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Post by Ironfang on Feb 18, 2006 3:09:44 GMT
I don't know if its coincedence or not but could these new problems be from Portal Jumps to other server. Thats when one happened to me today but again could be fluke.
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Post by FunkySwerve on Feb 18, 2006 3:18:29 GMT
The problems stem from a file server problem our host is having, which will hopefully be resolved soon. Thanks, Funky
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Post by hiryuu on Feb 18, 2006 3:31:34 GMT
After the power audit, we determined the power strip the file server was on decided to start randomly power cycling stuff. It was replaced this morning, so I'm hoping that's the end of it.
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Post by fusa on Feb 18, 2006 5:04:01 GMT
still a lot of crashes, 111 rarely stays up for an hour
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Post by sabregirl on Feb 18, 2006 18:13:56 GMT
Was pretty okay today and last night - got ridiculously laggy for a while but no crashing. Fewer people though . . .
-S
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Post by FunkySwerve on Feb 18, 2006 20:01:36 GMT
Had to reset 112 after 10 hours today, so it at least seems to be out of the woords. It was a full house when I reset. Funky
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Post by Lord FlashHeart on Feb 18, 2006 21:43:00 GMT
111 still crashing,
3 in 10 minutes as of 9.30pm GMT
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Post by sabregirl on Feb 19, 2006 3:55:18 GMT
Yeah I take it all back. That's 2 crashes in 15 minutes - oddly it seemed to happen when I took a party to the anduin ruins both times.
-S
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Post by hiryuu on Feb 19, 2006 23:21:38 GMT
Man, you had me confused for a bit there. 112 (the 42 player) is the one crashing. 111 is just fine and solid. Since 112 has been on two boxes now, I suspect something inside the mod. I suppose you could swap the mods to test it, although it would really confuse the snot out of people.
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Post by FunkySwerve on Feb 20, 2006 1:07:31 GMT
This would make more sense to me if 112 hadn't made it for 10 hours crash-free yesterday. I'm gonna revert the mod on 112 now, at least temporarily, in order to eliminate that as a possibility. [Edit] Actually I'm reverting both both mods to pre-split, incase the portaling is somehow to blame. [/Edit] Funky
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Post by FunkySwerve on Feb 20, 2006 1:21:48 GMT
On furter reflection it occurs to me that I used the old method of portaling for all the new portals, meaning that it jumps the character to a waypoint rather than the module's starting location, causing a series of jumps as the initial pass through the starting location tries to jump them to the docks before porting them to the designated waypoint. I remember that we had difficuly (and crashes) with that setup initially, but I think we wrote it off to an OS problem. If the reversion fixes things it might explain why the server could run so long at times with no crashes (only non-docks server portals would crash it, and only sometimes IIRC), since few people transit using those portals in off-hours (most are on the main server). *Crosses fingers*
Funky
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