UTComp

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captainsnarf
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Re: UTComp

Post by captainsnarf »

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
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pooty
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Re: UTComp

Post by pooty »

I'll load it on the server tomorrow morning.
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Re: UTComp

Post by pooty »

On server
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captainsnarf
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Re: UTComp

Post by captainsnarf »

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

Code: Select all

NewNetUpdateFrequency=200
PingTweenTime=3.000000
PawnCollisionHistoryLength=0.350000
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Re: UTComp

Post by pooty »

On the server, updated parameters.
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Re: UTComp

Post by captainsnarf »

thank you sir! hopefully this works
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Re: UTComp

Post by captainsnarf »

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).
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pooty
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Re: UTComp

Post by pooty »

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:

Code: Select all

NewNetUpdateFrequency=60
PingTweenTime=4.000000
PawnCollisionHistoryLength=0.150000
Although I think we upped the NewNetUpdate. But we didn't change these:

Code: Select all

MinNetUpdateRate=60.000000
MaxNetUpdateRate=105.000000
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.
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captainsnarf
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Re: UTComp

Post by captainsnarf »

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'.

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);
}
That is used in the ReplicateMove function, which sends move updates to the server. It's only used for enhanced net code also.

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;
            }
        }
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.
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captainsnarf
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Re: UTComp

Post by captainsnarf »

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
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