XC-Engine / elevator issues

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sektor2111
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Re: XC_Engine megathread

Post by sektor2111 »

In a lot of posts I mentioned how hard is to build a server and sorting maps/mods - mindless releases, mindless hosting - maybe you will understand what I was trying to say. But... if you want we can start a bit of UScript "decryption" as long as I'm willing to help people to open eyes at reality instead of using "awesome map" language components, false at random...
iSenSe wrote: XC Game-Engine has no value at all for any server.
Correction: In any of YOUR server not in any of mine. As I can see you don't know these and you are not willing to learn. No problem...
Last edited by sektor2111 on Tue Jan 15, 2019 5:23 pm, edited 2 times in total.
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Re: XC_Engine megathread

Post by esnesi »

sektor2111 wrote:In a lot of posts I mentioned how hard is to build a server and sorting maps/mods - mindless releases, mindless hosting - maybe you will understand what I was trying to say. But... if you want we can start a bit of UScript "decryption" as long as I'm willing to help people to open eyes at reality instead of using "awesome map" language components, false at random...
Fine Mr Sektor.
You totally missed my point AGAIN btw.
Am i talking about building a server ?
Am i talking about sorting maps ?
Get your head straight.

Can you show me, where i mentioned ''awesome maps'' ?
Your assumption-policy is screwed up, and badly.
iSenSe wrote:Hmm, so let me get this clear.

With XC version 22 running on a server, classic maps like:
DM-1on1-flowX
DM-CItyzen

Are still having elevator issues. (Delays up and down)
So probably (assumption) those map designers used wrong UEditor commands for these elevators, which is why they are behaving badly.

Now, iam curious if this statement is correct:
So as a client, i have to use XC CLIENT in my UT, to NOT get these issues.
Or, all those bad maps have to be re-edited, is that right ?


As a admin, and assuming 80% of the players don't have XC CLIENT, i have to choose for the option NOT to use XC on my server installation.
So the mainstream player base can still enjoy these maps with correct behaving elevators.
You expect me to sit down with you?
You don't own any social skills.
You can't even type in a decent way.
Typing more wallofjibberish assuming everybody has UE knowledge.

Dream on.
Last edited by esnesi on Tue Jan 15, 2019 5:26 pm, edited 1 time in total.
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Re: XC_Engine megathread

Post by sektor2111 »

iSenSe wrote:You expect me to sit down with a social dumb ass like you ?
How old are you, btw, and what exactly can you do for this game ? No, you don't have to sit down, I did not ask that...
Writing big letters ? Because ? Is this a "social" skill ?
Last edited by sektor2111 on Tue Jan 15, 2019 5:28 pm, edited 1 time in total.
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Re: XC_Engine megathread

Post by esnesi »

sektor2111 wrote:
iSenSe wrote:You expect me to sit down with you ?
How old are you, btw, and what exactly can you do for this game ? No, you don't have to sit down, I did not ask that...
I am old enough to understand a question.
You apparently, are surely not.

Read my actual questions, and see if you gave a answer on them. (without any UE jibberish)
Your problem is Sektor, that you assume that everybody understands coding.
I work in IT, but don't have any coding knowledge.

Can you get that in your brain?

iam just dropping by to give you guys some map-problems with XC that we experience on our server.... :noidea
And iam expected to sitdown with you to fix every map ?
That for me, is a no go.
You know why ?
TIME.

Thats why i choose NOT to use XC.
And if my statement (which remains unanwerred) is correct, XC does not have any advantage on ANY server.
The admins will only face lift-errors in maps.
Plus admins are expected to sit down with you..
Mainstream playerbase DM/CTF/TDM/LMS does not notice anything different with OR without.
Hardcore MH/BT players might notice some fixes here and there, because they played the same maps 88 thousand times.

But i just think you don't get my point, or understand a single sentence what i am writing.
You're all fix-mode inside your head, and can only think UE parameters.
Last edited by esnesi on Tue Jan 15, 2019 7:07 pm, edited 3 times in total.
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Re: XC_Engine megathread

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iSenSe wrote:And iam expected to sitdown with you to fix every map ?
Umm... nope, some of them are just bug-free - not causing issues, others are... jerky in a way of saying based on various "methods" which I think even Barbie has described a bunch of times - MH is a good sample of a mountain of crap and the rest of games are not that far.
iSenSe wrote: Mainstream playerbase DM/CTF/TDM/LMS does not notice anything different with OR without.
True, as a sample, in a server without A.I., no one will see any A.I. improvement - which it's logic. The rest of Log errors showing that a server works fine or not are probably ignored by "mainstream" admins. And then, damage through movers is no longer accepted because this was XC goal, solving mover to work as OFF-Line - can be disabled where it's causing issues.
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Re: XC_Engine megathread

Post by esnesi »

sektor2111 wrote:
iSenSe wrote:And iam expected to sitdown with you to fix every map ?
Umm... nope, some of them are just bug-free - not causing issues, others are... jerky in a way of saying based on various "methods" which I think even Barbie has described a bunch of times - MH is a good sample of a mountain of crap and the rest of games are not that far.
iSenSe wrote: Mainstream playerbase DM/CTF/TDM/LMS does not notice anything different with OR without.
True, as a sample, in a server without A.I., no one will see any A.I. improvement - which it's logic. The rest of Log errors showing that a server works fine or not are probably ignored by "mainstream" admins. And then, damage through movers is no longer accepted because this was XC goal, solving mover to work as OFF-Line - can be disabled where it's causing issues.
You are working for the players that play offline against bots ?
Oke, now you won't see more input from me here.

