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However, I believe it is a resource restriction on the hosted server (probably out of mem). I was querying about the crashes to the support but unfortuantely no logs.
The problem is that Chivalry is not optimised to support horde or and game mode with massive amount of characters.
Of couse anybody can help. If you are able to provide instructions on how to reliably reproduce the crash it is as good as fixed. I.e. start by testing the skelly wave locally. You can spawn it manually by typing into console: causeevent darkness (... I think?, u get a list by just typing causeevent). You can set the wave increment in the config (how much the wavecount is increased when the wave is over) to quickly test on high waves.
Can You please tell me how can I test it locally? I don't see any option to play "sandcastle" map offline, nor Horde mode while trying to create offline game via ingame options, I wish to test it on my own
With NORMAL mode, we were able to achieve 52 wave. Then server crashed. This is something better than crashing around level 35-40. Server crashed when 144 enemies were left on 52 level (we completed some objectives already, current one was to push the wagon). And none of players used catasling, so I dont think crashes are related to catasling.
Diff: Hard
Wave 33
168 enemies left
7 players on the server
New player just connected, he received 2300 but no info about it in chat.
None of active players has above 1k frags (i thought that is the reason)
But dev 2 was last restarted 19th. Will contact the hoster.
However, if restarting would be a solution, it suggests a memory leak which may built up after a couple of hours anyway.