Wises wrote:hey hey Mr loathesome
sorry to awaken you buddy
I mean by testing , is simply ignore the Accessed none errors from the client-logs, because all NewNet Server's have these , and timtim is leaving the accessed none's issues lastly.
try to rather see it from the average joe who never even new such a .log existed.. until now.. as yes it spits data into it 2-3 times a tick.
You just hit the nail on the head. But ignoring it is not the answer. Timtim should NOT leave those for last IMHO.
The sheer volume of those, is saturating the network traffic. (Bytes-in on the client)
Each accessed none error that reaches the client, is being sent by the server. Even if the server hardware is having
no problems handling the load, this has an adverse effect on everything, as the client will start dropping packets and
not displaying things due to network priorities etc.
In addition to that, each one is an indication of some code not working the way it should be. The negative results are cumulative.
If you search the archives, I have posted this before. I remember Ferali agreed with me.
This is what is/was causing the issue with the weapons being either invisible or only partially visible on the client side.
If the root cause (all those accessed nones) was fixed, that issue would probably disappear. Almost 99% sure of it.
Could be wrong. It has happened before.
Over the years, I have seen that exact same effect multiple times when I had broken stuff or just too much stuff running at once
on one of my servers.
I ran multiple servers 24/7 for 8 or 9 years before I even looked at UScript 3 or 4 years ago. Have been pushing the edge of how much
crap you can run on a UT server for a LONG time. Have had regulars on the servers from your side of the globe. Spent time tweaking
AS/DM/CTF servers so that a regular on dialup connection from north Canada would have the best experience possible.
Never have rented a server. I build them, install Linux, write the firewall etc. and install UTPG 4.40 linux release.
Ask Jack if setting up oldskool coop servers with multiple missions and mods like AKcoop/EXU etc is easy.
(I didn't get the Ecoop controller going on those until 2009. Before that it was just me tweaking ini files.)
I been doing that since day 2. (Dark Knight was #1 of course. 3 was third....
)
I have considerable admin experience, and a vague idea of how UT works... The RocketArena maps confused me a bit few weeks
ago, but I have figured out what was going on with them, and have a new gametype on the tip of my brain. Just need more time....
Re: Your server.
That is the same IP as I tried. 138.91.34.2 Port 7777
Can't ping it either.
You haven't blocked my IP address have you?
99.67.106.156
Same as my servers atm. I need to get off my ass and move a wire and tweak a router so my desktop is using a different IP.
I am lazy..... And it don't matter much really.
Sorry for the rambling reply and unsolicited UT Admin resume info.
This thread intrigued me, so I started thinking and drinking beer and typing.
Let us know what is up with the server IP, as that is the best way for me to provide any feedback without
the reverse engineering......
*Edit.
I will let others reply to the open source vs closed source issue there.
The first code I ever had "stolen" was back in 1984. Money code, not free public game scripts.
Wrote a system for some doctor that ran on an Atari 800XL. 8 bit computers. He turned around and sold it for more
than he paid me to write it to a bunch of other people right away. I had no contract or lawyer. Should have.
Never spent any time trying to hide or obfuscate any of my stuff for this reason.
If I can figure out how to hide it, somebody else can figure out how to un-hide it if they want to bad enough.
Waste of time to try. That's all I got to say on that topic atm.