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UNrealshots
06-20-2012, 07:57 PM
Server has a few issues its bogging down and starting to get slow like the others started doing probably just need a restarts also some maps that do not work ( DUKUCB6,KLONDIKE) I will add to the list of maps that dont work when I play in the server or have time to go through them all.

UNrealshots
06-23-2012, 09:29 PM
this ^ server still sluggish feeling anyone restart it recently?

|uK|B|aZe//.
06-25-2012, 03:18 PM
il do it now

UNrealshots
06-27-2012, 06:35 AM
Thanks I dont think restarting it helped any it's still running really bad a lot of the players were complaining about it.

Not sure what is the cause of it but combo is the exact same way both of the servers started out running really smooth with no lag at all then it slowly got laggy week by week really strange.
I was in Florida and tried playing in combo same story there so my internet isn't shitting the bed at the moment anyhow..

UNrealshots
07-01-2012, 07:52 AM
Klondike and DukuCB6 are still broken they both crash the server and force it back to w00t.

|uK|B|aZe//.
07-01-2012, 01:15 PM
il have a look now

Moskva
07-01-2012, 01:17 PM
Hey I'm not sure but I've been having like 100+ my normal ping and Idk if its just me (which I doubt since Uchiha U2 and Street have the same issue)

|uK|B|aZe//.
07-01-2012, 01:24 PM
seems to be running dukucb6 okay i will test both maps and see what happens now

SAM
07-01-2012, 05:21 PM
If you have network issues I need tracert to the server ip

UNrealshots
07-03-2012, 08:14 AM
Getting constantly disconnected from the server just started happening randomly im playing for 10-15 seconds bam "Connection failed" also in the pure instagib US server I get more zp bugs than I normally do in other servers. Silverwing also mentioned this.

SilverWing
07-03-2012, 10:12 AM
yeah all my shots r weird when im on insta server... but in combo its fine =\

SAM
07-03-2012, 12:33 PM
Please post tracerts whenever you are having network issues. I'll have a look tonight anyway.

UNrealshots
07-03-2012, 02:31 PM
Will do Sam when I play again if I can remember lol.

UNrealshots
07-06-2012, 01:06 PM
Server still running bad. Adding screenshots of tracerts of yesterday and today

--- Updated ---

sent u pms sam

UNrealshots
07-07-2012, 04:35 PM
Server still has strange ZP errors/shot delay sluggish feeling alot of ur shots won't register when it starts to feel like crap

|uK|Grimreaper
07-07-2012, 07:27 PM
Server still has strange ZP errors/shot delay sluggish feeling alot of ur shots won't register when it starts to feel like crap

ye i was playing with shots i had fcking 3 kills at end of match -.-

|uK|chiseller
07-07-2012, 08:50 PM
ye i was playing with shots i had fcking 3 kills at end of match -.-
2 more than usual, huh.

Shotman
07-08-2012, 01:45 AM
i think everyone are having lag problems on that server and just the US and UK servers. Combogib is fine but when you go on US server oh lord have mercy on us. Shot delays, people sliding, looking at myself die, taking too long to respond. Also can you make ACE load up first before the match begins like in combogib. I hate lagging my ass of at the beginning of matches because of ACE.

SAM
07-08-2012, 06:01 AM
I will try to get some time in to investigate this server today.

UNrealshots
07-16-2012, 09:44 PM
Server is extremely bad now. Pinging over 130 to it atm and every else is over 100+ping shots are delayed like crazy its nonzp almost all the time now whats going on? got a tracert ill upload in a minute something shit the bed.


http://i1139.photobucket.com/albums/n550/jokesthatpoke/awfddawsfaw.png

|uK|Rays
07-16-2012, 09:53 PM
I hear ya bro, but I don't have the admin pass to that server. I thought SAM said it was set to the same pass as siege but I couldn't log in when I tried.

|uK|Grimreaper
07-18-2012, 06:35 AM
gtfo chis xD i probaly had 5% acc lol

SAM
07-18-2012, 12:22 PM
The IG server moderator account pass are in the mod section.

UNrealshots
07-20-2012, 11:52 AM
Server redboxing a lot + ping is over 120-130ish for 20-30mins at a time sent you a tracert same as that one. The redboxing and ping spiking started happening this week only getting worse.

UNrealshots
07-20-2012, 12:03 PM
http://gyazo.com/82bfd2ebc7ca1bbfecdd544d7424382a

Silverwings server and the Siege PUG server I ping fine to but Bunnytracks public siege the UK/US/combo are all over 130ping. Been like that for awhile now.

Keith
07-20-2012, 12:24 PM
same here...
http://i49.tinypic.com/v67tky.png
Nvm, rebooted my modem and got a new ip range and pings were fine, weird...

UNrealshots
07-20-2012, 10:45 PM
Ping is fine now hasnt redboxed yet though I only played 2-3 games.

UNrealshots
07-21-2012, 04:45 PM
Tons of packetloss in the server up to 50% everyone in the server has 50% packetloss :(

--- Updated ---

packetloss went away after 10minutes of it.

UT-Sniper-SJA94
07-21-2012, 04:59 PM
same thing on combo and siege also.

SAM
07-21-2012, 05:07 PM
Right now? Datacenter says they had ddos but they stopped it. Let me know if it's still ongoing.

UNrealshots
07-24-2012, 03:15 AM
DukuCB6 doesnt work still its corrupted or something also maps that need to go 2pyraimids/Face/shelter lol

UNrealshots
07-26-2012, 05:13 AM
Still don't no what the issue is maybe its my connection maybe it isn't or I probably have the worst routing possible to the servers lmao. Anyway in the next month or so I should be moving to Florida and I'll have a different ISP. Also when I hit a ludicrous kill in the pure instagib US my UT like skips/lags. Also heard other people mention this they also mentioned the server running weird with major lag and shot delay.

SAM
07-26-2012, 06:12 AM
I did submit all your traces to the host all they said was they are investigating the issue. The servers are all on one box so if you have issues with the US IG server then you should also have issues in siege combo bt

UNrealshots
07-26-2012, 08:16 AM
Thanks Sam. Hopefully something good will come out of it frustrating as hell playing and it feels like I'm in a euro server.. I never mean to disrespect the servers or uk in anyway but like I said maybe in a month it'll be different. Anyway thanks again for trying to figure it out. At the end of the day I'm pretty sure my internet is at fault..

UNrealshots
07-27-2012, 02:41 AM
I did submit all your traces to the host all they said was they are investigating the issue. The servers are all on one box so if you have issues with the US IG server then you should also have issues in siege combo bt

Yes I also have issues in those servers aswell they all feel the same.

kokett
03-04-2013, 04:16 PM
im sure there was also another thread about maps crashing + resetting the us-server but couldnt find it.
while the duku maps now work like a charm i could notice another one thats still crashing it: ->dusk
JFYI

cheers

UNrealshots
03-06-2013, 01:01 PM
CTF-Burning needs to be removed... its really not meant for 100speed reg grav insta....


Also whoever the other admin was ya I shouldn't of forced it but people were voting for another map as soon as it started it only needed 1-2 more votes to win (CTF-Control-LE) saved everyone the suffering of a massive deathmatch, chasing, defending map lol then again 80% of the server was doing that....



SAM

Trajik
03-06-2013, 01:18 PM
CTF-Burning needs to be removed
That the one with the long ass Death hallways?

UT-Sniper-SJA94
03-06-2013, 04:16 PM
That the one with the long ass Death hallways?
6v6 Niven is always fun as well :hororr:

UT-Sniper-SJA94
03-07-2013, 07:20 PM
Please remove Lavagiant, its beyond stupid for reg insta.

kokett
03-10-2013, 05:51 PM
how about removing shelter and putting it on the new upcoming dm-server instead?
its like putting 12 players into a shoe-box, pure spam.

SAM
03-19-2013, 09:17 AM
I've added some new maps to US and UK. Credits to GU.

UT-Sniper-SJA94
03-20-2013, 12:33 AM
CTF-Hockey or whatever it's called, what a weird map lol, you can move around so fast, one of the less boring andaction maps. :)
SprintaCB4, runs so much smoother than CB3 fps wise :D.

Shotman
03-28-2013, 11:49 PM
Hockey is just made out of Ice so, people will jsut hit crouch or walk to cap faster.

UT-Sniper-SJA94
03-29-2013, 12:12 AM
Yeah I was doing that to see how fast i could go around the map, could do a full loop in less that a second :).

UT-Sniper-SJA94
03-29-2013, 01:04 AM
CTF-Psychotic-ce is a great map, not to small not to big plenty of ways to cap and grab but still a decent fragging map, you guys should vote if your on the server.

UNrealshots
04-11-2013, 10:39 PM
US server needs to be restarted was lagging pretty bad tonight for everyone I'd reset it but I dont have the power to do so.

SAM

`JaSs^uK
04-12-2013, 01:37 AM
US server needs to be restarted was lagging pretty bad tonight for everyone I'd reset it but I dont have the power to do so.

SAM

I was thinking the same last night too m8, it felt a bit sluggish when i was on one of the maps but like you say probably just needs a reboot.

UNrealshots
04-16-2013, 06:26 PM
US server is getting tons of packetloss atm. anywhere from 5-60%.


SAM |uK|Shiva

|uK|fleecey
04-17-2013, 10:12 AM
US server needs to be restarted was lagging pretty bad tonight for everyone I'd reset it but I dont have the power to do so.

SAM

Give the man some power to restart!

UNrealshots
04-19-2013, 10:40 PM
Server has been running really strange lately. IT feels like it speeds my mouse up something isn't right and alot of people have been saying the same thing I don't know what it is but it feels like I changed my mouse sens to .45 to .90 I dont understand what it is also been real choppy feeling like someone is always dodging into my path or im dodging into someone. I dunno if the tr has anything to do with it but I dont get these issues in other newnet servers.


SAM

UNrealshots
04-20-2013, 12:38 AM
This is happening right now as I speak people cant pick up the flag or return it they cant even kill people there is something wrong with the US server and its badly fucked up and its been fucked up. I'll upload a demo shortly and you'll see it. Also still experiancing the sensitivity issue everytime ANYONE join's the server they complain about the mouse issue like somebody fucked with their mouse settings.

http://www.speedyshare.com/66evn/PureInstagibUSserver.dem


SAM

Moskva
04-20-2013, 12:41 AM
The weed addict is right, server feels like crap

SAM
04-20-2013, 05:32 AM
If you have problems on the us server you should also have problems on all the other us servers like BT combo and even siege. Server side nothing has changed at all....

