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IDProjectCategoryView StatusDate SubmittedLast Update
0001946SphereServerexecutable - windows buildpublic11-04-11 07:3317-03-14 19:48
Reporterozzy 
Assigned ToXuN 
PrioritynormalSeveritycrashReproducibilityalways
StatusresolvedResolutionfixed 
PlatformOSOS Version
Product Version 
Target VersionFixed in Version 
Summary0001946: Sphere crash
DescriptionHi!

Faced with the problem that the application itself SphereSrv crash after a certain period of time. Can crash in 2 minutes after launch, or 2 hours, etc.

At this point in the serversrv logs rare to find errors. I understand that the error in sphere.ini or script. How to find what exactly the error and correct it?

The spheresrv crash windose without any errors. (see scrins)

Please help

LogMask=02A80
DebugFlags=00
FeatureSA = 0
FeatureKR = 0
FeatureML = 0
FeatureSE = 0
FeatureAOS = 0
FeatureLBR=0
FeatureT2A=01
Steps To Reproduce
OptionFlags=0380
Experimental=00000C53
MagicFlags=03
CombatFlags=05
Additional Information///////////////////////////////////////////////////////////////
//////// General Information
///////////////////////////////////////////////////////////////

[SPHERE]
AGREE=1

Packet2=Walk
Packet108=OnTarget
Packet6E=OnMount
Packet164=OnGetHardwareInfo

// Name of your Sphere shard
ServName=Forest Wars
// The IP of your server, this will be 127.0.0.1 almost always
ServIP=127.0.0.1
// The port of your server, this is 2593 by default
ServPort=2593

// Admin's contact email
AdminEmail=forestwars.od@gmail.com
// Web page for this server
URL=1
// GMT offset, from -12 to +12 [London=0, EST=5, etc]
TimeZone=2

// Official staff language
Lang=Ukrainian
// Official staff language
Lang=English
// Start this as a system service on Win2000, XP, NT
NTService=0

// MySql configuration.
MYSQL=1
MySqlHost=localhost
MySqlUser=****
MySqlPassword=********
MySqlDatabase=sphere

///////////////////////////////////////////////////////////////
//////// File Locations
///////////////////////////////////////////////////////////////
// Directory where spheretables.scp is located, from there we will
// load any additional scripts
ScpFiles=scripts/

// Where your sphereworld.scp and spherechars.scp are located
WorldSave=save/

// Where your sphereaccu.scp and sphereacct.scp is located
AcctFiles=accounts/

// Where your UO installation is located. This need: map0.mul, statics0.mul,
// staidx0.mul, multi.mul, multi.idx, hues.mul, tiledata.mul.
// Optional files: verdata.mul, mapX.mul/staticsX.mul/staidxX.mul for higher
// maps support (Malas, etc).
//
// Note that if not set, sphere will scan windows registry to auto-detect it
MulFiles=C:\UO\

// Where your log files will be saved by sphere
Log=logs/

// To activate ML-sized map #0 uncomment the next line (don't forget to uncomment
// sphere_map0_ml.scp and sphere_map_points0_ml.scp in spheretables.scp if you want
// to use the default areas)
//Map0=7168,4096,-1,-1

// To activate ML-sized map 0000001 uncomment the next line
//Map1=7168,4096,-1,-1

// To enable the use of MapDif*.mul and StaDif*.mul files, set this to 1.
UseMapDiffs=0

///////////////////////////////////////////////////////////////
//////// World Save Information
///////////////////////////////////////////////////////////////
// How often for Sphere to save your world (minutes)
SavePeriod=20

// How many backup levels to keep. Each level means 7 backups done for it.
// So, 10*7 = 70 backup saves will be storied.
BackupLevels=70

// On would save in the background quietly over a longer period of time, and not interrupt the game
// Off would notify "World save has been initiated" and save faster, but pause the game momentarily
SaveBackground=0

///////////////////////////////////////////////////////////////
//////// Account Management
///////////////////////////////////////////////////////////////
//Code for servers account application process
// 0=Closed, // Closed. Not accepting more.
// 2=Free, // Anyone can just log in and create a full account.
// 3=GuestAuto, // You get to be a guest and are automatically sent email with u're new password.
// 4=GuestTrial, // You get to be a guest til u're accepted for full by an Admin.
// 6=Unspecified, // Not specified.
// To enable auto account you must set this to 2
AccApp=0

