XC_Engine [20] - XC_Core [7b] - XC_IpDrv

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sektor2111
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Re: XC_Engine [15] - XC_Core [2]

Post by sektor2111 »

Higor wrote:It is a v15 dll, and it's surprisingly smaller.
This DLL has the same size 290816 bytes like previous v15, release is dated August 15 (a month ago) but indeed is different than previous v15. I don't understand what you mean smaller. I'll do some testing...

Edit: Looks functional except something new which I didn't see until this moment and was shocking me - This is only a freaking DM nothing special.
Flag_wtf.png
:what:
I gotta put back previous v15 in server and v13 in client. :|

Edit: Under Kragoth I could see written "Bot". I did not added anything in game-controller and neither in HUD. Any such useless change should be handled by booleans (disable/enable it), it was MBot after all...
Last edited by sektor2111 on Fri Sep 18, 2015 6:43 am, edited 2 times in total.
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Re: XC_Engine [15] - XC_Core [2]

Post by Chamberly »

I noticed that as well..^
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Re: XC_Engine [15] - XC_Core [2]

Post by Higor »

Ah shit, I uploaded the wrong DLL.
I had a .ZIP sitting there and put that one instead of the 7z file.
That's what happens when you don't enable file extensions being visible on windows.
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XC_Engine.7z
Real VS2015 build, lol.
(65.44 KiB) Downloaded 72 times
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Re: XC_Engine [15] - XC_Core [2]

Post by OjitroC »

Installed the new version of the DLL and got the following error
Spoiler
Log: Log file open, 09/18/15 15:29:17
Init: Name subsystem initialized
Init: Detected: Microsoft Windows NT 6.1 (Build: 7601)
Init: Version: 451
Init: Compiled: Mar 13 2004 09:44:24
Init: Command line:
Init: Base directory: C:\UnrealTournament\System\
Init: Character set: Unicode
Log: Bound to Engine.dll
Log: Bound to Core.dll
Log: Bound to Window.dll
Init: Object subsystem initialized
Init: Computer:
Init: User:
Init: Memory total: Phys=2097151K Pagef=4193791K Virt=2097023K
Init: Working set: 2000000 / 2000000
Init: CPU Speed=3051.330827 MHz
Init: CPU Page size=4096, Processors=2
Init: CPU Detected: PentiumPro-class processor (GeuinIntl)
Init: CPU Features: CMov FPU RDTSC PAE MMX KNI
Warning: Failed to load 'Class XC_Engine.XC_GameEngine': Failed to find object 'Class XC_Engine.XC_GameEngine'
Warning: Failed to find object 'Class XC_Engine.XC_GameEngine'
Critical: appError called:
Critical: Failed to find object 'Class XC_Engine.XC_GameEngine'
Critical: Windows GetLastError: Success. (0)
Exit: Executing UObject::StaticShutdownAfterError
Critical: UObject::SafeLoadError
Critical: UObject::StaticLoadClass
Critical: InitEngine
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 09/18/15 15:29:31
Previous versions have worked fine. I'm running UT on an iMac in a Wineskin Wrapper v2.6.0\Engine WS9Wine 1.7.28
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Re: XC_Engine [15] - XC_Core [2]

Post by sektor2111 »

Yep, the problem is/are. 2 DLL files are missing from an XP environment
- vcruntime140.dll - I have completed it;
- api-ms-win-crt-runtime-l1-1-0.dll - also completed.

But... Last this new api-crap-sh!t seems to refuse registering because some missing procedure, etc. Who the heck swallowed those procedures ? Yes, more procedures seems to be missing. Suddenly UT'99 cannot run without whatever ghosts.
[attachment=0]Incompatible.PNG[/attachment]
I won't post log because it's known but this is On-Screen Window message.

Edit: Probably time come for me to stop thinking at engine upgrades keeping last v15 as it was... :|
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Incompatible.PNG
Incompatible.PNG (5.41 KiB) Viewed 2516 times
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Re: XC_Engine [15] - XC_Core [2]

Post by Higor »

I see, VS is adding new dependancies.
I'll figure out a way to build for older targets.
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Re: XC_Engine [15] - XC_Core [2]

Post by sektor2111 »

To be honest I'm not smart. In my stupidity let me describe how I see things.

