Mod_Extradata: caching failed

Thothie

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cache_error.gif


This seems to be strictly a listenserver issue, which normally wouldn't bother me, but it does make map testing a bitch.

Thus far, it only happens on two maps that I know of:
ms_wicardoven
tower (map and source)

These two maps load, then generate that error when you click on a character to load.

These maps run fine, however, if you start on another map (say, edana), and then run changelevel to one of these maps. They also run fine on dedicated servers.

The only thing the two maps have in common is that they consist entirely, or almost entirely, of orcs. Tis my best running theory, is something about the orcs model being in an #include maybe preventing proper caching, but it's a stretch, I've really no idea. I'd be a royal pain to go through all the orc scripts and move the setmodel to the called script. Also doesn't entirely make sense as edana has no alternate orcs to precache.

So if anyone has any ideas as to wtf is up with this error, please drop a line here.
 

The Man In Black

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I have no clue why it does this, but usually all I have to do is load on edana then changelevel. If that doesn't work, may I suggest shotputting the computer?

Edit: I see now that you already have this in there. >.< What's the problem then if all you have to do is load it like that?
 

evilsquirrel

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oh it happens on tons of maps...i know, since i host a listenserver alot ;)

just from memory, it also happens on...

some versions of foutpost -.-
keledrosruins
 
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Thothie

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Whyever do you host a listen server, nub? ;)

Actually, I kind of figured what it maybe - but it's also not real good news.

If you have a WIP map where this is happening - eliminate any loose monsters (ie. those not tied to spawns) - and make sure none of your monster spawns are set to 'spawn on map load' - make sure they are trigger only. (This is a good habit anyways - sadly, many of the vanilla maps are exemplary of bad habits.)

The issue seems to be the sheer number of items we have added to the game are making the precache take too long. This only affects listenservers, at the moment, as they have to pecache for both client and the virtual server running under him (client precache takes longer, and isn't done by the time the monsters start precaching in the map). I'm worried as time goes on and we get more items, it may become an issue for the real servers as well, but I suppose we'll cross that bridge when we come to it.

I'll have to add that to the check list of things to do - tie the loose monsters in the existing vanilla maps to spawns. *sigh* pain in da butt...
 
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