// Store password hashed with MD5
Md5Passwords=0

// local ip is assumed to be the admin
LocalIPAdmin=0

// Default number of chars allowed per account (maximum value is 7)
MaxCharsPerAccount=1

// Min time for a char to exist before delete allowed (in seconds)
MinCharDeleteTime=500*24*60

// Max number of Guest accounts allowed
GuestsMax=0

// Max login tries for account before a temporary ban (0 is disabled)
MaxAccountLoginTries=0

///////////////////////////////////////////////////////////////
//////// Client Management
///////////////////////////////////////////////////////////////
// What client protocol version used
// Comment out the ClientVersion line to allow any client that is supported.
//ClientVersion=2.0.3

// Set this to 0 to allow login to encrypted clients
// UseCrypt=1

// Set this to 1 to allow login to unencrypted clients
UseNoCrypt=1

// Maximum total open connections to server
ClientMax=256

// Maximum open connections to server per IP
ClientMaxIP=64

// Maximum total (not-in-game) connections to server
ConnectingMax=128

// Maximum total simultaneous (not-in-game) connections to server per IP
ConnectingMaxIp=128

// How long logged out clients linger in seconds
ClientLinger=2*60

// Walk limiting code: buffer size (in tenths of second)
WalkBuffer=75

// Walk limiting code: regen speed (%)
WalkRegen=20

// Only commands issued by this plevel and higher will be logged
CommandLog=0

// Set to 1 to enable logging of commands issued via telnet
TelnetLog=0

// Prefix for ingame commands
CommandPrefix=.

// Function to call if client is executing a command to override the default.
CommandTrigger=f_oncommand

// Use the built in http server
// 0 - disable http server and webpage generation
// 1 - disable http server and enable webpage generation
// 2 - enable http server and webpage generation (default)
UseHttp=0

// Use the OSI AuthID to avoid possible hijack to game server.
UseAuthID=0

// Default setting for all accounts specifying default resdisp.
//AutoResDisp=1

// Default setting for new accounts specifying default priv level
//AutoPrivFlags=010

// How often send my hits updates to visible clients (in seconds)
//HitsUpdateRate=1

///////////////////////////////////////////////////////////////
//////// Game Mechanics
///////////////////////////////////////////////////////////////

// Maximum distance to hear char whispering
//DistanceWhisper=3

// Maximum distance to hear char talking
//DistanceTalk=18

// Maximum distance to hear char yelling
//DistanceYell=31

// Do not allow entering under roof being on horse?
MountHeight=0

// Archery does not work if too close (0 = not checked)
ArcheryMinDist=0

// Maximum Distance for Archery
ArcheryMaxDist=25

// Speed scale factor for weapons
SpeedScaleFactor=15000

// This is the percent of max weight at which stamina is lost half the time
// (200 = no effect)
StaminaLossAtWeight=180

// Weight penalty for running +N% of max carry weight (0 = no effect)
RunningPenalty=50

// Show people joining/leaving the server. 0 disables, 2 enables staff only.
ArriveDepartMsg=0