UNrealshots
04-20-2013, 04:37 PM
Did you watch the demo? lol I also dont play on any of the other server's sometimes the euro insta but my main concern is the pure instagib US high volume of people bitching about their mouse feeling fast and I'm getting the same thing with my mouse.

UNrealshots
05-08-2013, 10:44 PM
.

Trajik
05-09-2013, 03:56 PM
CTF-Shelter (what the fuck?)
Hahaha!

Keith
05-09-2013, 04:41 PM
Some maps are good in that list...

UT-Sniper-SJA94
05-09-2013, 06:33 PM
inca2on2, one of the worse maps on the server.
Football is a decent map when the server isn't full of idiots, which is very rare nowadays.
CTF-Niven-Mini
CTf-niven_caos What a way to make a crap map worse.
nivence100
niven][
niven_se
So many nivens :o

UNrealshots
05-09-2013, 06:43 PM
Some maps are good in that list...


Yea when the server isnt full of backshooting/chasing/deathmatching rejects. I warn anyone I see do it and it honestly doesnt change the gameflow people still do it and I dont wanna kill the server banning every fucktard I see.

UNrealshots
05-11-2013, 06:20 PM
bump...

|uK|fleecey
05-11-2013, 09:54 PM
Someone fix the player slots!!!

|uK|B|aZe//.
05-12-2013, 01:27 PM
is it fixed? if not il look at it

SAM
05-12-2013, 02:03 PM
It;s fixed

UNrealshots
05-15-2013, 01:29 PM
Maps that need to be deleted from the US

CTF-Elite Arena (10 years ago this woulda been awesome for reg ig nearly impossible to grab and get out now)
CTF-WootandInca
CTF-honeyIshrunkthewoot
CTF-Ancient-IG
CTF-AquariusWaterbase
CTF-Badneighborsv2
CTF-DecyberBridge
CTF-November
CTF-Niven
CTF-Niven-Mini
CTF-Bridge-woot (people love to deathmatch and shit)
CTF-Coret (lets be real map is horrid for public play)
CTF-Orbital(both versions
CTF-2manjob(spawncampfest)
CTF-Mcswartzly (lol really? does this need an explanation?)
CTF-Burning and Ctf-Burning2005 (see above)
CTF-Darji16 (rofl I honestly dont no how thats on the maplist)
CTF-Face (its instagib not weapons :|)
CTF-Football(everyone loves to deathmatch mid and chase base to base)
CTF-LavaGiant (weapons map takes 10 years to get across)
CTF-Inca-2on2 (2many people abuse highmid and just deathmatch or camp on enemies side and deathmatch)
CTF-Kosov
CTF-Shelter (what the fuck?)\
CTF-Slumwar
CTF-Hydro32/16
CTF-Hockey

(I'll add to the list as I explore the maplist and see what it is and if it flows well for public players)

SAM

BUMP

Keith
05-15-2013, 01:34 PM
Also you should put back andaction viii instead of andaction revamped... this one has correct spawns and is not as fucked up as revamped is.

UT-Sniper-SJA94
05-21-2013, 04:38 PM
CTF-Defaultwoot is unplayable, the jump pads don't work.

Moskva
05-21-2013, 05:21 PM
I get you wanna get rid of all the Dukus... but there are like tons of woots and 7 nivens (really?)

UT-Sniper-SJA94
05-21-2013, 06:11 PM
I get you wanna get rid of all the Dukus... but there are like tons of woots and 7 nivens (really?)
idd
Duku is a much better map than niven or woot.
All Niven maps are complete crap.

SAM
05-21-2013, 06:13 PM
Ok

Tomorrow I will remove all but one Niven on the iCTF servers.

Also, what's this stuff about ANDAction? How is one square map better than another square map?

UT-Sniper-SJA94
05-21-2013, 06:16 PM
Also, what's this stuff about ANDAction? How is one square map better than another square map?

Andaction III has decent spawns for both sides where as the other andactions are random.stupidly placed, tbh they are all crap unless 1v1s or 2v2s

kokett
05-21-2013, 06:46 PM
i agree that they basically are all crap, but, since andactionIII is gone the other AA-maps are played less often too, which is a good thing. the only really sick spawns are the ones in the original andaction version where you spawn looking at the wall. random spawns are good, since they make it harder to lame. @AAIII everyone spawns on the same (his flag-) side, which makes spawnkilling a joy for those who are up to these kind of things. from all andaction maps AAIII is the one with the highest lame-count in my opinion. there is one andaction map that always felt ok when i played it, even when the server was full but i'm not sure about the name now (pureaction?) it's bigger than the normal one but not as big as AAIII and has a Pole in the middle iirc. the spawns seem to be thought-out well there too.

Edith:

there is also ctf-fragwhores on the servers, the superior (ctf-wise) AndAction III map.

UNrealshots
05-21-2013, 10:01 PM
INCAwoot NEEDS to be deleted SAM everyone deathmatches the highmid map is so bad..

SAM
05-22-2013, 04:18 PM
CTF-w00tandInca gone

CTF-NivenLE and CTF-Niven remain, the rest are gone.

UNrealshots
05-22-2013, 06:40 PM
THANK YOU! <333333333333333

Camper
05-26-2013, 12:37 AM
Get rid of EliteArena.

UNrealshots
07-14-2013, 04:26 PM
CTF-Lurid any versions of that map needs to be deleted I've seen some horrible maps in my day but jesus that map blows dick and also what camper said EliteArena shouldn't be there maybe if it was REG IG. SAM

SAM
07-15-2013, 05:01 PM
I checked on the IG servers and I don't see a CTF-Lurid??

UNrealshots
07-15-2013, 10:00 PM
It's there Luridv2 or something like that

Moskva
07-16-2013, 03:36 AM
CTF-CTC-Lurid2

UNrealshots
07-16-2013, 12:26 PM
Why is the US intagib server so sluggish lately people skip alot and shots are really delayed its like playing in a zp server with 200ping SAM alot of people are complaining and its really annoying at this point seeing people skip like they have 300ping and 10% pl

UT-Sniper-SJA94
07-16-2013, 12:42 PM
Its quite bad atm.

SAM
07-16-2013, 03:39 PM
Well...no one reports anything so. Anyway will check

--- Updated ---

TY

Gone

UNrealshots
07-16-2013, 11:50 PM
Thanks you sam <3

SAM
07-17-2013, 05:44 PM
Is it still sluggish?

UT-Sniper-SJA94
07-17-2013, 11:18 PM
Feels horrible still with the shots lagging at times, plus annoying shake/warp sometimes when i spawn.

Camper
07-19-2013, 12:52 AM
Almost unplayable. That, or I need a new mouse.

UT-Sniper-SJA94
07-19-2013, 09:55 AM
Almost unplayable. That, or I need a new mouse.

That's a great way to describe it, It feels like your mouse/crosshair is offset and behind.

SAM
07-19-2013, 08:11 PM
That's weird. I checked out the server tonight and didn't have any issues.

Trace routes would help seeing if there's any connection problems.

'Zac
07-20-2013, 01:17 AM
to me the US server is fine, its smooth and i dont see that many people doing anything bad :/

UT-Sniper-SJA94
07-20-2013, 10:41 AM
zac if you play insta as much as some of us do you will notice the slightest difference in the server good or bad.
There is much less lag on the combo server and rp server.

I will post Trace routes when it feels crap again.

Camper
07-20-2013, 02:23 PM
I'm still getting this problem. Switched mouse and same shit.

SAM
07-20-2013, 03:25 PM
zac if you play insta as much as some of us do you will notice the slightest difference in the server good or bad.
There is much less lag on the combo server and rp server.

I will post Trace routes when it feels crap again.

Exactly, doesn't make sense since they are both on the same box. So if the box is lagging, they would both....

--- Updated ---


I'm still getting this problem. Switched mouse and same shit.
Can you show a trace please?

UT-Sniper-SJA94
07-20-2013, 03:49 PM
Perhaps it's something up with this version of newnet, or a setting related to it on the server.

Camper
07-20-2013, 06:05 PM
http://i.imgur.com/YiuvysS.jpg

UT-Sniper-SJA94
07-20-2013, 07:18 PM
One from a few secs ago.

Microsoft Windows [Version 6.1.7601]
Copyright (c) 2009 Microsoft Corporation. All rights reserved.

C:\Users\Dell>tracert 75.102.41.52

Tracing route to ash.xfactorservers.com [75.102.41.52]
over a maximum of 30 hops:

1 2 ms 2 ms 1 ms SkyRouter.Home [192.168.0.1]
2 * * * Request timed out.
3 37 ms 30 ms 31 ms ip-84-38-37-22.easynet.co.uk [84.38.37.22]
4 30 ms 31 ms 31 ms ip-89-200-131-153.ov.easynet.net [89.200.131.153
]
5 30 ms 29 ms 29 ms ae-3.r02.londen03.uk.bb.gin.ntt.net [83.231.221.
45]
6 28 ms 30 ms 28 ms ae-4.r22.londen03.uk.bb.gin.ntt.net [129.250.5.2
4]
7 104 ms 97 ms 124 ms ae-4.r22.nycmny01.us.bb.gin.ntt.net [129.250.3.1
26]
8 110 ms 110 ms 109 ms ae-0.r23.nycmny01.us.bb.gin.ntt.net [129.250.3.7
3]
9 127 ms 133 ms 125 ms ae-5.r20.asbnva02.us.bb.gin.ntt.net [129.250.2.1
83]
10 118 ms 111 ms 122 ms ae-1.r00.asbnva02.us.bb.gin.ntt.net [129.250.3.1
10]
11 110 ms 108 ms 110 ms xe-4-0-6.ar2.iad1.us.nlayer.net [69.31.31.176]
12 108 ms 106 ms 115 ms ae3-30g.cr2.iad1.us.nlayer.net [69.31.31.157]
13 108 ms 106 ms 113 ms as23352.xe-3-0-0-101.cr2.iad1.us.nlayer.net [69.
31.30.19]
14 193 ms 109 ms 106 ms as36352.ge-1-1-5.cr2.iad1.us.scnet.net [75.102.4
3.122]
15 142 ms 112 ms 108 ms ash.xfactorservers.com [75.102.41.52]

Trace complete.

C:\Users\Dell>

UT-Sniper-SJA94
07-22-2013, 12:56 PM
I noticed that the server fells ok when its not full, but when it gets to about 10-12 players it starts to fell a bit slow, especially on open maps.

