I cannot get a dedicated server for The Ship (AppID 2403) to run on a linux box using steamcmd. I have followed this guide. The steps listed complete successfully. Then, I run
./srcds_run -game ship
After the server is done starting, I enter:
The map appears to load fine, but then the server freezes. I can interrupt the server using
^C, but it takes no input and does not go any further. Output to the console:
Auto detecting CPU Using SSE2 Optimised binary. Auto-restarting the server on crash Console initialized. Attempted to create unknown entity type event_queue_saveload_proxy! Game.dll loaded for "The Ship" CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/game_sounds_single_player.txt CSoundEmitterSystem::AddSoundsFromFile: No such file scripts/game_sounds_vo_tutorial.txt maxplayers set to 1 maxplayers set to 32 Unknown command "startupmenu" Network: IP 126.96.36.199, mode MP, dedicated Yes, ports 27016 SV / 27005 CL map batavier SOLID_VPHYSICS static prop with no vphysics model! (models/env/misc/large_winframe *Many, many more SOLID_VPHYSICS warnings follow... * Executing dedicated server config file Cannot open Needs Extreme Times file <<scripts/needs/need_extreme_times>>. Defaults set. Dynamic prop prop_dynamic: no sequence named:360 Dynamic prop cab8ceilingfan: no sequence named:360 Dynamic prop prop_dynamic: no sequence named:fan_on Dynamic prop prop_dynamic: no sequence named:wave Summary: 1278 resources total 48.51 Mb, 72.29 % of capacity The nav mesh needs a full nav_analyze * hang *
Apparently, the problem has something to do with contacting the master servers. If I enter
setmaster commands into the autoexec.cfg file, the server freezes immediately after executing one of them (instead of when the map is loaded). I also confirmed this through a little program-debugging magic (
gdb - one of the program threads is blocking trying to connect to a master server).
Unfortunately, the original studio that owned the game is completely defunct. With the company went the game's website and forums. Somebody had a fix, as evinced by these two forum threads, but it's gone now. Does someone have those fixed binaries, or an alternate solution to the problem?