// Are house and boat keys newbied automatically
AutoNewbieKeys=1

// Maximum number of items allowed in bank
BankMaxItems=100000

// Maximum weight in stones allowed in bank
BankMaxWeight=100000

// If 1 vendors will take gold only from backpack
PayFromPackOnly=0

// Disable weather effects?
NoWeather=1

// Default light level in dungeons
DungeonLight=0

// Day light level 0-30
LightDay=0

// Night light level 0-30
LightNight=0

// Allow manual sector light override?
//AllowLightOverride=1

// Wool Regen Time (in minutes)
WoolGrowthTime=30

// Suppress player speech with 75% of capital letters
SuppressCapitals=0

// Extra combat flags to control the fight (default:0, 0.55i compatible)
// COMBAT_NODIRCHANGE 00001 // Not rotate player when fighting (like was in 0.51a)
// COMBAT_FACECOMBAT 00002 // Allow faced combat only (recommended)
// COMBAT_PREHIT 00004 // allow prehit for close combat. first hit is instant (delay 0.1sec)
// COMBAT_USE_RESISTANCE 00008 // use character props RES* against oldfashioned damage types
// COMBAT_SPECIALDAMAGE 00010 // use character tags TAG.*DAMAGE to apply additional damage
// COMBAT_DCLICKSELF_UNMOUNTS 00020 // unmount horse when dclicking self while in warmode
// COMBAT_ALLOWHITFROMSHIP 00040 // Allow attacking opponents from ships
// COMBAT_OSIDAMAGEMOD 00080 // modify weapon damage OSI-style (taking anatomy, tactics, lumberjacking into account)
// COMBAT_ARCHERYCANMOVE 00100 // firing bow while moving
// COMBAT_STAYINRANGE 00200 // abort attack swing when out of range instead of waiting to come back in range
//
// COMBAT_STACKARMOR 01000 // If a region is covered by more than one armor part, all AR will count
// COMBAT_TARGETTEDHIT 02000 // Allows setting of preferred hit area by TAG.HITPREFERENCE
CombatFlags=05

// Extra magic flags to control magic/magery behaviour (default:0, 0.55i compatible)
// MAGICF_NODIRCHANGE = 0x0000001 // Not rotate player when casting/targeting
// MAGICF_PRECAST = 0x0000002 // Precasting (cast spell before target prompt)
// MAGICF_IGNOREAR = 0x0000004 // Magic damage ignore ar
// MAGICF_CANHARMSELF = 0x0000008 // Magic can do damage on self
// MAGICF_STACKSTATS = 0x0000010 // Different stat spells don't cancel each other out
// MAGICF_FREEZEONCAST = 0x0000020 // No movement whilst casting
// MAGICF_SUMMONWALKCHECK = 0x0000040 // Summoned creatures should be able to walk on the target location (e.g. water creatures to be summoned on water)
// MAGICF_NOFIELDSOVERWALLS = 0x0000080 // Field spells cannot cross over blocking objects
MagicFlags=03

// Length of time (in seconds) for a player to choose a target when casting (0 = no timeout)
SpellTimeout=0

// Zero point for sextant coordinates counting
//ZeroPoint=1323,1624,0

// How far from land i can be to take off a ship
//MaxShipPlankTeleport=18

///////////////////////////////////////////////////////////////
//////// NPC/Item/Player Management
///////////////////////////////////////////////////////////////
// Distance in tiles before an NPC that's wandered too far from it's home will teleport back
LostNPCTeleport=50

// Whether PCs get a resurrection robe when they get resurrected.
NoResRobe=1

// Time for a NPC corpse to decay mins
CorpseNPCDecay=5

// Time for a player corpse to decay mins
CorpsePlayerDecay=15

// Base decay time in minutes for items
DecayTimer=3

// Put [NPC] tags over chars
CharTags=0

// Flip dropped items
FlipDroppedItems=0

// Set to 1 to allow players to take equipment from their pets' paperdoll
CanUndressPets=0

// Monsters run when scared of death
MonsterFear=0

// Monsters may fight each other
MonsterFight=0

// Percent setting of the all NPC move rate, default 100
MoveRate=100

// Do players receive sounds
GenericSounds=1

// Max number of items to sell to one person at once
VendorMaxSell=255

// Max level npc trainers can go
NPCTrainMax=300

// Percent of own ability npcs can train to
NPCTrainPercent=30

// NPC will not be addressed as "Lord" or such if this is set
// NPCNoFameTitle=0

// Max level of skill trainable on dummies, archery butte ecc..
SkillPracticeMax=500

// Max skill player's will start with on skills they haven't chosen during
// character creation
MaxBaseSkill=0

// If set to 0, the MaxBaseSkill will only apply to skills that the client
// can see in their menu (based on Feature* settings, ResDisp and Client
// Version). If this is set to 1 then players to start with all the skills
// that have been defined.
InitHiddenSkills=0

// Time in seconds for hitpoint regeneration
Regen0=8

// Time in seconds for mana regeneration
Regen1=5

// Time in seconds for stamina regeneration
Regen2=1

// Time in minutes for food regeneration
// 1*60*24 = 1 day of real life time
Regen3=1*60*24

// Speech block associated to players
SpeechSelf=spk_player

// Speech block associated to pets
SpeechPet=spk_pet

//Events related to all NPCs
EventsPet=e_main_npc

//Events related to all players
EventsPlayer=e_main

//Events related to all regions
//EventsRegion=your_event

// When player skills/stats goes this times more than skillclass allowed, drop
// them to skillclass level. Setting this to 0 disables the action.
OverSkillMultiply=0