Shotman
07-22-2013, 01:33 PM
it could be the high pingers causing the lag

UT-Sniper-SJA94
07-22-2013, 03:38 PM
I thought newnet was made to help high pingers.

SAM
07-22-2013, 07:18 PM
It was made to help high pinger shots not compensate for server lag overall.

The traces look fine to me. If I am being picky I would say the ntt.net carrier is giving you problems. The server network is as soon as you hit nlayer. And once you do. There's minimal ping fluctuation. Overall though. It looks ok

On the other hand however, the server can't be lagging because then siege, combo and bt would also lag....

UNrealshots
07-25-2013, 12:59 PM
That's not the way it works SAM not all servers will be lagging if one is lagging lol. I havnt played in the US in a while but last I played when you made some fix it was better but still not 100% id say maybe 75-80% ]

SAM
07-26-2013, 03:47 AM
It does work that way. Network is the same CPU is the same mods essentially are the same apart from the game type....it might be some small attack on the server IP but to check that I would have to take the server offline for some hours and do some packet sniffing. Not fun.

UNrealshots
07-26-2013, 11:52 AM
Both UK and US pure instagib servers feel like newnet isn't on its like playing ZP with 250ping :(

UT-Sniper-SJA94
07-26-2013, 01:22 PM
It's really hard sometimes to hit what your xhair is on. if you dodge or use a jump pad, it feels like you have to aim where they are going to be not where they actually are at the time. Otherwise the shot passes right through them like a bad curry.

UT-Sniper-SJA94
07-28-2013, 05:12 PM
Please remove
ctf-8_of_space, this is like a SLV map or something, its to big and boring
wootimstu, worst map i have ever seen.
denova doesn't load.

SAM
07-29-2013, 06:48 PM
bump this post as a reminder and I will do this tomorrow

Chamberly
07-29-2013, 07:32 PM
Bumpity bumpity bump.

Trajik
07-29-2013, 07:56 PM
wootimstu, worst map i have ever seen
Roger That.

Booty
07-31-2013, 02:50 AM
What does pure mean? Beside pure.... is there unpure version or..? :smug:

kokett
07-31-2013, 08:11 AM
Please remove
ctf-8_of_space, this is like a SLV map or something, its to big and boring.
hm, i disagree. ctf-8_of_space_ig is actually a fun to play map, you just need to know the possible routes to be able to make tactical decisions and it requires teamplay. not as frag+capheavy as e.g. duku and rather slow paced, but still entertaining if teams work well together. played this map hundreds of time in the past, it was voted about 3-4 times a day on 3dwin + i4games servers back then. didn't have the change to play it a single time since it was uploaded here tho :(
size-wise orbital for example is way bigger and much more boring, since its a classical nw map.

SAM
08-02-2013, 08:41 PM
What does pure mean? Beside pure.... is there unpure version or..? :smug:

It means PURE....lol there's some servers that aren't pure instagib, ie they are faster or have some sort of variation. Just means there are no variations.

Chamberly
08-03-2013, 12:28 AM
What does pure mean? Beside pure.... is there unpure version or..?

Booty! :D Well if you are speaking about utpure, that's like another anti-cheat protection but covering other different things that sometimes ACE probably don't catch. :)

UNrealshots
08-04-2013, 08:53 AM
Both the uk and US server feel like newnet isnt even on its like running around with reg insta with 150ping screen warps constantly shots are so delayed everytime I bump into another player I feel like I just stick to them until they are 20 feet infront of me... Just trash tired of trying to get the servers fixed and nothing is done about it... I'm just gonna stop playing in the publics at this point there is no reason to play there just so I can run around like a sloth feels like I'm playing in an aussie server with 300ping

SAM
08-04-2013, 10:00 AM
I don't get it. Everytime I go to server and ask people or play the server is fine. Are you sure you are not being too overly critical? Do remember that there are various factors, including your own client side that could affect your playing experience....I don't see anyone else other than two people complaining, regularly...

kokett
08-04-2013, 10:08 AM
Both the uk and US server feel like newnet isnt even on its like running around with reg insta with 150ping screen warps constantly shots are so delayed everytime I bump into another player I feel like I just stick to them until they are 20 feet infront of me... Just trash tired of trying to get the servers fixed and nothing is done about it... I'm just gonna stop playing in the publics at this point there is no reason to play there just so I can run around like a sloth feels like I'm playing in an aussie server with 300ping

i can confirm this too tho, both servers act strange most of the time. can't remember a game in the past month where it was possible to play 1 full map without several minutes of constant lag (300-500ping feeling) :( i never played on one of the gu-pug servers so i can't compare them with the pubs.
all i know is that the servers were running much better a while back, maybe with an older newnet version? tried to adjust netspeed (e.g. raised it to 25000) as recommend by timtim @gu-forums, but didn't help.

UT-Sniper-SJA94
08-04-2013, 12:15 PM
The us server is on the edge of being completely unplayable.

I don't get it. Everytime I go to server and ask people or play the server is fine
The best thing would be to ask insta pug players for their view on the server, because unlike most of the players on the insta servers they have another server to compare against.
The players on the server(s) might think that's the way the server is meant to feel like, and that maybe why they say its ok, where as someone who plays a lot of insta may say it feels like crap.

It's best to listen to someone like unrealshots who plays a lot of insta instead of a player who has played on the server a few times, and doesn't know what it's meant to feel like.

SAM
08-04-2013, 12:44 PM
tried to adjust netspeed (e.g. raised it to 25000) as recommend by timtim @gu-forums, but didn't help.

That won't help. Server is configured to have a max client netspeed of 20000. I can raise this but it still doesn't fix the problem.

I'm sure this is down to the 100 tickrate required by newnet...when you have specs and players all receiving 100 updates per second...it's bound to have this affect. I suppose there's one thing we can do, redirect traffic to DM for a couple days and see how it runs there?

kokett
08-04-2013, 04:56 PM
That won't help. Server is configured to have a max client netspeed of 20000. I can raise this but it still doesn't fix the problem.

I'm sure this is down to the 100 tickrate required by newnet...when you have specs and players all receiving 100 updates per second...it's bound to have this affect. I suppose there's one thing we can do, redirect traffic to DM for a couple days and see how it runs there?

i was refering to this thread btw:

Global Unreal &bull; View topic - wtf is bytes/sec in f6 (http://www.globalunreal.com/forums/viewtopic.php?f=41&t=1109)

as you can see, timtim is playing himself with netspeed 25000.
your assumption that the server issues are caused by the 100 updates per second per player/spec-slot sounds reasonable. maybe it could already help to reduce the specslots to a lower number to relieve the pressure from the server.
i played one or two ictf-games @ the dm-server lately and it didn't feel laggy at all. reason might be that it has only 10 playerslots + that there were only 1 or 2 specs, if any at all.

Camper
08-04-2013, 08:33 PM
I'm still having the same problem. Mouse and hit detection is severely off. The mouse feels like it's dragging when you try and line up a shot.

It's been happening now for over a month.

UNrealshots
08-04-2013, 09:26 PM
Like I said servers are sluggish it's not worth playing in them anymore for me just a waste of time when your shots are laggy you have to lead 5-6 dodges infront to even manage to get a chance spamming into a group of 3-4 people and you hit one no1 dies you get stuck on walls or other players you die around corners constantly and no1 is around (newnet issue? idk) The first time you go to play in the servers (the first map you play) It feels good but after that its like something changes instantly as the next map is voted and the server is done loading the map its like you have 5 virus scanners going and you have 200ping its like what the fuck is this dogshit...

SAM
08-05-2013, 02:30 AM
There's been no changes on serves other than the version. Server load is actually lower over the part month and location is still the same.....

UNrealshots
08-05-2013, 04:55 AM
That's just the way it feels Sam not saying someone changed a setting but after 1 map is played then the sever loads another its just like being in a completely different server doesnt feel the same at I played today and it felt good the first map I played and after that map was over people voted for another then that map loaded up....wasn't the same its like real laggy n choppy I dunno what it is...

kokett
08-05-2013, 06:29 AM
....but after 1 map is played then the sever loads another its just like being in a completely different server doesnt feel the same....

i noticed this too and yup, it feels horrible. also noticed that several ppl disconnect + reconnect after a match regulary. maybe they do that to avoid the above issue?

SAM
08-05-2013, 08:17 AM
Newnet has a lot of access none errors. If it is doing the same thing client side as server side you'll see that your unrealtournament.log file is actually filled with the errors. If it feels good one map and crap on the other and it's doing this then that's what I'd suggest it is. Which makes sense since when you first join the. Log is empty and after one game it's easy to be at several MB in size. So instead of your PC and engine being busy processing the requirements of newnet. It's just writing massive error logs

Check your .log after a game and report back

UT-Sniper-SJA94
08-05-2013, 11:42 AM
SAM
I played 3 games and my log size is 12.2mbs(12,797,609bytes)
1319

there is a lot of this.

ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptLog: Getting FCommandoSkins.aphe1T_0, FCommandoSkins.aphe2T_0, None, FCommandoSkins.aphe4Indina
ScriptLog: Getting FCommandoSkins.aphe1T_1, FCommandoSkins.aphe2T_1, None, FCommandoSkins.aphe4Indina
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None
ScriptWarning: O0OO00O000000 CTF-Command-CE3.O0OO00O7 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None

and this

ScriptWarning: UTSSuperShockBeamSN CTF-(Vp)FragWhorEes.UTSSuperShockBeamSN0 (Function UTSAccuBeta4_2.UTSSuperShockBeamSN.SpawnNotificati on:002D) Accessed None

Shotman
08-05-2013, 12:16 PM
i think its a newnet issue

kokett
08-05-2013, 02:44 PM
if its a newnet issue, the question is why it doesnt affect the globalunreal pug servers too (since there a no complains about lag etc). im pretty sure that none would bother to play competitive cupgames in the server state mentioned here.

Shotman
08-05-2013, 02:52 PM
because they set up their servers differently from uK

kokett
08-05-2013, 02:56 PM
because they set up their servers differently from uK
then, since there is a partnership between them both, comparing the setups and thereby finding the prob should be the easy way to go!?

SAM
08-05-2013, 03:06 PM
It's the error log that is causing the problem here. I would be inclined to say our servers are setup cleaner and better (that is my bias obviously). People in PUGS generally do not have their UT open until they PUG. They close it and then they open it up again. So basically most PUGs they play at once is maybe two or three and then their UT is closed. Which would explain "why" there are not any problems.

Shotman
08-05-2013, 03:16 PM
People in PUGS generally do not have their UT open until they PUG. They close it and then they open it up again.

