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General discussion.

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Treloar
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Post by Treloar » Mon Dec 24, 2018 8:37 am

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Last edited by Treloar on Tue Oct 22, 2019 3:52 pm, edited 1 time in total.

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Amy Infless
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Re: Server issues

Post by Amy Infless » Mon Dec 24, 2018 6:19 pm

Joey's RPG Invasion Server - MonsterMadness-RPGInvasionServer... where is the difference... ??

excpet for who "owns" the SERVER "now" and who "owns" the crypted ut-inv-"software" on that server...

but since you never ever read and/or answer any answers to your comments...

well and for the lag, there is non to me...

and like joey said very pi$$ed long time ago: you telling me there is lag, are you sure YOU are NOT the reason for the lag?

ats
Do not try kill THIS bug !!! ->Image Your monitor may not like it...

Those who correct my English will be shot! Survivors will be shot again!

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Treloar
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Post by Treloar » Mon Dec 24, 2018 7:29 pm

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Last edited by Treloar on Tue Oct 22, 2019 3:52 pm, edited 1 time in total.

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B3RT
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Re: Server issues

Post by B3RT » Tue Dec 25, 2018 6:22 pm

It's packet loss, I've been getting it also. Others have too. It starts around wave 7 or the soldier wave as I call it, it always begins on waves with them, my computer loses sync with the server and I have to reconnect to fix it, you may want to have a look at how these waves are tuned. As a side note, it gets a lot worse when many bunkers/houses/tents are also spawned, I've been watching for a while trying to figure out which is responsible but I have been unable to nail it to a single problem. However, the waves with the, "Russians" as people call them are definitely the trigger and additional engineering spawns make the problem far worse. A lot of sounds play when these spawn en mass and of course these have to be transmitted in packet form, I don't know enough about networking to say if this is the problem but it could be a contributing factor.

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Amy Infless
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Re: Server issues

Post by Amy Infless » Tue Dec 25, 2018 9:50 pm

he talks on gameserver about his altfire mouse not working. if playing on the server means he is destroying
his equipment at home, yeah, then im really sure it MUST BE the servers fault when his altfire-mouse-button is dying.
at least i guess so since he is not talking about what HIS "lag" looks like. if he is only playing with weapons that cause a lot of
gfx-spam like particle-gun or combat shotty, then with his high ping beeing from australia if i remember right
and just the littlest ammount of packetloss theres no wonder if he has those troubles...

Image
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the packetloss is another thing, if things start to disappear, that problem has a very long history.

a player gave me a hint long time ago, but i wasnt really paying attention, since hes one who i ignore more or less,
and later when it comes to that packetloss-problem again i recogniced then what he wanted to say.

so the thing is i dont remember if its a windows- modem- or router-setting, but i do remember
only "newer" stuff have that setting, and its something like how the route from you to the game-server
should be running: "direct shortest way at all cost" [enabled/disabled/yes/no], even when it means
your data have to go through overloaded server-nodes (bottlenecks) and with that YOU ACCEPT
datas getting late (out of sync) or getting lost (packetloss).
or same setting like "enable optimal bypass routing", even when it means the route is getting longer,
with that you accept ping is getting higher a bit but you will notice less lag.

guess from the way explaining this its more a router setting. my old machine and cable-modem dont have these
settings, but also i have less of that lag-problems since i maybe tweaked my ut2k4 very well with some settings
or im playing mostly at times when theres not much traffic between germany/usa....


btw, wikipedia has an interesting articles about packetloss, explaining some differences etc...
also things like "incremental packages", meaning the stuff that is allways the same will not be sended EVERY package,
only "new stuff" like player/monster is now changing direction/weapon/starting to fire will be sent...

its to much technical data for me, maybe you understand that better. but from what i understand its the same
like me telling about bottlenck-problems on the path between you and gameserver.

also, did you know most players think they have a single line/cable "directly" from player to gameserver without any serversnodes between??? really... stupid thinking... try tracerouting your connection is all i say...

open console, run CMD, enter "tracert 204.11.33.157" and you will see yourself where the problems are...



ats
Do not try kill THIS bug !!! ->Image Your monitor may not like it...

Those who correct my English will be shot! Survivors will be shot again!

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Re: Server issues

Post by B3RT » Wed Dec 26, 2018 6:19 am

Could be something different on his end, but what I am seeing is very real, everything becomes blank on certain waves and the only way to get it back is to reconnect. It never used to do this but in recent weeks it has become exceptionally bad, I've tried rerouting my connection through my VPN service through servers in many different countries but to no avail. I heard damage to an underseas carrier cable may be the cause as running a trace shows no issues. I suspect the tick rate may have something to do with this as I tend not to get this packet loss problem when I play on the server alone.