// NPC AI settings
// NPC_AI_PATH 0001 NPC pathfinding
// NPC_AI_FOOD 0002 NPC food search (objects + grass)
// NPC_AI_EXTRA 0004 NPC magics, etc
// NPC_AI_ALWAYSINT 0008 Always be as smart as possible with pathfinding
// NPC_AI_INTFOOD 0010 NPC food search (more intelligent and trusworthy)
// NPC_AI_COMBAT 0040 Look for friends in combat
// NPC_AI_VEND_TIME 0080 vendors closing their shops at nighttime
// NPC_AI_LOOTING 0100 loot corpses an the way
// NPC_AI_MOVEOBSTACLES 0200 if moveable items block my way, try to move them
NPCAI=0001

///////////////////////////////////////////////////////////////
//////// Crime/Murder/Karma/Fame/Guard Settings
///////////////////////////////////////////////////////////////
// Karma when player goes from good to neutral (from -10000 to 10000)
PlayerNeutral=0

// Karma when player goes from neutral to evil (from -10000 to 10000)
PlayerEvil=-8000

// How many minutes are criminals flagged for
CriminalTimer=2

// Times a player can snoop before becoming a criminal
SnoopCriminal=20

// Seconds time to decay a murder count (default 8*60*60 is 8 hours)
MurderDecayTime=8*60*60

// Amount of murders before we get title
MurderMinCount=1

// Looting or carving a blue player is a crime
LootingIsaCrime=1

// Flag players criminal for helping criminals?
HelpingCriminalsIsaCrime=1

// How long do guards linger about in minutes
GuardLinger=1

// Will guards kill instantly or follow normal combat rules
GuardsInstantKill=1

// Limits the MAXHITS/MAXMANA/MAXSTAM changes
// STAT_FLAG_NORMAL 0x00 // MAX* status allowed (default)
// STAT_FLAG_DENYMAX 0x01 // MAX* denied
// STAT_FLAG_DENYMAXP 0x02 // .. for players
// STAT_FLAG_DENYMAXN 0x04 // .. for npcs
StatsFlags=0

// Uses the new LoS algorithm
// ADVANCEDLOS_DISABLED 0x00 // Disabled, use the old method
// ADVANCEDLOS_PLAYER 0x01 // Enabled only for players
// ADVANCEDLOS_NPC 0x02 // Enabled only for NPCs
AdvancedLos=0

// Default color settings for characters (name, speech)
//ColorNotoGood=063 // blue
//ColorNotoGuildSame=044 // green (ally)
//ColorNotoCriminal=03b2 // grey (criminal)
//ColorNotoNeutral=03b2 // grey (can be attacked)
//ColorNotoEvil=026 // red
//ColorNotoGuildWar=02b // orange (enemy guild)
//ColorNotoDefault=03b2 // grey (if not any other)

// Which notoriety flags do pets inherit from their masters? (default 0)
// Set flags to indicate which notoriety statuses a pet can inherit from its owner.
// NotoGood = 0x01 // blue
// NotoGuildSame = 0x02 // green (ally)
// NotoNeutral = 0x04 // grey (can be attacked)
// NotoCriminal = 0x08 // grey (criminal)
// NotoGuildWar = 0x10 // orange (enemy guild)
// NotoEvil = 0x20 // red
// e.g. "03a" will show pets as criminal/warring/evil/allied when their master has
// one of these statuses, regardless of the pet's true notoriety.
PetsInheritNotoriety=0

