UTComp
- captainsnarf
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Re: UTComp
New version - UTCompOmni_1.50.zip
Changes -
- revert netcode changes for fix after first round, seemed to make linkgun not work correctly (won't link other players)
- keep flak gun fix
Changes -
- revert netcode changes for fix after first round, seemed to make linkgun not work correctly (won't link other players)
- keep flak gun fix
- pooty
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Re: UTComp
I'll load it on the server tomorrow morning.
- pooty
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Re: UTComp
On server
- captainsnarf
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Re: UTComp
New version! Download here UTCompOmni_1.51.zip
changes
- revert an old change I made to pawncollisioncopy. I thought it might be a memory leak but I'm putting it back to how it is in utcomp 1.8c
can we set these values back to defaults please? If it lags the server we can set them back
utcomp 1.8 defaults
changes
- revert an old change I made to pawncollisioncopy. I thought it might be a memory leak but I'm putting it back to how it is in utcomp 1.8c
can we set these values back to defaults please? If it lags the server we can set them back
utcomp 1.8 defaults
Code: Select all
NewNetUpdateFrequency=200
PingTweenTime=3.000000
PawnCollisionHistoryLength=0.350000
- pooty
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Re: UTComp
On the server, updated parameters.
- captainsnarf
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Re: UTComp
thank you sir! hopefully this works
- captainsnarf
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Re: UTComp
Uhg, still getting a lot of unregs. I'm not sure what to do about it at this point. The netcode is mostly stock utcomp 1.8c now. The only change is the fix that was making the server crash with vehicles.
With netcode on, it seems like I have to trail my shots instead of lead them like you do with netcode off. It seems like ping prediction is not working.
I checked server usage and it's a lot lower than yesterday. You'd think restoring default utcomp settings would increase usage but that doesn't appear to be the case. It might be the maps also. No massD tonight (yet).
With netcode on, it seems like I have to trail my shots instead of lead them like you do with netcode off. It seems like ping prediction is not working.
I checked server usage and it's a lot lower than yesterday. You'd think restoring default utcomp settings would increase usage but that doesn't appear to be the case. It might be the maps also. No massD tonight (yet).
- pooty
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Re: UTComp
Yep lots of unregs. I turned it off and it was much better.
So, did we have enh netcode before we fixed the network bandwidth stuff? Perhaps most of us really don't need it anymore if that was the case. Seemed pretty good without it, but I have ~36 ping.
It was better before the recent changes (flak fix?)
And flak fixes were different than unregs fix?
I'd say lets put the parameters back where they were, and if that doesn't work back the version back to I think the flak not working issue version which seemed better.
Parameters before were:
Although I think we upped the NewNetUpdate. But we didn't change these:
Maybe we need to set MaxNetUpdateRate=200?
And not sure on PingTweenTime (forgot what it does)?
But PawnCollisionHistoryLength, I don't think should be over 0.2 (200 ms, if your ping is 200ms not likely to work well anyway). Probably could lower it to 0.175 even.
So, did we have enh netcode before we fixed the network bandwidth stuff? Perhaps most of us really don't need it anymore if that was the case. Seemed pretty good without it, but I have ~36 ping.
It was better before the recent changes (flak fix?)
And flak fixes were different than unregs fix?
I'd say lets put the parameters back where they were, and if that doesn't work back the version back to I think the flak not working issue version which seemed better.
Parameters before were:
Code: Select all
NewNetUpdateFrequency=60
PingTweenTime=4.000000
PawnCollisionHistoryLength=0.150000
Code: Select all
MinNetUpdateRate=60.000000
MaxNetUpdateRate=105.000000
And not sure on PingTweenTime (forgot what it does)?
But PawnCollisionHistoryLength, I don't think should be over 0.2 (200 ms, if your ping is 200ms not likely to work well anyway). Probably could lower it to 0.175 even.
- captainsnarf
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Re: UTComp
MaxNetUpdateRate only affects movement, and should only affect your own movement, but maybe there is something there? It's hard to say without understanding what the bug is.
MaxNetUpdateRate changes a variable 'TimeBetweenUpdates'.
That is used in the ReplicateMove function, which sends move updates to the server. It's only used for enhanced net code also.
If there was a problem here I think player movement itself would be broken. It is based on NetSpeed, so you never know. Maybe bandwidth fix is breaking this code. This all worked fine before and bandwidth fix is what has recently changed. We could try only using the 'else' part of this block (use old calc from PlayerController), effectively removing that MaxNetUpdateRate feature. I can try adding a config flag for it.
The flak cannon fix should not affect anything. It only changed the enhanced net flak cannon weapon.
MaxNetUpdateRate changes a variable 'TimeBetweenUpdates'.
Code: Select all
function ServerSetNetUpdateRate(float Rate, int NetSpeed) {
local float MaxRate;
local float MinRate;
MaxRate = class'MutUTComp'.default.MaxNetUpdateRate;
if (NetSpeed != 0)
MaxRate = FMin(MaxRate, NetSpeed/100.0);
MinRate = class'MutUTComp'.default.MinNetUpdateRate;
TimeBetweenUpdates = 1.0 / FClamp(Rate, MinRate, MaxRate);
}
Code: Select all
if(RepInfo != None && RepInfo.bEnableEnhancedNetCode)
{
//snarf only use TimeBetweenUpdates if client net speed > 10000
if (Player.CurrentNetSpeed > 10000)
NetMoveDelta = TimeBetweenUpdates;
else
NetMoveDelta = FMax(0.0222,2 * Level.MoveRepSize/Player.CurrentNetSpeed);
//if ((Level.TimeSeconds - ClientUpdateTime) * Level.TimeDilation * 0.91 < TimeBetweenUpdates) {
if ((Level.TimeSeconds - ClientUpdateTime) * Level.TimeDilation * 0.91 < NetMoveDelta) {
PendingMove = NewMove;
return;
}
}
else
{
//snarf use old calc from PlayerController
if ( (Player.CurrentNetSpeed > 10000) && (GameReplicationInfo != None) && (GameReplicationInfo.PRIArray.Length <= 10) )
NetMoveDelta = 0.011;
else
NetMoveDelta = FMax(0.0222,2 * Level.MoveRepSize/Player.CurrentNetSpeed);
if ( (Level.TimeSeconds - ClientUpdateTime) * Level.TimeDilation * 0.91 < NetMoveDelta )
{
PendingMove = NewMove;
return;
}
}
The flak cannon fix should not affect anything. It only changed the enhanced net flak cannon weapon.
- captainsnarf
- Posts: 2714
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Re: UTComp
new version, download here UTCompOmni_1.52.zip
changes
- New config value NetUpdateMaxNetSpeed. This limits the netspeed used when calculating player movements. Default is 10000 (default UT max net speed for > 16 players)
This is ON the server
changes
- New config value NetUpdateMaxNetSpeed. This limits the netspeed used when calculating player movements. Default is 10000 (default UT max net speed for > 16 players)
This is ON the server