Unless they have 2 monitors

SAM
08-05-2013, 03:24 PM
Unless they have 2 monitors

Even then I doubt many puggers have their UT open the whole time while a pug is being filled. Ok they might play at some other servers beforehand but SJ played 3 maps and had a 12mb log file....lol

UNrealshots
08-05-2013, 03:26 PM
Well hopefully this is the issue because it is highly annoying :\ maybe we have stumbled onto something here I'll post logs after I play in the servers again. edit - Just looked at my ut.log and its nearly 30MB big with error messages panning from 4-5 maps like SJA

kokett
08-05-2013, 05:46 PM
ok, i checked my last logfile too, its about 49MB o_O, i played 4-5 maps in a row...

among others, there are hundreds (or thousands?) of lines like these:

ScriptWarning: OO0OOO00OO00O CTF-Bleak][ugn.OO0OOO00OO00O33 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot: 0071) Accessed None

ScriptWarning: OO0OOO00OO00O CTF-Bleak][ugn.OO0OOO00OO00O33 (Function GlobalUnrealv0_6d.OOOO00000OO00.PreRender:000E) Accessed None

ScriptWarning: UTSSuperShockBeamSN CTF-w00t-DY.UTSSuperShockBeamSN0 (Function UTSAccuBeta4_2.UTSSuperShockBeamSN.SpawnNotificati on:002D) Accessed None


any chance to get this solved?

SAM
08-05-2013, 06:15 PM
Nothing to do with the servers I'm afraid. The problem here is, UT had to open such a large file in memory and then carry on writing to it. I've asked Tim in the past to fix the access nones before adding new features but the opposite happened (movement compensation) without fixing the accessed nones added more which has the opposite affect newnet was designed for defeating it's purpose...so to speak.

Higor
08-05-2013, 06:19 PM
So the server has to be restarted every 24 hours to avoid stupidly large logs?

UNrealshots
08-05-2013, 06:39 PM
So what should we do with ut.log files delete them then let it reset itself?

kokett
08-05-2013, 07:19 PM
So what should we do with ut.log files delete them then let it reset itself?

if you restart ut its generating a new unrealtournament.log file automatically, so deleting isn't really needed.
if there would be a way to disable logging of scriptwarnings completely...

i tried adding

-nolog -silent

as command-line arguments but that didn't really do the trick ;) logfile was "only" 3,7MB after 2 maps tho, but still loads of scriptwarnings..

Higor
08-05-2013, 08:34 PM
And that's why RC13 (my first release) consisted on log warning fixes.

Higor
08-06-2013, 12:37 AM
BTW, my biggest RC12 log file was 650mb big, beat that foo!

UT-Sniper-SJA94
08-06-2013, 03:19 AM
Is there not a way to disable ut from creating a log?

SAM
08-06-2013, 03:40 AM
You can't disable it but you could add into ut ini can't remember which section exactly just control f suppress and add into that section suppress=scriptwarning it might not help though since the warning still has to be recognised and then not logged so it's still doing roughly the same thing.

--- Updated ---


So the server has to be restarted every 24 hours to avoid stupidly large logs?

I haven't restart them everyday since Ramadan started but basically I have seen log file size's of 200MB plus.

UT-Sniper-SJA94
08-06-2013, 07:12 AM
Was playing a game then it went really laggy and the UT crashed, and now when i try to reconnect I crash within a few seconds on the server and only getting about 50bytes a second, i think this happened/ is happening to everyone.

Chamberly
08-06-2013, 07:15 AM
I just tried to get in and play, 3 in a row, my UT crashed. Then I looked at my browser and it say everyone but 1 person, all have 9999 ping. I got in a few times but no replication/huds show up except the NewNet version info.

Edit: On the DM server, it announced 2 times of "10 seconds left.

krippler
08-06-2013, 08:33 AM
Had similar issue Cham...same issue with the scoreboard in the browser and then UTPure wouldn't validate when I tried to connect (same issue on combogib server too - I tried the UK server and DM servers and both worked fine)

Higor
08-06-2013, 08:39 AM
SAM the only thing that can slow down a server that much is excessive CPU usage or excessive Disk access.
All of the code... or mods should be checked for SaveConfig() calls, to make sure they don't happen on every frame, nor by clientside triggered calls.

Siege RC18 had this issue that slowed down the server if 10 or more ppl started repairing.

|uK|B|aZe//.
08-06-2013, 09:33 AM
had to restart said servers seem to be working ok now?

krippler
08-06-2013, 09:34 AM
Both working AOK now, thanks blaze

UNrealshots
08-08-2013, 03:19 PM
Inca-2on2 way to many people lame on this map I've banned or have kicked most people from laming on that map... and 1on1-joust get that fucking shit ass map off the server PLEASE so tired of that shitty ass map 1on1 in a 12 man server is just dumb. SAM

UT-Sniper-SJA94
08-08-2013, 03:45 PM
Inca-2on2 is always a camp fest.

SAM
08-10-2013, 08:16 AM
CTF-Inca-2on2 removed

UT-Sniper-SJA94
08-10-2013, 05:16 PM
CentroidIG should be removed, all the spawns are in a line and i'm watching people just sit and lame them. some scores:
175 kills and only 30 points
80 kills and only -30 points
88 kills and only 22 points

Ironically the guy who made it was on the server.
http://www.unrealkillers.com/attachment.php?attachmentid=1328&d=1376169699
http://www.unrealkillers.com/attachment.php?attachmentid=1329&d=1376169711

The spawns are so bad.
http://www.unrealkillers.com/usstats/?p=match&mid=32370

13281329

UNrealshots
08-16-2013, 02:24 PM
The Pure Instagib US server has been down since yesterday sometime and is still down right now SAM

|uK|Shiva

|uK|B|aZe//.
08-16-2013, 02:28 PM
back online

UNrealshots
08-22-2013, 07:18 PM
CTF-BathroomsEQ1 that needs to be removed from the US server not an instagib map SAM

UNrealshots
08-25-2013, 12:18 AM
Pure Instagib US is down again.... SAM

--- Updated ---

Cant mention B|aze for some reason

Errors
The following errors occurred with your submission

The message you have entered is too short. Please lengthen your message to at least 1 characters.

Shotman
08-25-2013, 01:31 AM
Pure Instagib US is down again.... SAM

--- Updated ---

Cant mention B|aze for some reason

Errors
The following errors occurred with your submission

The message you have entered is too short. Please lengthen your message to at least 1 characters.

have you tried mention his name like this @|uK|B|aZe//

TimTim
09-06-2013, 01:29 PM
I don't have time to explain the technical details, but I feel I should chime in here and mention that I'm 100% sure newnet isn't the cause of any of this lag people are feeling on the InstaGib pubs. It's something else, possibly another mod on the server interfering with newnet.

As for the many "accessed none" warnings you see in your log file, that also has no effect whatsoever on the responsiveness of your game. UT does not constantly append these lines to your log file; they're stored in a buffer and either appended at long intervals or when you close your game. And unless you're working with a PC built in the early 1990's, it won't affect gameplay. I will however do what I can do eliminate these warnings for people who aren't aware they can do the following: open UnrealTournament.ini and add Suppress=ScriptWarning under [Core.System]. Again, it doesn't matter as it has no effect on gameplay, but I'll reduce these warnings anyway just to ease the minds of some people.

TimTim
09-21-2013, 11:38 PM
Uploaded v0.7i to all of the main servers (#iPug ip1,2,3; #uPug ip2,3; US IG pub; NW pub) as of 11pm EST with the following updates:

- Hopefully reduced bandwidth requirements while also smoothing out the appearance of other players' movements
- Fixed newnet movement not getting activated when connecting mid map
- Hopefully fixed boosting
- The "switchweapon 1" bind always pulls out translocator first
- Maybe fixed the "skating" players

TimTim
09-22-2013, 10:31 PM
Main servers updated to v0.7j:
- The skating issue wasn't fixed so trying something else now; let me know if it works
- Instant rockets register 100% of the time now (unless of course you die before the server receives your fire command)

Feralidragon
09-23-2013, 07:36 AM
As for the many "accessed none" warnings you see in your log file, that also has no effect whatsoever on the responsiveness of your game. UT does not constantly append these lines to your log file; they're stored in a buffer and either appended at long intervals or when you close your game. And unless you're working with a PC built in the early 1990's, it won't affect gameplay. I will however do what I can do eliminate these warnings for people who aren't aware they can do the following: open UnrealTournament.ini and add Suppress=ScriptWarning under [Core.System]. Again, it doesn't matter as it has no effect on gameplay, but I'll reduce these warnings anyway just to ease the minds of some people.
The UT log buffer is extremely small (and crashes the engine whenever you try to output a single line bigger than this buffer, I did the experiment, and this limit is about 1Kb).
So if in each tick you output more than 1Kb worth of data to the log (warnings), it has to free that buffer immediately, which in a newnet server that may as well mean writing to the log 60kb to 100kb worth of data per second at the very least (and it's not hard to make it to this value), which is not much of an hindrance to the hard-drive nowadays, but when you multiply that by 5, 10, 20 (because you simply don't seem to care that much), we achieve 500kb/s, 1Mb/s, 2Mb/s, and unless you're exclusively running the game (which is never true, due to background processes), that may start to have an impact in speed, specially if your HDD is fragmented (which is the case with most people), to not mention that the log file ends up with Mb to Gb worth of data.

Regardless, an accessed none error is a sign that something is wrong with the code, as you're getting None in a place your code is not expecting to get it, which by extent makes your code behave in a non predicted form. So it's not only about "removing the accessed nones", it's about fixing your own code and see why they are happening in the first place.
In any other strong typed language such errors would crash the program instead of just writing a little warning to a log, for a good reason.

Telling the players to add a Suppress=ScriptWarning in their ini's will do more harm than good, as whenever another mod is added or made, something may be horribly wrong client-side, problems will happen and these players won't be able to show any logs at all because they are simply hiding the problem.

Sorry, but from the moment I saw that kind of post from you I had to say something about it.

TimTim
09-23-2013, 01:33 PM
So if in each tick you output more than 1Kb worth of data to the log (warnings), it has to free that buffer immediately, which in a newnet server that may as well mean writing to the log 60kb to 100kb worth of data per second at the very least (and it's not hard to make it to this value)
This will never happen with NewNet. There are only a handful of instances that generate ScriptWarnings. And if any other mod is outputting that many ScriptWarnings in that short of a period, the ScriptWarnings are the least of your problems.