///////////////////////////////////////////////////////////////
//////// Server Mechanics
///////////////////////////////////////////////////////////////
// Experimental flags
// Flags for options that affect server behaviour and which might affect compatibility
// See the revisions.txt file for more details on this
// EF_DiagonalWalkCheck = 00000001
// EF_UNICODE = 00000002 // No on Linux
// EF_New_Triggers = 00000008
// EF_Intrinsic_Locals = 00000020
// EF_Item_Strict_Comparison = 00000040
// EF_NewPositionChecks = 00000080 // Do not set while server is running !!!
// EF_WalkCheck = 00000100
// EF_AllowTelnetPacketFilter = 00000200 // Enables packet filtering for telnet connections as well
// EF_Script_Profiler = 00000400
// EF_Size_Optimise = 00000800
// EF_Minimize_Triggers = 00001000 // Minimize trigger calls (use only 0.51 triggers)
// EF_DamageTools = 00002000 // damage tools (and fire @damage on them) while mining or lumberjacking
// EF_PetSlots = 00004000 // INCOMPLETE YET! DO NOT USE until this warning is removed!
// EF_UsePingServer = 00008000 // Enable the experimental Ping Server (for showing pings on the server list, uses UDP port 12000)
// EF_NPCAct_Triggers = 00010000 // Enable @NPCSpecialAction and @NPCAction triggers (mutual exclusive with EF_Minimize_Triggers)
// EF_NetworkOutThread = 00800000 // Send network data in a separate thread
// EF_Specific = 01000000 // Specific behaviour, not completly tested
Experimental=00000C53

// Option flags
// Flags for options that affect server behaviour but not compatibility
// See the revisions.txt file for more details on this
// OF_Command_Sysmsgs = 00000008 //Shows status of hearall, allshow, allmove... commands after toggling them
// OF_OSIMultiSight = 00000020
// OF_Items_AutoName = 00000040
// OF_FileCommands = 00000080
// OF_NoItemNaming = 00000100
// OF_NoHouseMuteSpeech = 00000200
// OF_Flood_Protection = 00001000
// OF_Buffs = 00002000
// OF_NoPrefix = 00004000 // Add prefix "A" and "An" to itemnames or not
// OF_DyeType = 00008000 // if set allows using i_dye on all t_dye_vat instead of only i_dye_tub
// OF_DrinkIsFood = 00010000 // type T_DRINK will increase FOOD lvl like T_FOOD
// OF_Specific = 01000000 // Specific behaviour, not completly tested
OptionFlags=0380

// FeatureT2A, used to control T2A expansion features ( default 03 )
// FEATURE_T2A_UPDATE 01 // Monster and Lost lands
// FEATURE_T2A_CHAT 02 // In game chat
FeatureT2A=01

// FeatureLBR, used to control LBR expansion features ( default 0 )
// FEATURE_LBR_UPDATE 01 // Lbr Monsters
// FEATURE_LBR_SOUND 02 // MP3 instead of MIDI
FeatureLBR=0

// FeatureAOS, used to control AOS expansion features ( default 0 )
// FEATURE_AOS_UPDATE_A 01 // AOS Monsters, Map
// FEATURE_AOS_UPDATE_B 02 // Tooltip, Fightbook, Necro/paladin on creation, Single/Six char selection screen, Skills, Newer spellbook support
// FEATURE_AOS_POPUP 04 // PopUp Menus
// FEATURE_AOS_DAMAGE 08
FeatureAOS = 0

// FeatureSE, used to control SE expansion features ( default 0 )
// FEATURE_SE_UPDATE 01 // Basic SE features
// FEATURE_SE_NINJASAM 02 // Ninja and Samurai
FeatureSE = 0

// FeatureML, used to control ML expansion features ( default 0 )
// FEATURE_ML_UPDATE 01 // Basic ML features
// FEATURE_ML_NINTHAGE 02 // Unlocks ninth age house designer items
FeatureML = 0

// FeatureKR, used to control KR expansion features ( default 0 ) (still not complete but usable)
// FEATURE_KR_UPDATE_A 01 // Basic KR features
// FEATURE_KR_UPDATE_B 02 // Basic KR features
FeatureKR = 0

// FeatureSA, used to control SA expansion features ( default 0 )
// FEATURE_SA_UPDATE 01 // Unlocks gargoyle character creation and housing items
// FEATURE_SA_MOVEMENT 02 // Activates new movement packets (not good)
FeatureSA = 0

// In game effects to turn on and off
// Messages echoed to the server console while in debug mode
// DEBUGF_NPC_EMOTE = 00001
// DEBUGF_ADVANCE_STATS = 00002
// DEBUGF_WALKCODES = 00080 // try the new walk code checking stuff
// DEBUGF_EXP = 00200 // experience gain/loss
// DEBUGF_LEVEL = 00400 // experience level changes
// DEBUGF_SCRIPTS = 00800 // debug flag for scripts
// DEBUGF_LOS = 01000 // debug flag for AdvancedLOS
// DEBUGF_WALK = 02000 // debug flag for new walking check stuff
DebugFlags=00

