UltimateNewNet

Discussions about server side mods.
medor
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Re: UltimateNewNet

Postby medor » Fri Dec 14, 2018 7:04 pm

Other way

http://medor.no-ip.org/index.php?dir=Se ... layers.zip

Delayed Loading Mutators aiming UT'99 games
Description: This is one of tools which I needed nowadays when UT game has way more options compared with past years. While maps needs fixes, in some of them run-time patching might takes time due to their insane load with actors crashing games at iterations limits, several actors/mutators initialized too early while map is not patched yet might do some funky effects around this problem when things accessed by them are going NONE resulting in stupid errors based on Accessing these Nones which at a moment might be critical and other time fill logs with some spam messages. In other case there are mutators which don't need to make a mess when level is being loaded, they can be loaded after 2-3 seconds without to cause any issue and without loading iterators which are defaulted when a Level is being loaded. We can fix Movers even after PreBeginPlay PostBeginPlay during first 2 seconds without having troubles by sending them into the right state and getting over old idea with InitialState prepared early. We can initialize a ScoreSaver without to start server with it, it can be loaded even later, and so on. Generally mutators which are not making a deal with game's initialization parameters might have a delay spreading the load from the begining and allowing a faster initialization. How do it Works: This is not really a big deal, mutator is creating an INI called DelayedMuts.ini if DelayLoadTime is found zero, usually when has no INI original delay is zero. In this ini file which can be created after first run or generating it using ”Preferences” Menu-Command we can list there 64 Actors/Mutators LaterMuts[0]=MAHelp.MATune LaterMuts[1]=ipToCountry.LinkActor LaterMuts[2]=SS.SS ... LaterMuts[63]= DelayLoadTime=3.000000 which needs to ”get late”. DelayLoadTime will be set in seconds using Sleep function available in a state code, yes, mutator uses a state code sleeping a bit before loading list. As a last option before releasing it I did a small fine tuning to the code and adding a log for figuring functionality. Log shows if something loaded in server did not screwed up mutator's state. A Real Sample: One of those nice maps called MH-LandsOfNapali doing pain when pawns were scanning routes to enemies made me to rewrite Paths Network in a more complete coverage and less load for Engine. This process takes visible time so... mutators based on Paths like Relics, SwarmSpawners, LessTele3 (trying preventing telefrag at match-start) might do some... not nice effects if they are initiated before completing newer Paths Network - screwing New Starts triggered in game. As result they can
be called later as long as they won't harm nothing when are loaded in post-patching stage, but not very late or else LessTele3 won't work after starting game and you can have original telefrag problem, mutator going useless. Tech Note: This mutator is done in two copies in case of usage for some multi-server when not all stuff has to be loaded all time, MonsterHunt is not really a DeathMatchPlus speaking about mutators used. If we take in account that these DelayerM mutators are not participating at game but they do a server task by loading others, they don't have to be placed as ServerPackages because this doesn't make any sense, but those from the list must be or not in ServerPackages accordingly - relics here. They can be used in MapVote's ini in a last position because aren't a high priority. Both of them will work in the same said INI file, there is not a need for a mountain of files after all

thiagoobr
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Re: UltimateNewNet

Postby thiagoobr » Sat Dec 15, 2018 4:49 pm

I did several test, and really the hammer is removing life, and without using newnet the hammer does not take life, has to fix it or can not use newnet in the bunny track....
Brazilian Server:
ip server 1.utbr.org:2017
ip server 1.utbr.org:2222
ip server 1.utbr.org:8888
ip server 1.utbr.org:5555

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Deepu
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Re: UltimateNewNet

Postby Deepu » Sun Dec 16, 2018 4:06 am

Try DisableWeapons

thiagoobr
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Re: UltimateNewNet

Postby thiagoobr » Sun Dec 16, 2018 2:55 pm

dont work....
Brazilian Server:
ip server 1.utbr.org:2017
ip server 1.utbr.org:2222
ip server 1.utbr.org:8888
ip server 1.utbr.org:5555

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Deepu
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Re: UltimateNewNet

Postby Deepu » Sun Dec 16, 2018 5:36 pm

What man check properly then report to me...

pingipongi
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Re: UltimateNewNet

Postby pingipongi » Mon Mar 04, 2019 5:34 pm

Hey, im wondering if tickfix2 is still necessary with UNN?Also can you push more than the recommended 65rates or is it not beneficial even with today's hardware and internet?

medor
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Re: UltimateNewNet

Postby medor » Mon Mar 04, 2019 5:50 pm

yes only windows
yes if the server can follow .... read all here http://unrealtournament.99.free.fr/foru ... p?f=9&t=85

netspeed is important to http://unrealtournament.99.free.fr/foru ... 377&p=1217

pingipongi
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Re: UltimateNewNet

Postby pingipongi » Mon Mar 04, 2019 6:07 pm

Thanks for the quick reply and for the links.


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