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

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Re: XC_GameEngine [build 8 - Faster upload - MH related fixe

Post by RocketJedi »

seems stable and working well on out MH server our multi game server, BT server and RX test server.

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Re: XC_GameEngine [build 8 - Faster upload - MH related fixe

Post by sektor2111 »

Qwerty wrote:seems stable and working well on out MH server our multi game server, BT server and RX test server.
Yes, the rest of stuff did not cause troubles. Now I understand what was a dude saying: "No risk destroying" here I think I was the evil one at a moment but I couldn't imagine that engine won't help my action, bDeleteMe and Destroy seems to cause the same issues when get called in PostBeginPlay - neither in PreBegin not helped too much. It might be a risk if actor pending removal is touching an actor initializing physics later or in next moment some physics are about to be changed touching that... nasty one in removal process. I must note this issue to avoid it completely. Anyway seems to happen in such Miam like map which cannot be ended in other MH2 like versions, :P. Also looks like contains aprox. 4687 actors, I'm not curious how goes a "foreach AllActors" in this case.

Edit: But I got an idea in how to get rid of nasty stuff without destroying and without taking place (based on a wrong move done by me). Collision = 0 in all cases, including no collision to world. Perform Physics Falling and a velocity.z not very strong in a random direction. Enjoy them vaporized and out of any encroach with Pawn or Projectile or Chunk, LOL - cya in heaven :mrgreen:
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Re: XC_GameEngine [build 8 - Faster upload - MH related fixe

Post by Wises »

installed this today and am very impressed with the file sending for non redirected files.
is it possible to have the engine check each consecutive file on redirect rather then send all files from the non-re-directed file to the end of packages ?
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Re: XC_GameEngine [build 8 - Faster upload - MH related fixe

Post by jay2 »

- bFasterUpload (bool) (config) (default=true)

How much faster is this?
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Re: XC_GameEngine [build 8 - Faster upload - MH related fixe

Post by Wises »

not sure as everything is set to default.. but I downloaded some 52 files in little under 3-4minutes with no redirects which was 150x's faster then default game.engine
~ file sizes ranged from 10kb - 10Mb and averaged at around 2-3Mb in size ruffly.
its not lightning fast or as fast as a redirect however its still fast enough to not put clients off joining servers with (a lot of downloads / server packages) not redirected.

prior to installing this I moved all non-redirected files to end of ServerPackages list.. and this compliments it beautifully!

just this feature in itself SELLS this mod easily!

not sure if 1,000,000 (netspeed) is the limit.. (default) noticed the (config) parameter in the readme which leads me to believe that it could be set higher??? 2-3mil?

well done Higor.. keep up the awesome job :)

will emphasize on the obvious once more which is detailed below.

when the server encounters the first non redirected file.. it then sends every file from the server itself .. which is undesirable .. ideally the server should only send non redirected files via this method and all-other files via redirect server..

understand if this cannot be done due to the limitations of the engine , but is still a vast improvement indeed.

iam using ut-files.com redirect currently.. but this by itself could do wonders..

wondering if there is any noticeable lag issues if multiple clients are downloading from server simultaneously.. and what kind of issues may arise (for other players) if 2-3 new visitors commence downloading.

also .. what is this auto-cache converter?.. does it automatically convert cache files to blah.uxx and move to folder or?..

the test server in question is here: http://333networks.com/ut/191.239.177.27:7778
Last edited by Wises on Fri Feb 06, 2015 12:06 am, edited 1 time in total.
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Re: XC_GameEngine [build 8 - Faster upload - MH related fixe

Post by SC]-[WARTZ_{HoF} »

I had tested this out on my home gameservers and it just didn't work out. I've yet to try it on our nfo gameserver.
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Re: XC_GameEngine [build 8 - Faster upload - MH related fixe

Post by Chamberly »

Post some errors or something?
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Re: XC_GameEngine [build 8 - Faster upload - MH related fixe

Post by Wises »

SC]-[LONG_{HoF} wrote:I had tested this out on my home gameservers and it just didn't work out. I've yet to try it on our nfo gameserver.
did you test on version 8 (Latest build)

@Higor ,

re;

Code: Select all

These are a few samples of XC_GameEngine settings.

- Disable the Timing Fix if you're running TickFix, SCF or a custom launcher that fixes timing.
--- We're assuming that servers that run gametypes without monsters will install all this crap.
- Use the map sorting functions if you need to fix your mapvote.
- Copy ServerPackages and ServerActors from your Engine.GameEngine block
- bFasterUpload (def=true) should be set to False if your server has a 100% working redirect.