// Allow rapid Buy/Sell through Buy/Sell agent
AllowBuySellAgent=0

// Console Hears all that is said on the server
HearAll=1

// Secure mode attempts to ignore errors, protect from accidently shutdowns
Secure=1

// Value from 1 to 32, set sectors inactive when unused to conserve resources
SectorSleep=0

// Always force a full garbage collection on save
ForceGarbageCollect=1

// Disconnect inactive socket in x min
DeadSocketTime=15

// Time before restarting when server appears hung (in seconds)
FreezeRestartTime=60

// Length of the game world minute in real world in seconds
GameMinuteLength=60

// Bit Mask of the subjects you want to log when logging is on
// LOGM_ACCOUNTS 0x00080
// LOGM_SAVE 0x00200 // world save status.
// LOGM_CLIENTS_LOG 0x00400 // all clients as they log in and out.
// LOGM_GM_PAGE 0x00800 // player gm pages.
// LOGM_PLAYER_SPEAK 0x01000 // All that the players say.
// LOGM_GM_CMDS 0x02000 // Log all GM commands.
// LOGM_CHEAT 0x04000 // Probably an exploit !
// LOGM_KILLS 0x08000 // Log player combat results.
// LOGM_HTTP 0x10000
// 0x1ffff // log everything
LogMask=02A80

// Amount of time to keep map data cached in sec
MapCacheTime=170

// Max NPC chars for a sector to prevent lag
MaxComplexity=100

// Amount of items in one tile so start showing "too many items here"
MaxItemComplexity=100

// Amount of items in one sector to start showing "x items too complex"
MaxSectorComplexity=2024

// Limit the number of cycles the while/for loop can proceed. Setting this to
// zero disables the limitation
MaxLoopTimes=0

// Amount of minutes to call f_onserver_timer (0 disables this, default)
TimerCall=5

// Should sphere record the time it takes to do actions like treating npcs, scripts, clients and such?
// Can be viewed by right clicking the mouse on sphere screen.
Profile=0

///////////////////////////////////////////////////////////////
//////// Magic/Effects Settings
///////////////////////////////////////////////////////////////

// Allow casting while equipped
EquippedCast=1

// Words of power for player using magic
WOPPlayer=1

// Words of power for staff using magic
WOPStaff=1

// Words of power font
//WOPFont=3

// Words of power color
//WOPColor=03B2

// Reagents lost if magic fails
ReagentLossFail=1

// Magic requires reagents
ReagentsRequired=1

// What % of hitpoints players will resurrect with. Note, that if you set this
// too low, people with little STR will have problems resurrecting.
HitPointPercentOnRez=33

// How many % of hits will the character loose when starving. 0 disables
//HitsHungerLoss=0

// Amount of skill of lock picking needed to unlock a magically locked door
MagicUnlockDoor=900

// Teleport effect for GMs and players. Setting 0 disables the effect
TeleportEffectNPC=0372a
TeleportEffectPlayers=0372a
TeleportEffectStaff=03709
TeleportSoundNPC=01fe
TeleportSoundPlayers=01fe
TeleportSoundStaff=01f3

///////////////////////////////////////////////////////////////
//////// Experience and Level system
///////////////////////////////////////////////////////////////

// Enable experience system
ExperienceSystem=1

// Experience system settings:
// 0001 gain experience in combat
// 0002 gain experience in crafts
// 0004 allow experience to go down
// 0008 limit experience decrease by a range witheen a current level
// 0010 auto-init EXP/LEVEL for NPCs if not set in @Create
// 0020 allow trigger @ExpChange
// 0040 allow trigger @ExpLevelChange
ExperienceMode=073

// If combat experience gain is allowed, use these percents for gaining exp in
// Player versus Monster and Player versus Player combats. Value 0 disables gain.
ExperienceKoefPVM=100
ExperienceKoefPVP=0

// Enable levels system (as a part of experience system)
LevelSystem=1

// Level system settings:
// linear = 0 (each NextLevelAt exp will give a level up)
// double = 1 (you need (NextLevelAt * (level+1)) to get a level up)
LevelMode=1

// Amount of experience to raise to the next level
LevelNextAt=500

///////////////////////////////////////////////////////////////
//////// Network Behaviour
///////////////////////////////////////////////////////////////
// WARNING: These are advanced settings that should not normally be changed
// from the recommended default values!