(because you simply don't seem to care that much)
I don't care that much because NewNet automatically disables ScriptWarnings on the server, so it's impossible for it to cause any of the issues you've described, serverside. As for clientside warnings, I'm still 100% certain it has no effect on gameplay. People who still have ScriptWarnings enabled play various mods using newnet daily with no complaints or issues.


Regardless, an accessed none error is a sign that something is wrong with the code, as you're getting None in a place your code is not expecting to get it, which by extent makes your code behave in a non predicted form. So it's not only about "removing the accessed nones", it's about fixing your own code and see why they are happening in the first place.
Wrong. I know exactly how every piece of my code will behave, and I'm fully aware of the possibility of every accessed none warning before they occur and whether or not attempting to access none will produce undesirable effects. There isn't a single instance where an accessed none warning could negatively impact gameplay. Why did I not bother to prevent the warning if I was aware of it? Because I knew it didn't matter.


In any other strong typed language such errors would crash the program instead of just writing a little warning to a log, for a good reason.

Telling the players to add a Suppress=ScriptWarning in their ini's will do more harm than good, as whenever another mod is added or made, something may be horribly wrong client-side, problems will happen and these players won't be able to show any logs at all because they are simply hiding the problem.
A ScriptWarning is just that: a warning. They only appear when some check similar to "if (SomeActor.SomeThing.bEnabled)" is performed where "SomeThing" is "None", which automatically returns "false" for "bEnabled"; and as a result, it won't continue further. Or let's consider if it was checking "bDisabled" instead and did continue: any methods attempted to be called on "None" simply would not execute, and you'll just end up with a few extra ScriptWarnings in your log. And of course, this means a ScriptWarning by itself will never, ever crash the program. Again, ScriptWarnings are useless information 99.99% of the time. A more useful error message will always be present. Any coder worth their salt will immediately know what to fix from glancing at an actual error message (as opposed to a silly warning).

However, if you've kept up with my other posts you'd see that I do plan on preventing all of the ScriptWarnings at some point to appease the people who think it matters. It just isn't at the top of my todo list because A) the mod is clearly working fine as it is and B) there are bigger fish to fry.

Feralidragon
09-23-2013, 07:10 PM
No offense, but an actual coder worth of his salt wouldn't leave a trace of a single warning in the logs, even if they were harmless as you try to claim (when they are not). A warning has a reason to exist, that's why it's called a "warning" and not a "notice" or "information". In programming, the things you can ignore and suppress are "notices", because they just let you know about certain things that are happening in the background. "Warnings" on the other hand should always be considered no matter how harmless they look, because that's the program saying to you "hey, this is not right... I will let this one slide and continue gracefully, but you should take a good look into this and avoid it".

In a sea of thousands of warnings, even your well trained eye will not notice that one warning which may as well be the lead to mess things up for your program, because things may look like they're working, when in fact there's probably something simply waiting for something bad to happen, something that may actually lead to a massive GPF some time afterwards.
To not mention that I find the automatic suppression of the logs server side combined with the fact of being aware of the warnings and opt to let them be a massive amount of disrespect towards other coders who make the effort to make their code as clean as possible, and then they either have to dive in in a cluttered mess of warnings coming from your mod in the client or being forever left in ignorance and be stopped from doing fixes and progress because you're suppressing them in the server... that's just the wrong way about doing things.

Furthermore, the other mods accessed nones are there mostly out of sheer ignorance of their authors: they either don't know what they are or they just know somewhat what they are but don't really get it how to fix it properly. You on the other hand know perfectly why they happen, and you ought to fix them all, and not helping the access none pool party.

As for these not affecting performance:
Feralidragon - Testing Accessed None errors - Twitch (http://pt.twitch.tv/feralidragon/b/464493738)
I rest my case...

... or maybe not, some clarifications:
Test 1 - A single actor in the whole map, a tick with a loop with 25 simple assignment iterations. The actor is referenced and thus no accessed none errors occur. Result: 60fps (my normal fps).
Test 2 - Same tick, same 25 iterations, but now I only removed the initial actor assignment, leading it to reference null (None). Result: drop to 30~35fps.
Test 3 - Increased to 50 iterations. Result: drop to 15~18fps.
Test 4 - Increased to 75 iterations. Result: drop to 10~12fps.

And 25 accessed none errors per tick is nothing at all from your own basis. Why? Because there can be easily be 25 actors in the map, each one making some check or something else each tick and outputting a single accessed error. Since you don't give a damn just because they are silly errors and you know what they are going to do, the whole thing eventually implodes into low performance.
Furthermore I tested 1000 iterations each tick, without accessed nones (Test 1 again, but 1000 iterations), 60fps no problem.

Again, I don't mean any offense, but when I see some fellow developer coming with some barbaric statement such as "warnings are just silly messages" and "I suppress the warnings server-side" and "warnings do not affect gameplay" and etc, etc... it's really unsettling, and I can't just let it slide under the carpet.
And yeah, you're going to try to fix them, the problem is your own "why".


Regardless, it's your project, it's your mod, so you're free to do whatever you want in whichever way you want, so if you want to keep following that kind of coding philosophy, so be it.
Good luck with the rest of the project(s)

Higor
09-23-2013, 07:44 PM
I see those warnings as nuisances, maybe it's me freaking out when seeing my logs full of unnecessary stuff (I really dislike those 8 liners UTPure and Nexgen print on my logs), and always tend to make all of my stuff log-free right from the start.
I did make a few blunders and left a couple of maps with minor logging...

Speaking of log warnings, D3DCrashFix should be replaced for something better,**disregard this, it's a serverside mod and i can't kill it remotely**.
I'm one of those weirdos that play on Windowed mode with the Log window active most of the time, typing commands that would otherwise screw up fullscreen and other crap in the middle of online play.

TimTim
09-23-2013, 07:59 PM
You are right that the ScriptWarnings have a reason to exist. The difference though is why they exist and why I know with 100% certainty that the their presence doesn't noticeably negatively impact gameplay within my mod. The results speak for themselves.

However, the extreme example/test case you provided is why your attempt at lecturing me is unfounded. You're falling into a trap I've seen entirely too many coders fall into: premature optimization. In the real world, the test case scenario you've provided will not happen, and it's a waste of time (up front) to worry about it, which is why it isn't at the top of my todo list. I could provide a similar example without any accessed none warnings that lags the game just as bad. Bad code is bad code, regardless of any warnings.

I will reiterate though that I understand where you're coming from. You are right that the accessed none warnings can negatively impact gameplay. The difference in our viewpoints, however, is that you're taking into account the extremes whereas I'm taking into account reality (where the negative impact is marginal). Yes, optimal code accounts for extreme scenarios, but it isn't efficient use of time and resources to go that route when you're trying to get a product out the door as soon as possible.

Feralidragon
09-23-2013, 09:59 PM
But that's the thing, the test I did is *not* an extreme scenario at all (you would get a small performance impact out of just 15 iterations, that's about 15 actors triggering an accessed none error each tick, 30 each 2 ticks, 60 each 4 ticks....).
There are real mods having accessed none errors each tick, or each rendering frame. You just don't notice them because there's generally 1 or 2 actors doing it at a time. Start adding more of those and you get an immediate impact.
I can also make code that lags the game out without warnings.... but what's the point of that? What is that going to prove in this specific issue? I only started out with *just* 25 iterations on purpose, to show that you don't need to go to 100 or 1000 to have an impact.

As for the "trap": my RL job is being the head php programmer of a certain project which is growing, and very fast.
We have our own technology, as we code pretty much everything ourselves, and I am the one, as the head programmer, who has to review their code before it's even set to go to production (even today I had to spend an hour to review someone's 2 weeks worth of code, and I still had to correct plenty of things there myself, specially security wise).

We have very short timeframes to get things done, and mind you: nothing goes to production without being fully optimized, fast and stable, because the smallest mistake may cause a snow ball effect, and we have our own QA team to do the testing as well.
Now consider the following: my own build time is generally half a day to define the architecture and discuss it with my boss (mostly to check if he agrees), 1 day to develop, another half a day to test it, and production. Sometimes 1 day goes to 2 or 3, depending on what is needed and the complexity. For instance, last week I took about 3 days to make fundamental architecture changes without breaking anything already existing.
I have to consider the so called extreme situations up front, think of optimizations right away, think how the architecture scales up, keeps itself fast and doesn't give any problems, and I have to provide product. And the most rewarding thing of this is when you come to a point where the system is so robust and scalable that you don't need to do much at all to contextualize it to a different functionality or adapt it to something else.
So unlike you try to claim, it's not impossible to make it "almost" right from the start, as long as you strive to do so. The relaxed way "I think about that later" is what causes a program to get "bandages" here and there later on as it evolves with time, and that never ends up well, to not mention the waste of time while doing so which adding up to the original development time ends up being more wasteful than considering things from the start.

Good coding practices, which lead to a far better product from the start, is all it resumes this to be, nothing more and nothing less.


But again, it's your project and as such, you do things in whichever way you want and find proper.
I probably shouldn't have even said a thing to start with, but at least I hope I got my point across.

Best regards

TimTim
09-23-2013, 10:57 PM
Feralidragon, sorry if I made you feel like you had to prove your worth as a coder. That wasn't my intention. I know you're an incredibly savvy coder who knows the engine through and through. My point about the premature optimization was that had I spent time hunting down and preventing every accessed none warning, the mod would not be as far along as it currently is.

Regarding your points on doing things right from the beginning, I've actually handed out that same lecture many times. A little investment up front to properly structure and modularize as much as logically possible goes a long way and definitely saves time and effort down the road. I don't however believe that the particular ScriptWarnings as relevant to my mod fall within this category.

I refuted your statements because you appeared to be trying to lecture me on something I'm fully aware of. And I know your intentions are good. My responses were only to make it clear that I know exactly the effects of the ScriptWarnings as they pertain to my mod. Everything is working smoothly and beautifully at present for 99.9% of players using the mod, so I would hope that is enough evidence to prove my claims.

Good day!

UNrealshots
09-24-2013, 12:50 AM
CTF-Football needs to be removed please get rid of this map... SAM

Feralidragon
09-24-2013, 06:26 AM
I understand your view, since everything is working nicely at the present time for you, then you don't worry about certain things.
In contrast, I have been in that position several times before, where things work nicely, and according to "reality" there's nothing to worry about... that is, until something bad happens.

