XVehicles (Network play) (VCTF, VMH for UT99)

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How you play in XVehicles?

Multiplayer and local play
7
30%
Only Multiplayer
8
35%
Only local play
6
26%
Not play
2
9%
 
Total votes: 23

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darkbarrage99
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by darkbarrage99 »

Buggie wrote: Wed Jul 27, 2022 2:21 am Not exactly get your point. v42 cause low fps, when v41 - no?
If so need more details. Maybe even test case.
Correct. I'll see what I can do when I have time.
Eternity
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Eternity »

darkbarrage99 wrote: Wed Jul 27, 2022 2:14 am I'm also having huge framerate problems, but my issue is running a larger map with bots. deleted large parts of the map with odd geometry and same results. reinstalled v41 to confirm and it fixed the framerate issues.
Is this issue reproduceable without bots?
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

v43

- Fixed bug with self-rotation cannon and turrets.
- Fix slowdown bots.
- Better handle lifts and lift jumps for manta.
- Bots able use duck for toggle lifts from manta.
- New icon for VehicleExit Actor
- Try fix weird issue "stuck in air/ground" on NewNet.

Updated in first post: viewtopic.php?f=34&t=14936
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darkbarrage99
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by darkbarrage99 »

Buggie wrote: Sat Jul 30, 2022 2:04 pm v43

- Fixed bug with self-rotation cannon and turrets.
- Fix slowdown bots.
- Better handle lifts and lift jumps for manta.
- Bots able use duck for toggle lifts from manta.
- New icon for VehicleExit Actor
- Try fix weird issue "stuck in air/ground" on NewNet.

Updated in first post: viewtopic.php?f=34&t=14936
I'm still having bots slow down the framerate. seems to be happening when they enter vehicles. v41 is still working fine with bots. what can I do to help with this?
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

It is slowdown of velocity vehicle controlled by bot. During math I make mistake - they check ahead self, square distance of speed. For example if speed 500, they check 250000 distance. OFC there always be something, so they start slowdown, for avoid crash and loose veh hp.
Possible such long traces too cause some load, but not sure.

For your cPU highload I not get test case for start investigate something.

Automatically merged

You need provide exact test case where can be see difference. Exact conditions, which I can reproduce and say - there fps bigger, there lower. Currently it is shot into void. What map i need run? What game type? How many bots? And so on.
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darkbarrage99
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by darkbarrage99 »

here is the map I've been experiencing this problem with the most. adding +19 bots had no problems in v41. adding 10 bots with v42 and v43 causes unplayable framerate drop for me. I've also experienced this in bloodgulch.

the map still needs a lot of work and optimization, and I'm a novice with developing UT, so hopefully by recreating the setting with this map you can see what I'm seeing. please let me know if you have the same experience.

also, I'm running patch 469b, OpenGL, 64 gb ram, ryzen 3900x, geforce gtx 1650 revised, modern hardware.
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Eternity
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Eternity »

Buggie wrote: Sun Jul 31, 2022 4:59 amFor your cPU highload I not get test case for start investigate something.
Issue #3, which is most likely related, is up for 2 weeks already, with steps to reproduce...
It could be an issue with paths that significantly reduce bot AI functions performance... As stated, CPU core usage increase may reach up to 10 times per 1 bot in a vehicle, which means 10+ bots may cause thread overload with any modern CPU existing out there.
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darkbarrage99
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by darkbarrage99 »

Eternity wrote: Tue Aug 02, 2022 11:15 am
Buggie wrote: Sun Jul 31, 2022 4:59 amFor your cPU highload I not get test case for start investigate something.
Issue #3, which is most likely related, is up for 2 weeks already, with steps to reproduce...
It could be an issue with paths that significantly reduce bot AI functions performance... As stated, CPU core usage increase may reach up to 10 times per 1 bot in a vehicle, which means 10+ bots may cause thread overload with any modern CPU existing out there.
That sounds about right.
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by EvilGrins »

About the mantas, of all the vehicles in XV this is the 1st one where it's open and you can see where the pilot is supposed to sit... but the current XV version doesn't show the pilot when one is in the vehicle.

Went looking for a good ut2k4 screenshot, with no luck... but did find this:
Image

Despite the guy on the wing, as you can see the pilot is visible in the vehicle.

Will the XV version ever have visible pilots?
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Buggie
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

Maybe. I not experiment with it yet.
I feel it bee too bad for custom meshes, like WarCows. Need check for say more.
So wait. Maybe one day it appear.

Automatically merged

"Guy on the wing" it is famous "manta run". In XV no "manta run"s and it is feature.
Buggie
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

darkbarrage99 wrote: Sun Jul 31, 2022 9:08 am here is the map I've been experiencing this problem with the most. adding +19 bots had no problems in v41. adding 10 bots with v42 and v43 causes unplayable framerate drop for me. I've also experienced this in bloodgulch.

the map still needs a lot of work and optimization, and I'm a novice with developing UT, so hopefully by recreating the setting with this map you can see what I'm seeing. please let me know if you have the same experience.

also, I'm running patch 469b, OpenGL, 64 gb ram, ryzen 3900x, geforce gtx 1650 revised, modern hardware.
Unfortunately not able reproduce it.
Anyway I push one fix which possible solve your issue too. So you need wait next version and check on it.

Automatically merged

v44

- Reduce CPU usage by bots.
- Prevent move cannons by collide.
- Fix manta jumps on low fps.
- Prevent use pawns as base for vehicles.
- Fix switch camera to vehicle if it blown right after exit.
- Prevent use vehicles after game end.
- Fix store configs in UT main config file.
- Fix hide default crosshair on net play.
- Add manta head lights.
- Bots better jumps on ground vehicles.
- Bots better handle turrets.
- Bots attack empty enemy vehicles.
- Bots better aim to targets located above.
- Add spawn sound for vehicles.
- Bots better handle manta duck.

Updated in first post: viewtopic.php?f=34&t=14936
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OjitroC
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by OjitroC »

Buggie wrote: Sat Aug 13, 2022 11:00 pm - Fix manta jumps on low fps.
Yeah, the manta jumps have gone - tested on the two maps where I got low FPS :gj:
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darkbarrage99
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by darkbarrage99 »

Buggie wrote: Sat Aug 13, 2022 11:00 pm Unfortunately not able reproduce it.
Anyway I push one fix which possible solve your issue too. So you need wait next version and check on it.
Running smooth now! Well done Buggie :tu:
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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

v45

- Bots better aim to targets above.
- Fix work bots with turrets.
- Fix still rotation for bot in turret.
- