Good day. I wanted to share the problems encountered in using the Server version of WSE2 v1.0.1.8 after some time of the server’s operation, it caused its freezing. As a result of which, when the stats command was entered in the deduit application, it showed that ~ 1050 agents were present on the map; the FPS was in the region of 100, although by going to the admin panel and deleting all the agents there weren’t that many. During the occurrence of such an error, playing was not possible. Unfortunately there is no screenshot, but the server was checked for 2 days and 2 days there was 1 and the same error, I had to temporarily roll back to version 17. Also, starting from version 17, connection errors associated with an activation code or something like that began to appear more and more often. Also, when playing from the WSE2 client, when moving objects as scene objects from the server side, namely shields through the command (prop_instance_animate_to_position, <scene_prop_id>, position, <duration-in-1/100-seconds>), from point A to point B, it creates an error in the separation of the collision object and together with the spawn of the Object (shield) remains the button to raise the object, but the object itself moves to the specified position, thereby re-raising the object is impossible since, according to my assumption, the client’s location does not send data on the location of the object on the server side by updating collisions (or buttons odnyatiya object). On a regular warband, these manipulations work out as they should! creates an error in the separation of the collision object and together with the spawn of the Object (shield) the button remains to raise the object, but the object itself moves to the specified position, thereby re-raising the object is impossible since, according to my assumption, the server’s location does not send data on the location of the object on the server side updating the collision (or the button for raising the object). On a regular warband, these manipulations work out as they should! creates an error in the separation of the collision object and together with the spawn of the Object (shield) the button remains to raise the object, but the object itself moves to the specified position, thereby re-raising the object is impossible since, according to my assumption, the server’s location does not send data on the location of the object on the server side updating the collision (or the button for raising the object). On a regular warband, these manipulations work out as they should!