Goodluck!
:loool: :loool: :loool:
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Re: XC_Engine megathread

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iSenSe wrote:You are working for the players that play offline against bots ?
Nope, XC prevented kills through movers ON-LINE.
I get the point, you did not read anything from XC document - assuming you don't like neither Higor's english.

If you like original damage through mover ON-LINE - an UT bug after all - then XC for you it's a wrong choice. This was initial target for XC_Engine if you would track it and read documents. There is explained what XC_Engine does.
Last edited by sektor2111 on Tue Jan 15, 2019 6:05 pm, edited 1 time in total.
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Re: XC_Engine megathread

Post by esnesi »

sektor2111 wrote:
iSenSe wrote:You are working for the players that play offline against bots ?
Nope, XC prevented kills through movers ON-LINE.
I get the point, you did not read anything from XC document - assuming you don't like neither Higor's english.
Dear Mr Sektor,

As i stated earlier:
iSenSe wrote:Yes, everything is ''explained'' in the documentation, but does a admin with no coding knowledge understand anything of it ?
.
I just host UT servers, because i like to do it.

BIG FAT LOL EDIT
how about this Sektor;
Ive degraded from XCGE v22 to v19.

FlowX and Cityzen Lifts are functioning correctly now. (no delay going up or down!!!)
You sure it's the mappers? :lol:

Curious if you can ''decently'' answer on that, without any jibberish.


aaaand iam out! :agree1:
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Re: XC_Engine megathread

Post by sektor2111 »

iSenSe wrote:Ive degraded from XCGE v22 to v19.
Already mentioned requirements for fine tuning at V22.
What I have: Servers v22 - client V21 (V22 do seems to stuck my client).
iSenSe wrote: Curious if you can ''decently'' answer on that, without any jibberish.
I think are explained lasts mover tweaks which can disabled in XC_Engine.ini but if you are just NOT READING anything then it's your problem. Maybe it's still not clear why reading is recommended. If you are only one of those "button-type-only" admins, then all explanations from documents toward INI settings might not worth wasting time. This is the first admin duty, checking and setting up INI files and understanding them, else that server it's only a cheap muppets show.
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Re: XC_Engine megathread

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sektor2111 wrote:Already mentioned requirements for fine tuning at V22.
What I have: Servers v22 - client V21 (V22 do seems to stuck my client).
I don't use XC on my client version of UT.
That's why i dropped my very first question in this topic.

These particular lifts are also bugging with XC v20/21.
If you guys both are assuming that>that ''documentation'' is read-able by admins with no UE knowledge... nvm. :?

It's just very very ashame that i have to correctly state;
Without XC on the server the clients don't have any problems at all with these lifts.
And that is why the need for XC on a server NOR client seems not needed for these reasons.
Last edited by esnesi on Tue Jan 15, 2019 6:36 pm, edited 1 time in total.
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Re: XC_Engine megathread

Post by sektor2111 »

Okay, then I'm taking a note that in some servers this XC_Engine is not good. Thanks for this information.
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Re: XC_Engine megathread

Post by esnesi »

You're welcome. :loool:

Remember: I added this to the server for more stability and security.
It gave: instability, and no difference in experience at all.
Besides lift-errors on maps ;-)

Choice is very easy that way, you can agree.

If you said:
thanks isense for the feedback, XCGE is WIP and we will take this on research
I would be very cool with that.

But it seems XC project takes the approach of re-editing all maps which gives errors, aint that unlogical, and very very time consuming?
Last edited by esnesi on Tue Jan 15, 2019 6:45 pm, edited 1 time in total.
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Re: XC_Engine megathread

Post by sektor2111 »

But I would like to see your XC_Engine.ini file how does it looks like...
iSenSe wrote: But it seems XC project takes the approach of re-editing all maps which gives errors, aint that unlogical, and very very time consuming?
You might not understand how many maps I tested and wasted time with them - without XC_Engine. Perhaps if I say that as average UT stuff in these trendy rating terms has 2.5 stars instead of 5 stars you'll get me wrong.
Last edited by sektor2111 on Tue Jan 15, 2019 6:50 pm, edited 1 time in total.
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Re: XC_Engine megathread

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sektor2111 wrote:But I would like to see your XC_Engine.ini file how does it looks like...
Sure man.
It's out of the box:

