server/scripts/radiusDamage.cs.
Loading compiled script starter.fps/server/scripts/crossbow.cs.
ParticleEmitterData(CrossbowBoltEmitter) velocityVariance > ejectionVelocity
Error: shape starter.fps/data/shapes/crossbow/ammo.dts-collision detail 0 (Collision-3) bounds box invalid!
Loading compiled script starter.fps/server/scripts/player.cs.
Loading compiled script starter.fps/data/shapes/player/player.cs.
Validation required for shape: starter.fps/data/shapes/player/player.dts
Loading compiled script starter.fps/server/scripts/chimneyfire.cs.
Loading compiled script starter.fps/server/scripts/aiPlayer.cs.
Validation required for shape: starter.fps/data/shapes/player/player.dts
*** LOADING MISSION: starter.fps/data/missions/stronghold.mis
*** Stage 1 load
*** Stage 2 load
Executing starter.fps/data/missions/stronghold.mis.
*** Mission loaded
Engine initialized...
Sending heartbeat to master server [IP:69.64.50.217:28002]
Received info request from a master server [IP:69.64.50.217:28002].

********************End of console.log******************************
#2
10/30/2006 (10:24 am)
You need to fix your script error that is demonstrated in your logfile, whatever it is.
#3
10/30/2006 (3:16 pm)
You're missing a semi-colon.

$Server::GameType = "3DGPAI1"

should be

$Server::GameType = "3DGPAI1"; //REMEMBER YOUR SEMI-COLONS!
#4
10/30/2006 (4:52 pm)
Thank you Stephen and Robert.

Sorry for I pasted the last console.log after a lot of modification.

Here is the "clean" console.log


______________________________________________________________________________
//-------------------------- 10/31/2006 -- 08:44:34 -----
Processor Init:
AMD (unknown), ~1.80 Ghz
(timed at roughly 1.80 Ghz)
FPU detected
MMX detected
3DNow detected
SSE detected

Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing 3DNow extensions
Installing SSE extensions

Input Init:
keyboard0 input device created.
mouse0 input device created.
DirectInput enabled.

Initializing chunk mappings...
o 'TEXT' maps to TextChunk
o 'SCHK' maps to UnknownChunk
o 'SCHK' maps to SimChunk
--------- Loading MODS ---------
Loading compiled script starter.fps/main.cs.
Loading compiled script common/main.cs.
Loading compiled script starter.fps/client/defaults.cs.
Compiling starter.fps/server/defaults.cs...
Loading compiled script starter.fps/server/defaults.cs.
Compiling starter.fps/client/prefs.cs...
Loading compiled script starter.fps/client/prefs.cs.
Compiling starter.fps/server/prefs.cs...
Loading compiled script starter.fps/server/prefs.cs.

--------- Parsing Arguments ---------

--------- Initializing MOD: Common ---------
Loading compiled script common/client/canvas.cs.
Loading compiled script common/client/audio.cs.

--------- Initializing MOD: FPS Starter Kit ---------
Loading compiled script starter.fps/client/init.cs.
Loading compiled script starter.fps/server/init.cs.
Loading compiled script starter.fps/data/init.cs.
Loading compiled script starter.fps/data/terrains/grassland/propertyMap.cs.
Loading compiled script starter.fps/data/interiors/propertyMap.cs.

--------- Initializing MOD: FPS Starter Kit: Server ---------
Loading compiled script common/server/audio.cs.
Loading compiled script common/server/server.cs.
Loading compiled script common/server/message.cs.
Loading compiled script common/server/commands.cs.
Loading compiled script common/server/missionInfo.cs.
Loading compiled script common/server/missionLoad.cs.
Loading compiled script common/server/missionDownload.cs.
Loading compiled script common/server/clientConnection.cs.
Loading compiled script common/server/kickban.cs.
Loading compiled script common/server/game.cs.
Loading compiled script starter.fps/server/scripts/commands.cs.
Loading compiled script starter.fps/server/scripts/centerPrint.cs.
Loading compiled script starter.fps/server/scripts/game.cs.

--------- Starting Dedicated Server ---------
Exporting server prefs...
Starting multiplayer mode
Binding server port to default IP
UDP initialized on port 28000
Loading compiled script starter.fps/server/scripts/audioProfiles.cs.
Loading compiled script starter.fps/server/scripts/camera.cs.
Loading compiled script starter.fps/server/scripts/markers.cs.
Loading compiled script starter.fps/server/scripts/triggers.cs.
Loading compiled script starter.fps/server/scripts/inventory.cs.
Loading compiled script starter.fps/server/scripts/shapeBase.cs.
Loading compiled script starter.fps/server/scripts/item.cs.
Loading compiled script starter.fps/server/scripts/health.cs.
Loading compiled script starter.fps/server/scripts/staticShape.cs.
Loading compiled script starter.fps/server/scripts/weapon.cs.
Loading compiled script starter.fps/server/scripts/radiusDamage.cs.
Loading compiled script starter.fps/server/scripts/crossbow.cs.
ParticleEmitterData(CrossbowBoltEmitter) velocityVariance > ejectionVelocity
Error: shape starter.fps/data/shapes/crossbow/ammo.dts-collision detail 0 (Collision-3) bounds box invalid!
Loading compiled script starter.fps/server/scripts/player.cs.
Loading compiled script starter.fps/data/shapes/player/player.cs.
Validation required for shape: starter.fps/data/shapes/player/player.dts
Loading compiled script starter.fps/server/scripts/chimneyfire.cs.
Loading compiled script starter.fps/server/scripts/aiPlayer.cs.
Validation required for shape: starter.fps/data/shapes/player/player.dts
*** LOADING MISSION: starter.fps/data/missions/stronghold.mis
*** Stage 1 load
*** Stage 2 load
Executing starter.fps/data/missions/stronghold.mis.
*** Mission loaded
Engine initialized...
Sending heartbeat to master server [IP:69.64.50.217:28002]
Received info request from a master server [IP:69.64.50.217:28002].

Andy
#5
10/30/2006 (4:58 pm)
1. I can't find my fps dedicated server from GG master server.
2. I can find my dedicated server which I made following the instruction of Alt Chapter-6 in book 3D Game Programming All-in-One (Torque) using the 1.4RC2 fps demo.
3. I can find my fps dedicated server from My own master server using the 1.42RC fps demo.

So I don't know why these things happen.

andy