I am going to finish my side of the talk on this with a quick example of mine: in our system, we have and always had a great number and rate of uploads.
In one of our upload entry points (a 2-step upload from the web), the file has to be temporarily saved in a shared folder (NFS), because we have more than just 2 frontends and thus even during an upload an user may be accessing a different one in the next page reload or even asynchronous request.
2 years ago the temporary name we were giving to said file consisted only on the MD5 of the user who uploaded it, and it worked just fine for months, so although we knew a potential concurrency problem (if the same user made 2 or more parallel uploads), we didn't worry because that would only happen in such extreme unusual case.
Some months afterwards, all of a sudden our traffic starts to be more severe, more uploads are made and in this one point users started actually to make uploads in parallel (as I mentioned, our project is growing, sometimes with big jumps), and what happens is that this concurrency problem arose, and affected our system badly, to the point that in our database, the MD5 sums calculated and saved for each file weren't the correct ones, they were being mixed up because of a single point where processes could be handling the same file and writing over it from the same user.
The result: fixed it later on by giving it a unique identifier (hash of the user and the file itself), but the damage was done and I had to create a script to check every file and correct the MD5 hash entries in the database and in other places (static files we have that another app downloads to see the files).

The concurrency was also an extreme case scenario for this specific case, even because this upload entry wasn't used that much with better and faster alternatives, and before this scenario took place, we didn't care much about it given that we also had other things to worry about, but the fact that we didn't fix it when we should proved to be almost fatal for our service.

This year, I detected another concurrency problem elsewhere in the same process, actually at the end of it. It's a rare case scenario as well, and there was never a single problem with it, however when we tried to reproduce it (through massive parallel processes), the problem was there clearly in sight. It needed a locking system and some architecture changes in order to be fixed, and there were very important things we need to finish as well, however, even if rare, the severity of the outcome in a worst case scenario couldn't just be ignored and set aside as a low priority issue, and thus the system was changed and tweaked for it to never happen in the first place. And now we can all rest assured that our system works.

Obviously in UT you won't ever have to deal with concurrency problems, but the analogy is that these warnings are no different and in a extremely busy game at the midst of a competition it may prove to be fatal, even if now everything works for everyone.
Only because something is working at the present time, does not mean is well built, it just means that you know what you're doing to the extent of keeping things working as you desire in the context and environment you see now (I am not saying that your stuff isn't well built of course, just stating that one thing doesn't necessarily validate the other). Even my own coding methodology has some flaws that I either found out by myself or were pointed out to me, but I am actively trying to overcome them, and even though the results were just fine, they got actually better and allowed me to produce better things in a shorter time span.
There are also other "small" things that greatly affect the mod the more time it's used and the longer in a match, like what you do after destroying actors, the names you give to classes, etc, and that when considered from the start, then at the end of it you see clear positive results (performance, stability, scalability, etc).

Anyway, that's the last thing I have to say on this issue, and I won't bother you with it anymore as we have clearly different coding methodologies and philosophies and we could spend all day argue back and forth and lead to nowhere, we just have different views on things.
I was a bit insistent on this exactly because I know that you do know what you're doing, and I understand clearly your view on the situation, and I am just trying to bring to light the potential negative outcome of it when certain rather important things start to get ignored (like these warnings), that's all.
I was not exactly trying to lecture you, although it indeed ended up going a bit that way and I apologize for that, but anyone can also try to lecture me anytime they want, in fact there were some things I learned by some developers simply because they pointed out things I didn't know or was mistaken about (with evidence to back them up).

TimTim
09-24-2013, 03:23 PM
We actually do have very similar coding methodologies/philosophies, believe it or not. The main point behind by rebuttal was that I am in fact planning on taking the time to eliminate the remaining accessed none warnings - I have actually already eliminated the more important ones as I've gone along - but the remainder just haven't been top priority for plenty of good reasons, the top two being: thousands of maps have been played with 0 issues, and there are other things that need my attention first. Right now, eliminating the warnings are #4 on my todo list, slowly working its way up from #20+, so it'll get taken care of over the next couple of weeks, no doubt. I appreciate your concern. More people should be as passionate about good code!

TimTim
09-25-2013, 09:17 AM
Servers updated to v0.7k:
- Eliminated as many accessed none warnings as reasonably possible (nods Feralidragon)
- Hopefully fixed the warpy spawns for other players
- Hopefully fixed the "skating" players (I believe it was caused by lowering the NetUpdateFrequency, so I raised it back to normal; might also help with the delayed inventory/pulling out gun upon spawning)
- Fixed projectiles sometimes boosting in the wrong direction
- Fixed rocket launcher and bio rifle getting stuck loading on the server when the client isn't actually holding fire

Higor
09-25-2013, 11:56 AM
^^ I can relate to bugs caused by the engine behaving stupidly, sometimes annoucing something was fixed and seeing the exact same bug happen unreasonably based on the code.
>> Doing VSize to the substraction of 2 very large identical vectors didn't result in 0, can you believe that? (And only happens in v451)

UT-Sniper-SJA94
09-25-2013, 03:43 PM
All the previous updates this week have been an improvement, but the latest version feels like 5 steps backwards.

There is a long delay when you hit someone, like half a second most of the time.
Shots pass through players, and it seems like you have to aim where the player was a few ms ago in order to hit them.

I haven't seen any players 'skating' so far, and haven't really noticed and double boosts.

USC-Pyr0
09-25-2013, 03:49 PM
Agree with Sniper seen people saying the same exact thing the v0.7j was running smoothier then the new one.

UNrealshots
09-25-2013, 05:20 PM
US server has been dragging lately real laggy I dunno what it is but it was better @100tr now its back to lagging again also it seems like im shooting thru people though it looks like im dead on shooting them in the chest

TimTim
09-25-2013, 05:47 PM
Interesting. Thanks for the feedback. I'll upload another version in a little while with one tiny change. Let me know how it is, of course.

InfraRed
09-25-2013, 05:59 PM
Us server is pretty laggy for me. Issues I've had, skating players (crouching, standing you name it), sometimes when you get boosted you fly like on a lgi server, shots going through people, weird delays in shot consistency timing. I've also noticed the skating players on the uk server and the longer boosts

TimTim
09-25-2013, 10:31 PM
Alright so I compared the latest version to a few older ones where I know there were no issues with skating or super speed or anything. The only real difference is that the latest version has a function that smooths out the movement of enemy players. I believe this was the source of the skating so I've removed it completely, and then I determined the source of the laggy enemies to begin with and fixed that. So if my assessment is correct, it should all be a win-win.

As for the super speed issue, I believe I've fixed that as well. It occurred because I increased the maximum positional error by quite a bit to minimize warping, but I've since lowered it and added a couple of extra checks that should help out all around.

Latest version is v0.7l and it's on all the main servers at the moment. Try it out and continue to let me know how it goes! It should be nearly perfect by now if these remaining couple of issues are resolved.

TimTim
09-26-2013, 05:11 AM
It looks like certain bounce pads are acting funky again as a result of the mix between the old and new movement code. I don't feel like dealing with it at the moment but should get it back to normal within the next day.

Feralidragon
09-26-2013, 06:39 AM
- Eliminated as many accessed none warnings as reasonably possible (nods Feralidragon)
:cool:


>> Doing VSize to the substraction of 2 very large identical vectors didn't result in 0, can you believe that? (And only happens in v451)
Floats....... perhaps the way floats are calculated was changed in 451, after all floats have that cursed paradigm to not result in the values you expect when dealing with extremely large or extremely small numbers.
All you can do is either creating your own vector format with full precision and the custom arithmetic on them, or use smaller vector values.
I already had to create a 64bit unsigned integer format for UT and create all the arithmetic functions for it (to make a SHA-512 hashing function).

medor
09-26-2013, 04:58 PM
I have now various time for respawn. On US insta

I miss the quality of shots in the air from 7i

TimTim
09-26-2013, 06:31 PM
I have now various time for respawn. On US insta

I miss the quality of shots in the air from 7i

There is zero difference between that version and the latest one, in that respect. It works *exactly* the same.

TimTim
09-27-2013, 02:59 AM
Updated the US pub (and all the main pug servers) with v0.7n:
- Fixed bouncepads to work with the mix of the new movement and the old
- Lowering the NetUpdateFrequency too much was causing some choppiness on some setups, so it's back to normal. I did set the minimum netspeed to 12000 though for people who want to lower theirs. Just don't complain if it has adverse effects on your game.

This version is pretty ideal as far as gameplay goes. I can't imagine it getting much better than it is now!

UT-Sniper-SJA94
09-27-2013, 11:46 AM
It felt near to perfect when my connection was stable, when I had 200ping and 15%pl it felt much better than yesterday.
Also I didn't have to guess where my shot was going to hit, for the first time in a long time.

I think this is the best version so far.

TimTim
09-27-2013, 07:38 PM
Updated to v0.7q (couple of really rare issues):
- Fixed semaphore not getting cleared for accumulative boosts when getting boosted right before everyone clicks in
- Fixed getting boosted into slime on the server while barely avoiding the slime on the client

UT-Sniper-SJA94
09-28-2013, 01:59 PM
SAM

The last few days I keep getting problems with packet loss on the us insta,combo,siege, but if i go to any #ipug,uk server at the same time I have no packet loss.

Whenever i connect to a server my ping and packet loss are normal(120), but after about 5 minutes it goes to 200 and sits there with 15-30%pl, If i reconnect i have a normal ping and packet loss, and then after a few minutes it does it again.

Here is a few traces.


Tracing route to ash.xfactorservers.com [75.102.41.52]
over a maximum of 30 hops:

1 1 ms 2 ms 3 ms SkyRouter.Home [192.168.0.1]
2 * * * Request timed out.
3 32 ms 31 ms 30 ms ip-84-38-37-24.easynet.co.uk [84.38.37.24]
4 30 ms 30 ms 31 ms 89.200.131.185
5 32 ms 31 ms 31 ms bu4.gr10.telon.uk.easynet.net [89.200.135.145]
6 29 ms 30 ms 29 ms xe-0-3-0.cr1.lhr1.uk.nlayer.net [195.66.224.37]

7 28 ms 28 ms 74 ms ae2-70g.cr1.lhr1.uk.nlayer.net [69.22.139.62]
8 28 ms 29 ms 28 ms ae0-40g.cr1.lhr2.uk.nlayer.net [69.22.139.117]
9 190 ms 179 ms 188 ms xe-1-2-1.cr1.nyc3.us.nlayer.net [69.22.142.157]

10 185 ms 182 ms 179 ms xe-0-2-1.cr1.iad1.us.nlayer.net [69.22.142.92]
11 108 ms 104 ms 105 ms as23352.xe-1-3-0-101.cr1.iad1.us.nlayer.net [69.
31.30.21]
12 188 ms 183 ms * 50.ae0.cr2.iad1.us.scnet.net [64.202.119.69]
13 106 ms 110 ms 105 ms as36352.ge-1-1-5.cr2.iad1.us.scnet.net [75.102.4
3.122]
14 105 ms 106 ms 108 ms ash.xfactorservers.com [75.102.41.52]

Trace complete.