Client:
[XC_Engine.XC_GameEngine]
bCacheConvertAtJoin=True
bFasterUpload=True
;ServerPackages=
;ServerActors=

Siege server:
[XC_Engine.XC_GameEngine]
bDisableTimingFix=True
bFasterUpload=True
NoBrushTrackerFix=CTF-Niven
NoBrushTrackerFix=CTF-'uK-Simplex][
NoBrushTrackerFix=CTF-Niven][
; Add any other maps where doors make it unplayable
;ServerPackages=
;ServerActors=

CTF/DM/TDM/AS server:
[XC_Engine.XC_GameEngine]
bDisableTimingFix=True
bFasterUpload=True
;ServerPackages=
;ServerActors=

Coop server:
[XC_Engine.XC_GameEngine]
bSortMaplistByFolder=True
bAutoTravelManager=True
bFasterUpload=True
;ServerPackages=
;ServerActors=

MH server:
[XC_Engine.XC_GameEngine]
bSortMaplistGlobal=True
bFasterUpload=True
;ServerPackages=
;ServerActors=
hows this work ?.. do we put all Actors/Packages including IpServer? into XC_.ini or?

also notice that there's like separate sections for DM / AS / MH etc..

??

I didn't do any of this.. will it allow files to download faster then they are already or?
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Re: XC_GameEngine [build 8 - Faster upload - MH related fixe

Post by Chamberly »

Wises, this is the original how the engine run on this entry:
Spoiler

Code: Select all

[Engine.GameEngine]
CacheSizeMegs=96
UseSound=True
ServerActors=IpDrv.UdpBeacon
ServerActors=IpServer.UdpServerQuery
ServerActors=IpServer.UdpServerUplink MasterServerAddress=unreal.epicgames.com MasterServerPort=27900
;ServerActors=IpServer.UdpServerUplink MasterServerAddress=master0.gamespy.com MasterServerPort=27900
;ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.mplayer.com MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.333networks.com MasterServerPort=27900
;ServerActors=UWeb.WebServer
ServerPackages=SoldierSkins
ServerPackages=CommandoSkins
ServerPackages=FCommandoSkins
ServerPackages=SGirlSkins
ServerPackages=BossSkins
ServerPackages=Botpack
ServerPackages=MultiMesh
ServerPackages=Relics
ServerPackages=EpicCustomModels
ServerPackages=TCowMeshSkins
ServerPackages=TNaliMeshSkins
ServerPackages=TSkMSkins
Now, for the XC Game Engine Entry, it need it's own.
Spoiler

Code: Select all

[XC_Engine.XC_GameEngine]
MinClientVersion=432
UseSound=True
CacheSizeMegs=96
bSortMaplistGlobal=False
bSortMaplistByFolder=False
bDisableBrushTracker=False
bDisableTimingFix=False
bCacheConvertAtJoin=False
ServerPackages=SoldierSkins
ServerPackages=CommandoSkins
ServerPackages=FCommandoSkins
ServerPackages=SGirlSkins
ServerPackages=BossSkins
ServerPackages=Botpack
ServerPackages=MultiMesh
;ServerPackages=Relics
;ServerPackages=EpicCustomModels
;ServerPackages=TCowMeshSkins
;ServerPackages=TNaliMeshSkins
;ServerPackages=TSkMSkins
;ServerPackages=NexgenCC
;ServerPackages=Nexgen112N
;ServerPackages=NexgenClientsideExtensions112NMHA
;ServerPackages=NexgenPlus100N
;ServerPackages=MHCheckPoints
ServerActors=IpDrv.UdpBeacon
ServerActors=IpServer.UdpServerQuery
ServerActors=IpServer.UdpServerUplink MasterServerAddress=master.333networks.com MasterServerPort=27900
ServerActors=IpServer.UdpServerUplink MasterServerAddress=unreal.epicgames.com MasterServerPort=27900
;ServerActors=IpServer.UdpServerUplink MasterServerAddress=master0.gamespy.com MasterServerPort=27900
;ServerActors=UWeb.WebServer
;ServerActors=Nexgen112N.NexgenActor
;ServerActors=NexgenServersideExtensions.NSEMain
;ServerActors=NexgenPlus100N.NXPMain
;ServerActors=NexgenSendToWebsite112N.STWMain
This is just my client side entry in UT.ini. But you will see the idea what to do here.
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Re: XC_GameEngine [build 8 - Faster upload - MH related fixe

Post by Wises »

oh lol interesting.