We have some EXE or DLL to execute calling a few internal procedures. In a new formula I was expecting those procedures improved working better and more reliable NOT CREATING new codes and new vulnerabilities. But this is one of M$ habits to fix a thing which ain't broken. Why to speed-up using simple things since we can make things more than screwed, See NetFrame4.00 - everybody were complaining about boot slow-downs and I still did not see any valid fix, but new C++ shite is using that by default for making "cute apps". This thing was running properly without adding "news". Suddenly won't work because we don't have 15432 new procedures ? Why do we need those ? New gates to drop data somewhere ? Meh...
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Re: XC_Engine [15] - XC_Core [2]

Post by Chamberly »

Yep... Windows 7 64 bit here.

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Clicked ok, it came up again then got this.
Spoiler

Code: Select all

Warning: Failed to load 'Class XC_Engine.XC_GameEngine': Failed to find object 'Class XC_Engine.XC_GameEngine'
Warning: Failed to find object 'Class XC_Engine.XC_GameEngine'
Critical: appError called:
Critical: Failed to find object 'Class XC_Engine.XC_GameEngine'
Critical: Windows GetLastError: The operation completed successfully. (0)
Exit: Executing UObject::StaticShutdownAfterError
Critical: UObject::SafeLoadError
Critical: UObject::StaticLoadClass
Critical: InitEngine
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 09/19/15 01:28:02
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Re: XC_Engine [15] - XC_Core [2]

Post by Higor »

Don't install the runtimes, the goal is to make it work without them :P
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Re: XC_Engine [15] - XC_Core [2]

Post by Chamberly »

Roger that. I thought that was going to be said. Didn't install it yet hehe.
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Re: XC_Engine [15] - XC_Core [2]

Post by Higor »

Alright then.
VC++6 doesn't work in this OS, and to run VS2015 apps you need the VC++ 2015 redist. > https://www.microsoft.com/en-us/downloa ... x?id=48145

I did build for the wrong target tho (I didn't select XP), but even when selecting XP, the 2015 redistributable is needed.
I don't see it as a big problem, any new game, app, whatever will prompt to install the new redist if needed, as it's always happened so I suppose that by 2016 more than half the users playing games will have it silently installed on their PC's.

BTW, that VCRUNTIME140.DLL is the replacement for what was called MSVCRTxxx.DLL.
So luckily it's just a matter of staying updated (still, i'm kinda sorry that i have to force most ppl to install a new runtime lol).

====================
Thinking ahead then, I'll test server and benchmark the VS2015 v15 DLL and see if everything is in order, maybe the octree runs faster... maybe replication is plain broken... we'll see.

====================
Everything in order then.

I think I'll review XC_IpDrv first, I like the idea of having UT serve as it's own redirect, just to add yet another option for servers.
I'll have it grab the compressed packages from the same folder they're running at so we don't need to move the compressed files.

Was also thinking with adding a '-update' command to the LZMACompress commandlet to prevent it from recompressing already compressed files.
So, pairing this with an internal file compressor on the server could literally make a server compress it's own packages (UZ and LZMA) and serve them via self HTTP redirect... and the server admin would only need to install XC_IpDrv (and maybe a XC_Core v3).
All of this... as long as the server is allowed to serve files via HTTP redirection (gotta implement a bandwidth cap, per-client and global).
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Re: XC_Engine [15] - XC_Core [2]

Post by sektor2111 »

Higor wrote:Don't install the runtimes, the goal is to make it work without them :P
I guess so...
However...
Higor wrote:...apps you need the VC++ 2015 redist. > https://www.microsoft.com/en-us/downloa ... x?id=48145
And it looks like now it do works. I'm still wonder if something is better or is just a "let's see if does work". I'm curious if XC_Engine can run more optimized properly using all CPU resources or nothing is mainly changed.

Tested
Server V15_VS2015 - Client V15_VS2015 - tiny red flag at a moment and a connection dropped in DM. Everything was fully functional in some MH2+. Looks like a nasty load is better handled...
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Re: XC_Engine [15] - XC_Core [2]

Post by sektor2111 »

...better hadled... but still not so bright. I still have been dropped even in MH/MH2 by this new compiled V15 - Client-side has still problems.

As I could see so far XC_Core + XC_Engine helps at LZMA even without to do setup in INI, just adding XC files, LZMA is properly triggered.
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Re: XC_Engine [15] - XC_Core [2]

Post by Higor »

What kind of drops are you having?

PD: Render code is a very tough nut to crack, and the ipdrv stuff was clearly not designed for large file sending.
Changes that appear to be very simple take too much mangling to fit into the current engine, will think this over.
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Re: XC_Engine [15] - XC_Core [2]

Post by sektor2111 »

Higor wrote:What kind of drops are you having?
During gameplay as I mentioned. V15 drops client randomly, connection is closed without any relevant log. It's rare indeed but it doesn't happen in V13.
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