Code: Select all

[GeneralConfig]
XCGE_Actors_Description[0]=This list contains subclasses of XC_Engine.XC_Engine_Actor to be spawned
XCGE_Actors_Description[1]=The main XC_Engine_Actor will call XC_Init() on these actors before InitGame()
XCGE_Actors_Description[2]=The : symbol indicates that a certain package has to be loaded as condition
XCGE_Actors=Unreali:XC_Engine_UT99.XC_Engine_UT99_Actor
XCGE_Actors=s_SWAT:XC_Engine_TOs.XC_Engine_TOs_Actor

[XC_Engine.XC_ConnectionHandler]
DatalessTimeout=5.000000
CriticalTimeout=2.000000
CriticalConnCount=10
ExtraTCPQueries=2

[XC_Engine.XC_ServerActor]
MaxBadLoginAttempts=100
LoginTryAgainTime=4.000000
bKickAfterMaxLogin=False
bNexgenAdminLogin=True
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Re: XC_Engine megathread

Post by sektor2111 »

Eh... the most of boolean values are False because they do not even exist, if values are False (none) then figuring no changes in functionality it's very logic. Edit ::: Else if they are all True (did not check all details right now) you might need to disable bFixMoverTimeMP because this one might change a bit mover's behavior, if you are not using Looong lifts/trains, etc.
Let me sample an extended configuration:

Code: Select all

[GeneralConfig]
XCGE_Actors_Description[0]=This list contains subclasses of XC_Engine.XC_Engine_Actor to be spawned
XCGE_Actors_Description[1]=The main XC_Engine_Actor will call XC_Init() on these actors before InitGame()
XCGE_Actors_Description[2]=Condition types and corresponding parameter:
XCGE_Actors_Description[3]=- ACTOR >> Always spawn this actor.
XCGE_Actors_Description[4]=- PACKAGE:PACKAGENAME:ACTOR >> Spawn if package is loaded.
XCGE_Actors_Description[5]=- CLASS:CLASSNAME:ACTOR >> Spawn if class is loaded.
XCGE_Actors_Description[6]=- ACTORCLASS:CLASSNAME:ACTOR >> Spawn if level has actor of this class (IsA) /slow!!/.
XCGE_Actors_Description[7]=- GAMECLASS:CLASSNAME:ACTOR >> Spawn if GameInfo is of this class (IsA).
LastVersion=22
bFixBroadcastMessage=True
bPatchUdpServerQuery=True
bSpectatorHitsTeleporters=True
bListenServerPlayerRelevant=True
bSpawnServerActor=True
bFixMoverTimeMP=True
bChgPreLogin=True
bChgPostLogin=True
bWeaponTweak=True
bChgPlServerMove=True
bChgMutate=True
bChgLaggers=True
bChgLoginAttempts=True
bTweakMoverTrgControl=True
bChgTeamSay=True
bChgViewClass=True
bChgViewPlayer=True
bChgGetWeapon=True
bChgPrevItem=True
bUseMultiGunFix=True
bChgFindInventory=True
bChgPawnTraceShot=True
bChgViewPlayerNum=True
bChgGameInfoKills=True
bChgAddMutator=True
bChgOtherWeaponStuff=True
bDecorationTweaks=True
bFixDripGenerator=True
bChgDMStuff=True
bChgTDMStuff=True
bChgSummon=True
bChgBotOrders=True
bChgVoicePackTweak=True
bChgTournamentWeapon=True
bChgRocketTick=True
bChgMinigunRateSelf=True
bChgTriggers=True
bNoNavRestrictions=True
bChgMonsterSetEnemy=True
bChgMonsterMeleeAttack=True
bChgMonsterRoaming=True
bChgMonsterSetHome=True
bChgQueenBattling=True
bChgMonsterRangedAttack=True
bChgMercSpray=True
bChgStupidRabbit=True
bChgBerserkerWTDN=True
bChgTrooperBegin=True
bChgBruteProjectile=True
XCGE_Actors=PACKAGE:Unreali:XC_Engine_UT99.XC_Engine_UT99_Actor
XCGE_Actors=PACKAGE:s_SWAT:XC_Engine_TOs.XC_Engine_TOs_Actor
XCGE_Actors=CLASS:SCFActor:XC_Engine.SCF_Disabler

[XC_Engine.XC_ConnectionHandler]
DatalessTimeout=5.000000
CriticalTimeout=2.000000
CriticalConnCount=10
ExtraTCPQueries=2
...
Version21 has an add-on configurable posted in forum - it's not that compatible with V22 - not all these values are original, I added options for disabling what I don't need. This is for V22 but I won't put anything in public until 22 is stable, that one posted for v21 it's fine so far. It's about U files for XC_Engine which have configurable options in this INI file - my package. Higor has less options in original release, but I don't see anything in your INI toward boolean used to be TRUE and then... they are False if they do not exist. With this False, improvements controlled by these bool things are unavailable.
At security by example, that "adminlogin" which you have allows 100 attempts and... then does nothing, Kick...=False.

Edit: As a recall about previous versions. Higor had some of these tweaks True by default. If that Mover tweak is original True and this is causing delays and "effects" you might want to turn it off by declaring it False - but first you need to Complete Your INI-s as should because that is a miss-configuration.
Last edited by sektor2111 on Tue Jan 15, 2019 8:19 pm, edited 1 time in total.
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