/////////////////////////////////////////////////////////////////////////////////////////////



Tracing route to ash.xfactorservers.com [75.102.41.52]
over a maximum of 30 hops:

1 1 ms 1 ms 1 ms SkyRouter.Home [192.168.0.1]
2 * * * Request timed out.
3 35 ms 31 ms 31 ms ip-84-38-37-24.easynet.co.uk [84.38.37.24]
4 33 ms 30 ms 31 ms 89.200.131.185
5 44 ms 45 ms 39 ms bu4.gr10.telon.uk.easynet.net [89.200.135.145]
6 32 ms 32 ms 28 ms xe-0-3-0.cr1.lhr1.uk.nlayer.net [195.66.224.37]

7 27 ms 27 ms 28 ms ae2-70g.cr1.lhr1.uk.nlayer.net [69.22.139.62]
8 28 ms 28 ms 42 ms ae0-40g.cr1.lhr2.uk.nlayer.net [69.22.139.117]
9 184 ms 181 ms 181 ms xe-1-2-1.cr1.nyc3.us.nlayer.net [69.22.142.157]

10 192 ms 175 ms 182 ms xe-0-2-1.cr1.iad1.us.nlayer.net [69.22.142.92]
11 105 ms 106 ms 105 ms as23352.xe-1-3-0-101.cr1.iad1.us.nlayer.net [69.
31.30.21]
12 181 ms 184 ms 182 ms 50.ae0.cr2.iad1.us.scnet.net [64.202.119.69]
13 105 ms 108 ms 106 ms as36352.ge-1-1-5.cr2.iad1.us.scnet.net [75.102.4
3.122]
14 107 ms 107 ms 107 ms ash.xfactorservers.com [75.102.41.52]

SAM
09-28-2013, 02:44 PM
Can you run an MTR please?

Download (http://winmtr.net/download-winmtr/)

Just enter the server ip and keep it running for five minutes or so. The trace above looks OK however MTR will show us any lost packets. It traces the path to server every second.

Thanks

UT-Sniper-SJA94
09-28-2013, 03:18 PM
Ran it for about 10 minutes.



|------------------------------------------------------------------------------------------|
| WinMTR statistics |
| Host - % | Sent | Recv | Best | Avrg | Wrst | Last |
|------------------------------------------------|------|------|------|------|------|------|
| SkyRouter.Home - 1 | 673 | 668 | 1 | 4 | 192 | 2 |
| No response from host - 100 | 138 | 0 | 0 | 0 | 0 | 0 |
| ip-84-38-37-24.easynet.co.uk - 0 | 692 | 692 | 27 | 34 | 172 | 29 |
| 89.200.131.185 - 0 | 692 | 692 | 27 | 33 | 165 | 38 |
| bu4.gr10.telon.uk.easynet.net - 0 | 692 | 692 | 27 | 34 | 170 | 29 |
| xe-0-3-0.cr1.lhr1.uk.nlayer.net - 6 | 577 | 548 | 28 | 37 | 284 | 29 |
| ae2-70g.cr1.lhr1.uk.nlayer.net - 1 | 685 | 683 | 26 | 34 | 269 | 28 |
| ae0-40g.cr1.lhr2.uk.nlayer.net - 0 | 692 | 692 | 26 | 32 | 175 | 33 |
| xe-1-2-1.cr1.nyc3.us.nlayer.net - 1 | 669 | 663 | 161 | 186 | 408 | 188 |
| xe-0-2-1.cr1.iad1.us.nlayer.net - 2 | 665 | 658 | 166 | 190 | 434 | 184 |
|as23352.xe-1-3-0-101.cr1.iad1.us.nlayer.net - 1 | 681 | 678 | 103 | 114 | 267 | 107 |
| 50.ae0.cr2.iad1.us.scnet.net - 6 | 558 | 525 | 175 | 194 | 423 | 180 |
| as36352.ge-1-1-5.cr2.iad1.us.scnet.net - 1 | 681 | 678 | 103 | 112 | 304 | 107 |
| ash.xfactorservers.com - 1 | 677 | 674 | 103 | 111 | 273 | 113 |
|________________________________________________| ______|______|______|______|______|______|
WinMTR v0.92 GPL V2 by Appnor MSP - Fully Managed Hosting & Cloud Provider

SAM
09-28-2013, 04:24 PM
Raised a ticket with NOC

InfraRed
09-29-2013, 11:31 PM
|------------------------------------------------------------------------------------------|
| WinMTR statistics |
| Host - % | Sent | Recv | Best | Avrg | Wrst | Last |
|------------------------------------------------ |------|------|------|------|------|------|
| dsldevice.att.net - 0 | 587 | 587 | 0 | 0 | 1 | 1 |
|108-213-44-3.lightspeed.stlsmo.sbcglobal.net - 52 | 194 | 95 | 11 | 12 | 27 | 13 |
| 71.144.225.38 - 64 | 168 | 62 | 0 | 15 | 38 | 15 |
| 71.144.224.26 - 99 | 120 | 2 | 0 | 13 | 15 | 12 |
| No response from host - 100 | 118 | 0 | 0 | 0 | 0 | 0 |
| 12.83.40.5 - 0 | 587 | 587 | 11 | 14 | 73 | 14 |
| 12.122.212.13 - 0 | 587 | 587 | 31 | 41 | 177 | 32 |
| ae7.dal33.ip4.tinet.net - 20 | 330 | 265 | 31 | 33 | 85 | 33 |
| xe-3-2-0.was10.ip4.tinet.net - 0 | 587 | 587 | 46 | 49 | 120 | 47 |
| gtt-gw.ip4.tinet.net - 4 | 511 | 492 | 47 | 62 | 142 | 48 |
| ae3-40g.cr1.iad1.us.nlayer.net - 2 | 563 | 557 | 63 | 74 | 151 | 73 |
|as23352.xe-1-3-0-101.cr1.iad1.us.nlayer.net - 1 | 583 | 582 | 64 | 82 | 223 | 90 |
| 50.ae0.cr2.iad1.us.scnet.net - 2 | 567 | 561 | 63 | 77 | 186 | 73 |
| as36352.ge-1-1-5.cr2.iad1.us.scnet.net - 0 | 587 | 587 | 46 | 47 | 137 | 47 |
| ash.xfactorservers.com - 0 | 587 | 587 | 46 | 47 | 136 | 47 |
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UNrealshots
10-02-2013, 07:18 PM
need rules back on nexgen or something people trying to abuse it by saying its not in the rules which nexgen in the US is fucked up there are no rules to be listed . SAM

TimTim
10-20-2013, 01:53 PM
Latest version is v0.7t. SAM should have the servers updated soon.

Changes:
- Hopefully fixed not spawning with translocator
- Hopefully fixed no weapon selected after feigning death
- Hopefully fixed no weapon selected after throwing multiple weapons
- May have fixed the issue where the server temporarily overrides (lags behind) the client's weapon switch; it seems to work fine but for it to work ideally, the entire weapon switching system will have to be recreated (thanks Epic! -_-)
- Fixed laggy non-zeroping lifts (hopefully no more issues)
- Hopefully fixed the crazy boosts that happen after landing on someone's head
- Fixed projectiles not damaging the second player/actor/whatever that they hit via splash damage
- Fixed rockets not firing when reaching 0 ammo while loading
- Thoroughly reread all of the code surrounding the spawns, ran a few tests, and found nothing that would indicate spawns have been affected in any way; also suicided over 100 times in both newnet and reg with 2 UTs open with 1 (enemy) player in a few different positions to see if the spawning player spawns closer more frequently and it seems to be the same; if anyone can reliably show me a spawn that happens in newnet that would never happen in reg, I'd be glad to fix it; but until then, it appears to work exactly the same
- Created newnet ComboGib

UNrealshots
11-02-2013, 06:12 PM
SAM alot of maps in the Pure Instagib US do not work I don't remember the names of the maps but alot of the public players are getting mad @ it resetting back to klondike everytime it happens haha dunno if you can look over the maplist or whatnot but whenever I play in the public again Ill try to remember the maps that aren't working its a decent amount of maps that aren't though.

medor
11-03-2013, 04:24 AM
SAM alot of maps in the Pure Instagib US do not work I don't remember the names of the maps but alot of the public players are getting mad @ it resetting back to klondike everytime it happens haha dunno if you can look over the maplist or whatnot but whenever I play in the public again Ill try to remember the maps that aren't working its a decent amount of maps that aren't though.

+1

|uK|kenneth
11-03-2013, 05:48 AM
im think SAM on vacation jaja

UT-Sniper-SJA94
11-03-2013, 06:08 AM
coret 3on3, andaction(revamp).

SAM
11-04-2013, 10:30 AM
Will check on the maps...

UNrealshots
11-14-2013, 08:34 AM
CTF-Control needs to be removed from all servers SAM . Nobody EVER plays that map right its impossible to cross mid without some faggot rampcamping or camping in a corner or chasing you at this rate I would be banning the whole god damn server (rage mmt)

SAM
11-14-2013, 09:33 AM
All maps need removing since everyone camps!

Keith
11-14-2013, 09:42 AM
control and woot are the best maps to ban people on xD

UT-Sniper-SJA94
11-14-2013, 10:17 AM
Insta has just changed in the last year, more or less pubs are ruined now.

In the rare time I play now I just get bored after 10 minutes, most people are just out to lame and to ruin everyone's fun who just want to play ctf, removing maps and adding more mods will not change a thing, it's just the way people are now :(

Khem
11-22-2013, 07:18 AM
Insta has just changed in the last year, more or less pubs are ruined now.

In the rare time I play now I just get bored after 10 minutes, most people are just out to lame and to ruin everyone's fun who just want to play ctf, removing maps and adding more mods will not change a thing, it's just the way people are now :(

Seems to coincide with newnet being used, as i guess the servers are now playable for people further afield who before wouldnt have used these servers to play on - i have noticed a massive increase in different country flags, and it seems every country has its own 'style' of play which is contributing to this cluster fuck :D (no i didnt mention spain or croatia :P)

TimTim
11-22-2013, 08:04 AM
I'm glad my creation could enable people from all over the world to combine forces and lame the shit out of each other.