// Disconnect inactive socket in x min
DeadSocketTime=10

// Maximum number of packets to send per tick
MaxPacketsPerTick=25

// Number of connections a client can make before being blocked
MaxPings=500

// Maximum number of packets before lowering packet priorities (0 for no limit)
MaxQueueSize=0

// Maximum number of bytes to send per tick (also governs maximum size of outgoing packets)
MaxSizePerTick=12000

// Time to remember previous connection history (seconds)
NetTTL=300

// Use asynchronous data sends (changing this setting at runtime may produce unexpected behaviour)
// 0 = Off
// 1 = On
// 2 = On for 4.0.0+ game clients only
UseAsyncNetwork=1

// Prioritise outgoing packets (provides a smoother experience in crowded areas)
UsePacketPriority=0

// Enables an additional buffer for outgoing data.
UseExtraBuffer=1

// Tooltip modes
// 0 = Always send full tooltip
// 1 = Wait for client to request full tooltip
TooltipMode=0

// Time to cache tooltip data for (seconds)
TooltipCache=30

// Automatically invalidate and resend tooltips when:
// 0001 item or character name changes
// 0002 item amount changes
// 0004 container weight changes
// 0008 weapon or armor durability changes
// 0010 weapon poison charge changes
// 0020 wand charge changes
// 0040 spell added to spellbook
AutoTooltipResend=07f

///////////////////////////////////////////////////////////////
//////// External Program Support
///////////////////////////////////////////////////////////////

// TNG
// on Linux do sth like "/srv/www/"
// on Windows do sth. like "C:\foo\bar\"
StripPath=scripts\web\

///////////////////////////////////////////////////////////////
//////// Webpage Settings
///////////////////////////////////////////////////////////////

// Note, that you can catch error codes by creating sphere404.htm and so on
// for all HTTP error codes sphere support.

[WEBPAGE 1]
// Determines what html file is used as base for the status page
WebPageSrc=scripts/web/spherestatusbase.html
// Determines where the status page is saved
WebPageFile=scripts/web/status.html
// In seconds, how often the status file is updated
WebPageUpdate=60
// Required PLevel to view this page (0 = anyone, 6 = admins only)
PLevel=0

///////////////////////////////////////////////////////////////
//////// Abuse Control
///////////////////////////////////////////////////////////////

// Block these ips from the server
// 255 is a wildcard, so 255.255.255.255 disables anyone connecting.
[BlockIP]
//123.34.45.56
//123.45.56.78

///////////////////////////////////////////////////////////////
//////// Connection Information
///////////////////////////////////////////////////////////////

//First line should be the name of your shard (this is what people see when they connect)
//Second line should be the IP of your shard (this is almost always 127.0.0.1)
//Third line should be the port of your shard (this should be whatever ServPort is set to)

//Uncomment next 3 lines below this if you have a router
//First line should be a name different than your shard name above this
//Second line should be your real/external IP (www.whatismyip.com)
//Third line should be the shard port (this should be whatever ServPort is set to)
[SERVERS]
Forest Wars
193.169.87.182
2593
[EOF]
TagsNo tags attached.
Nightly VersionAutomated (specify build number)
Experimental FlagsNone
Option FlagsNone
Internal Build Number
Attached Filesjpg file icon act4.jpg [^] (37,085 bytes) 11-04-11 07:33

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-  Notes
(0001024)
trinax (reporter)
13-04-11 00:47
edited on: 13-04-11 00:50

Sounds like what hapened to me when I tried the windows build too. 0001914

There is no "Segmentation fault" for mem access violation on Windows though.

(0001025)
ozzy (reporter)
13-04-11 15:35

Very often when you open the "Journal " - crash the client! (203)

- Issue History
Date Modified Username Field Change
11-04-11 07:33 ozzy New Issue
11-04-11 07:33 ozzy File Added: act4.jpg
13-04-11 00:47 trinax Note Added: 0001024
13-04-11 00:50 trinax Note Edited: 0001024 View Revisions
13-04-11 00:50 trinax Note Edited: 0001024 View Revisions
13-04-11 15:35 ozzy Note Added: 0001025
17-03-14 19:48 XuN Status new => resolved
17-03-14 19:48 XuN Resolution open => fixed
17-03-14 19:48 XuN Assigned To => XuN


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