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Amy Infless
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Re: Server issues

Post by Amy Infless » Wed Dec 26, 2018 10:20 am

if you talk about tickrate, you probably mean that:

viewtopic.php?f=10&t=2117&p=20170&hilit=tick#p20170


as for the disappearing things or like you say it, when it started to be blank, that problem is for me as old as the server.
difference is, i stopped complaining about that since bad connections/routing cant be fixed.

also dis/reconnecting solves the problem only temporary. if you play longer, then the problem will be back.
and on bad days/times you cant try dis/reconnecting 5 times per map, after 1-2 waves "running all well" it suddenly
starts to be crap and "blanking out" again.

if i use traceroute i often wonder why my connection runs in circles, like going from frankfurt/germany not directly to usa, instead the way is via prague/hungary -> paris/france ->back to frankfurt/germany -> usa

this makes often no sense to me. also if i have these problems, its mostly a server in chicago in my traceroutelist,
that looks like its overloaded and killing my gameplay with disappearing stuff. as long "i" cant fix THAT server, as long i can
try every thing i want, it wouldnt help...

except for that bypassing settings in modern modems/routers or w/e it is that can be enabled to hopefully solve
that problem.
i dont have that so i cant tell..



and playing alone, well. you can test it yourself offline. use a mutator that enables 1000 shot per seconds, then use
cutterblades or massive bio-spreadings and look what happens... ut2k4 isnt really made for handling trillions of visible
slowmoving longlasting "bullets". now spawn 20 bots and give them the same weapons... every bullet, every direcion
change, every impact on ground/wall/player or reflection need to be sent at the same time "in one packet" .
if evry now and then a packet get lost when you play solo on server, you might not really recognice that
if it starts getting wild with a handfull players only using massive spam weapons and a lot of monsters
it starts very often getting that kind of "disappearing lag".
i mean, play in matrix alley with 3-4 players all using bio+superforce+2spreads or all using cloned particleguns in
that map, doesnt need long till someone cries "laag".
now play the same map from beginning everyone holding a wand. only in last waves you might recognice small lags...

beam weaponfire -> fast disappearing -> no lag
particles weaponfire -> slower moving till it hits something -> till it reflects -> then moving again -> till it reflects again
or hit something -> and this 3-4-5-times, and while these particles are "moving", you massively spam new particles doing the same. it went all so slow....

use particles in supersmall maps like training day or gael and you will not recognice that problem...

ats
Do not try kill THIS bug !!! ->Image Your monitor may not like it...

Those who correct my English will be shot! Survivors will be shot again!

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Treloar
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Post by Treloar » Wed Dec 26, 2018 10:16 pm

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Last edited by Treloar on Tue Oct 22, 2019 3:52 pm, edited 1 time in total.

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Mobster
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Re: Server issues

Post by Mobster » Thu Dec 27, 2018 10:16 am

Yeah there are various bugs, and issues with the server.

The people who might be able to address any of that, simply aren't around anymore to do so. Nor are they interested in having anyone else take the reigns.

Unfortunately the experience on the server will stand as is for the foreseeable future.

Hope everyone had a nice Christmas, and I wish you all a Happy New Year.
Mob
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Re: Server issues

Post by B3RT » Thu Dec 27, 2018 1:13 pm

That's exactly right, it was not originally designed this way which is why this is happening. It's called a tick rate, a measurement of time like any other which the game relies upon to function, if you look at mutator coding you will see it used everywhere.

Normally the server and client tick rates operate in sync but if the servers tick is forced above or below your own due to mass spawns/sounds playing weapons firing/visuals. Etc, you will lose sync and get this packet loss problem, reconnecting forces a resynchronisation which solves the problem until it goes out of sync again. With me alone, these things are dying slower as you say, and therefore respawning slower. (I don't build loads of structures and spam the particle alto fire mode every map either.)

This will be why it always seems to happen on waves with the soldiers/bandits, too much going on for this old engine. Like running one extension lead off another, then another off that, then another off that and so on in order to get more stuff than intended running on a single ring main phase, it can't handle it so it will keep tripping out the breaker on the main consumer unit and you will constantly get voltage drops where you lose power momentarily, this is what my packet loss is the equivalent of. Re-tuning these waves would be the only way to solve it, but as Mobster says there is no one around to do that any more.

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