:ape: :victorious::angel:

Khem
11-22-2013, 08:06 AM
I'm glad my creation could enable people from all over the world to combine forces and lame the shit out of each other.

:ape: :victorious::angel:

haha indeed!! and it would be a bloody drummer who came up with that one!! (and not a musician ;) )

Keith
11-22-2013, 08:16 AM
thing is if we have to ban every lamer from the server there won't be a lot left... and most of lamers are the actual good players from ipug and such

Trajik
11-22-2013, 08:47 AM
I'm glad my creation could enable people from all over the world to combine forces and lame the shit out of each other.

:ape: :victorious::angel:

hahahahahaha!

TimTim
12-19-2013, 11:54 PM
Will be sending v0.7y to SAM shortly, containing the following updates:
- Fixed remaining issues with ComboGib (Except maybe grappling hook? It should be at least a tiny bit better. If not, I guess I'll have to recreate it within newnet.)
- Removed 0 ping weapon switch; too many issues with replication :( There may be some bugs hidden away with the old ping-dependent switching + newnet, but overall it seems to be more consistent.
- Mayyyyybe improved utstats accuracy? If not, I know what I need to do now.
- Re-added crouching headshots
- Added newnet double jump ability; toggleable by server admin *nods* SAM; to enable it just set bDoubleJump=true; it should work better than the original double jump mod for ut99; set a really high maxJumps for the lulz!!

SAM
12-20-2013, 04:15 AM
What's the maxjumps var then? Will test the grapple and combo arena tonight. I think overall it's ready to go live at least on beta even if the grapple doesn't fully work. Which reminds me I need to rewrite the server batch files -_-

TimTim
12-20-2013, 10:59 AM
What's the maxjumps var
Exactly that, maxJumps. Default is maxJumps=2. You should see it right below bDoubleJump in the config.

USC-Pyr0
12-22-2013, 12:55 PM
What i've noticed from people saying stuff now when as soon as you die in the server your gun is hidden throughout the whole game so basically the gun is always not showing & some people like it showing but that's all I noticed.

TimTim
12-22-2013, 01:36 PM
I'll fix that today.

TimTim
12-27-2013, 05:26 AM
US pub has been updated to v0.8a:
- Fixed being able to shoot *too* soon upon spawning
- Fixed entering portals at the same time
- Fixed translocator effect that would happen whenever you didn't actually translocate (e.g., into a teammate or something)
- Fixed dodging sideways through portals; not sure what Epic was thinking with their original code there o_O
- Added "MinDodgeClickTime" configurable via User.ini to combat autododges; default is 0.05 (50 milliseconds); this should fix autododges by people who somehow trigger a direction twice in a row too quickly, maybe even caused by some electrical interference with the keyboard input; to change it in-game enter something like "setmindodgeclicktime 0.1" into your console
- PlayerReplicationInfo.Ping should be more accurate; this should hopefully help with projectile prediction
- Fixed sniper rifle's bullets landing significantly above the crosshair; for some reason Epic coded the original sniper such that the bullets land further above the crosshair the more up or down you're aiming when you fire; the trace algorithm now matches the shock rifle


*** Next update (v0.8b) will include the following ***
- Bots that work properly
- The ability to shoot/remove carcasses
- Finish fixing demos
- Automatic demorec at countdown + end demorec on redjack

|uK|Dem`
12-27-2013, 02:04 PM
Well my autododges were fixed only with this new update, thanks timoteo.

voidee
12-27-2013, 03:45 PM
My dodging turned off with 0.8a. Setting the setmindodgeclicktime=0.0 brings it back.

Chamberly
12-27-2013, 04:05 PM
Server was very laggy to me, and it scream urberMEGAlag when someone connect and spawn into the server. There were like 2 times that I spawned without being able to shoot, so I was pretty much confused. With all of these lags, my shots and accurately were like 50% or more off.

Another thing that I noticed is when I come into the server mid game, it will not record any of my stats. Sometimes the grab stats don't work. (I'm talking about F1.)

Keith
12-27-2013, 04:57 PM
My dodging turned off with 0.8a. Setting the setmindodgeclicktime=0.0 brings it back.
so 0.0 brings default dodging settings? just want to be sure

TimTim
12-27-2013, 05:53 PM
There's no way you're tapping a movement key twice in a row within 50 milliseconds. So either there's a bug with the MinDodgeClickTime or people have some kind of help with dodging. In the 30+ minutes of testing I did with it I had zero issues. I'll take a closer look before v0.8b though.


Server was very laggy to me, and it scream urberMEGAlag when someone connect and spawn into the server.
That sounds like something on your end. Do you have precaching on? And are you on a good PC?

Chamberly
12-27-2013, 07:19 PM
That sounds like something on your end. Do you have precaching on? And are you on a good PC?

Hmm, Idk about precaching? I might have but idk, show me about this.

good pc? LOL yea it run ut just fine.

Ill play again sometimes because I found out that earlier I was getting some kind of DDOS/DOS attack on to my local server. GRRRR...

TimTim
12-30-2013, 02:17 PM
v0.8b:
- Set the default MinDodgeClickTime to 0 (disabled) since there are a handful of people who were unable to dodge at all
- Fixed bots using weapons improperly; certain projectiles may need some work but at least the bots are shooting instead of just standing there lol
- Carcasses on the ground can now be destroyed by most weapons while still allowing you to walk through them (non-blocking); weapons that still need this ability: pulse, ripper, flak primary, and holding piston's secondary
- Fixed most of the major issues with clientside demos; demo playback should now match almost exactly what the client saw; it may only work properly with demos played back using uDemo.u (demo manager); pretty ridiculous workarounds were required to fix it since client demos weren't designed to handle actors specific to the client while hiding certain server actors, but hey that's a 15 year old engine for ya
- Added automatic demorec at countdown; type "autodemo 1" in console to enable it and disable any other auto demoing you may have (through demo manager, etc.)

Remaining issues with client demos:
- Hammer
- Goo
- Grenades
- Translocator
- Explosion sounds
- Automatically stop recording when redjacked for more than a couple of seconds to prevent crashing

SAM should be able to copy it from the US pub to the other servers. Grapple for ComboGib should be fixed as well!

TimTim
01-20-2014, 06:38 PM
v0.9b:
- Fixed not being able to switch weapons while holding fire
- Re-added pending weapon glow to the HUD, although it's now delayed depending on ping
- Fixed rockets not firing when reaching 0 ammo while loading
- Fixed being able to use boots 4 times
- Fixed double jump killing other mutators (mapvote, etc.)
- Fixed combogib rifle self damage

Keith
01-21-2014, 06:47 AM
auto demorec works in pub? theres no countdown

TimTim
01-21-2014, 07:35 AM
It should, in theory. I haven't tested it.

kyaxiz\\
01-22-2014, 07:04 PM
it does if you join the srver it starts recording

Chamberly
01-22-2014, 10:33 PM
I always use auto demorec which is done by Demo Manager v3.3. :)

Keith
01-23-2014, 06:42 AM
what i hate with demo manager is that if you don't disable spec recording it won't record demos also it records offline games... i never managed to make it to work the way i wanted to (multiplayer only and untick record when spectating)

Keith
01-23-2014, 11:35 AM
by the way can you put the proper andaction? the one on server is kind of shitty people spawns everywhere
http://ftbclan.org/downloads/99ctfmaps/CTF-andACTION-VIII.zip

LeBron
01-23-2014, 11:40 AM
I always use auto demorec which is done by Demo Manager v3.3. :)

So everytime i type Demorec it crashes....

Is it because i have illegal UT GOTY ?

SAM
01-23-2014, 02:30 PM
So everytime i type Demorec it crashes....

Is it because i have illegal UT GOTY ?

Screenshot please.

Keith it's on server just excluded from mapvote. I'll add that one instead.

Keith
01-23-2014, 02:45 PM
ah ok

Shotman
01-23-2014, 02:51 PM
doesn't demorec have a limit you can have? If so im guessing that is what LeBron is getting.

Keith
01-23-2014, 04:10 PM
at some point ut cant even load till u move demos out

Chamberly
01-24-2014, 04:06 AM
So everytime i type Demorec it crashes....

Is it because i have illegal UT GOTY ?

Give me a copy of your crash report by giving me a copy of your unrealtournament.log and post it in paste bin. It can varies about what can cause the crash.

I highly doubt of "illegal". :)

LeBron
01-25-2014, 11:54 AM
Give me a copy of your crash report by giving me a copy of your unrealtournament.log and post it in paste bin. It can varies about what can cause the crash.

I highly doubt of "illegal". :)

good question... and where can i find that?

Keith
01-25-2014, 02:03 PM
SAM can we have the good anda please? thx in advance

Chamberly
01-25-2014, 02:09 PM
good question... and where can i find that?

Continued here http://www.unrealkillers.com/f33/demorec-4608/

TimTim
01-26-2014, 05:58 PM
v0.9c is now on GU's main servers and the US pub. Just one change: hopefully fixed the weapons "jamming" (e.g., that issue with the translocator that a few described).

Keith
01-30-2014, 07:34 AM
server is down what's up?

SAM
01-30-2014, 07:48 AM
Back on. Thanks for posting.

Keith
01-30-2014, 08:44 AM
np

Keith
02-08-2014, 12:09 PM
SAM server down again.

Elf
02-08-2014, 03:32 PM
SAM server down again.

Indeed.

SAM
02-08-2014, 03:37 PM
Back on.

ZodiaK
02-08-2014, 07:15 PM
US is acting uber bad with constant lag and something with newnet with my shots going right through people. Needs a restart?

UNrealshots
03-19-2014, 11:04 AM
I believe US server is down SAM

|uK|fleecey
03-19-2014, 12:11 PM
I believe US server is down SAM

...not just that, siege server is down aswell....

UT-Sniper-SJA94
03-28-2014, 09:18 AM
Has something changed on the UK server?

I have just been playing on it, I have never known it to feel so smooth before it feels great.
Has it moved location? I noticed I have gone from 60 - ~20ping.

|uK|B|aZe//.
03-28-2014, 01:05 PM
nothing has changed maybe its just your routing from the isp has been assigned to another hop

UT-Sniper-SJA94
03-28-2014, 02:11 PM
It is my connection, I lost 20 on siege as well and my upload speed has doubled.

Cannabis
03-28-2014, 04:57 PM
I have same ping on UK & US, 160 ..are both servers in US now?

ZodiaK
03-28-2014, 05:30 PM
Doubt it, I still ping around 100 on UK.