I doubt its related to illegal zones, and once I can figure out what exactly is causing these wb wide crashes I can start looking at what that code is doing more exactly thats different from the normal case. Thats part of the reason this disable was as huge as it is because if I go in broad I can narrow it afterwards to dispel the notion that its related to a bigger extent.xanderous wrote:If this is the case and cross zoning is responsible for these warband wide crashes, what do you reckon is to be done about that particular illegal zone, technically it could be used as method to provoke a crash, are you guys able to implement any kind of invisible walls to stop people entering the illegal zone?Natherul wrote:To be perfectly honest I dont know, the crashing should not happen at all and the reason I disabled cross zone invites / joining is due to the fact that its the most prevalent theory as to why its happening (hence I want to confirm or rule it out so I can go deeper into why)xanderous wrote:Today i noticed a crash happening which i thought to be interesting, we was fighting at that keep, the one with the illegal zone behind it, two members of my party chased an enemy player who fled into that illegal zone, everyone in the keep crashed around the same time.
I have to ask, do you think the crash happened because the player in my party got teleported for entering the illegal zone, whilst we were at the keep?
EDIT: stage 2 of testing is IF this has stopped or greatly diminished the crashing to just disable joining / inviting someone in the capitals
Not to mention having people run to it, as a method to escape being killed is borderline exploitative.
EDIT: I just realised my code might not get triggered under a certain case and I cant check that right now as Im at work. But its very much possible that the issue might still be the cross zone invites but my snippet of checking is not getting all cases caught, will check into this when I get home