UTComp

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pooty
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Re: UTComp

Post by pooty »

On Server. EnhNetcode is enabled, off by default unless you enable as player. If you have low ping you likey don't need it.
PawnCollisionHistoryLength=0.150
PingCompensation2 is loaded on server but not active.
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captainsnarf
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Re: UTComp

Post by captainsnarf »

Awesome, thanks Pooty!
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Enyo
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Re: UTComp

Post by Enyo »

Be interesting to see how this goes… every time you guys turn off ENC server wide the lag goes away. Maybe having it off by default for everyone will help.
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captainsnarf
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Re: UTComp

Post by captainsnarf »

I noticed ENC was off, so I went ahead and turned it on. PawnCollisionHistoryLength=0.150
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pooty
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Re: UTComp

Post by pooty »

Yes, I had to update the UT2004.ini file..

I noticed from last night, really no lag except a little for me on Minus-KS. But the CPU use was pretty good, we only had 20 players max, but CPU was pretty much all under 30%. Hopeful the change we made will scale up to 32 players.
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McLovin
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Re: UTComp

Post by McLovin »

The UTComp version of the scoreboard popped up again for me last evening. Not sure why or what I did to have it do that. It did go away and back to the default scoreboard. I think the initial conditions were I joined playing while other players were on the server doing RedPlanet.
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Enyo
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Re: UTComp

Post by Enyo »

McLovin wrote: Wed Dec 07, 2022 8:53 am The UTComp version of the scoreboard popped up again for me last evening. Not sure why or what I did to have it do that. It did go away and back to the default scoreboard. I think the initial conditions were I joined playing while other players were on the server doing RedPlanet.
I’ve noticed the UTcomp scoreboard sometimes shows up right before a match begins, but once the match starts the scoreboard reverts back to the default UT version.
“Never argue with stupid people, they will drag you down to their level and then beat you with experience.”
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pooty
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Re: UTComp

Post by pooty »

Been seeing a bunch of these messages in the logs

Code: Select all

Warning: SpawnActor failed because class Pawn is abstract
ScriptLog: Couldn't spawn player of type UTCompOmni.UTComp_xPawn at ONS-SlatedWorld-BigAl-V2.PlayerStart76
Not sure if that matters.
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captainsnarf
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Re: UTComp

Post by captainsnarf »

I'm not really sure what it means. That message comes from GameInfo->RestartPlayer() method.

Code: Select all

    function RestartPlayer( Controller aPlayer )

    //... some stuff here...

    if ( aPlayer.PawnClass != None )
        aPlayer.Pawn = Spawn(aPlayer.PawnClass,,,StartSpot.Location,StartSpot.Rotation);

    if( aPlayer.Pawn==None )
    {
        DefaultPlayerClass = GetDefaultPlayerClass(aPlayer);
        aPlayer.Pawn = Spawn(DefaultPlayerClass,,,StartSpot.Location,StartSpot.Rotation);
    }
    if ( aPlayer.Pawn == None )
    {
        log("Couldn't spawn player of type "$aPlayer.PawnClass$" at "$StartSpot);
        aPlayer.GotoState('Dead');
        if ( PlayerController(aPlayer) != None )
			PlayerController(aPlayer).ClientGotoState('Dead','Begin');
        return;
    }

    // .. more stuff ...
First spawn fails, then I guess 'GetDefaultPlayerClass(aPlayer)' is returning " class'Pawn' "

It tries to spawn class'Pawn' and gets
Warning: SpawnActor failed because class Pawn is abstract
Since that failed you get the next log error
log("Couldn't spawn player of type "$aPlayer.PawnClass$" at "$StartSpot);
The first spawn fails, causing these two log messages, but why did that fail? My guess is there was something blocking at that location. Maybe playerstart76 is inside geometry or there was a vehicle on top of it or something.
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pooty
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Re: UTComp

Post by pooty »

Maybe playerstart76 is inside geometry or there was a vehicle on top of it or something.
Yeah that wouldn't be cause for concern typically it happens.
Can't seem to find any other errors in the logs that might indicate a crash imminent.
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