here is a server I setup which I only changed the engine.engine to engine.xc_engine and nothing else.
[url]unreal://191.239.177.27:7778[/url]
http://333networks.com/ut/191.239.177.27:7778

I have disabled the redirect and the server just sends files.. (faster) then normal..
lol I thought that was all i had to do.

if you could test and let me know if this is the case or not..

this server is old and needs update , was just quick to setup for testing purposes.
thanks for help ;)
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Re: XC_GameEngine [build 8 - Faster upload - MH related fixe

Post by SC]-[WARTZ_{HoF} »

Without looking at logs my best guess is its got to do with the redirecting files from the server and not the redirect since with my setup I have to keep AllowDownloads=True with MaxDownloadSize=0(might have something to do with the gameserver and the redirect being both windows based). But we did have an issue on the MH server where a particular map kept restarting repeatedly but my clients finally gave up trying to play on the server at that point. I will ask if they recall the map it was crashing on.

A link to a topic about the effects of the XC_GameEngine was doing to one of the custom weapons we use on my DM server. http://hofgamingclan.com/forums/viewtopic.php?f=15&t=65
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Re: XC_GameEngine [build 8 - Faster upload - MH related fixe

Post by Wises »

interesting ..

I just setup a couple of local servers windows and install XC onto them.. then connected via LAN and the same speeds I get from above server I got locally.

I did have a weird 'hang' where it was waiting for something client side I assume but then it hiccupped and started downloading the Map happily.
the map was DM-Deck16-Scrag.unr (something like that)

... don't think it was the map although and was running UT via launch.ini / .exe which is the 'Multi core patch'.

@Chamberly ..

so renaming [engine.engine] could possibly do this in theory.

also interesting will test later.
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Re: XC_GameEngine [build 8 - Faster upload - MH related fixe

Post by UT99.org »

billybill wrote:That shockball is from KRID's EUT Source re-code work?
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Re: XC_GameEngine [build 8 - Faster upload - MH related fixe

Post by SC]-[WARTZ_{HoF} »

billybill wrote:That shockball is from KRID's EUT Source re-code work?
Actually the shockball is from blackcheetah's UT2004 Extreme Weapons for UT99 http://www.moddb.com/mods/ut2004-models-v2-extreme

I adopted the shockball effects for my UTEW_ShockRifle http://hofgamingclan.com/forums/viewtopic.php?f=18&t=16

Krid saw this and immediately got in contact with me about his goal with his UTEP project.
I'm currently helping him with his UTEP project by re-texturing the default weapons with high res skins.
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Re: XC_GameEngine [build 8 - Faster upload - MH related fixe

Post by Chamberly »

Wises wrote:@Chamberly ..

so renaming [engine.engine] could possibly do this in theory.

also interesting will test later.
You didn't need to rename it, but that's up to you. I leave it in my UT.ini just incase I need to debug something. Which is also why I also leave in this:
Spoiler
[Engine.Engine]
GameRenderDevice=D3D9Drv.D3D9RenderDevice
AudioDevice=Galaxy.GalaxyAudioSubsystem
NetworkDevice=IpDrv.TcpNetDriver
DemoRecordingDevice=udemo.uDemoDriver
Console=XConsole.XConsole
Language=int
;GameEngine=Engine.GameEngine
GameEngine=XC_Engine.XC_GameEngine

EditorEngine=Editor.EditorEngine
WindowedRenderDevice=SoftDrv.SoftwareRenderDevice
RenderDevice=GlideDrv.GlideRenderDevice
DefaultGame=Botpack.DeathMatchPlus
DefaultServerGame=Botpack.DeathMatchPlus
ViewportManager=WinDrv.WindowsClient
Render=Render.Render
Input=Engine.Input
Canvas=Engine.Canvas
CdPath=D:
RunCount=6262
If I happen to end up playing on any server that have Anth Checker, I can swap em around.

GameEngine=Engine.GameEngine
;GameEngine=XC_Engine.XC_GameEngine

Which I usually play them on a weekend when I'm not busy from work for clan matches and stuff. :)
also .. what is this auto-cache converter?.. does it automatically convert cache files to blah.uxx and move to folder or?..
As it said in first post:
- bCacheConvertAtJoin (bool) (config) (default=false)
Copy and rename cache files from current server into it's corresponding system paths.
also notice that there's like separate sections for DM / AS / MH etc..
As in the latest download (8) it shows you in the document what they can be used for. Just copy and past those and copy the rest of the other info and paste (as from Engine entry section, include serverpackages and serveractors.) Hopefully you aren't confused anymore.
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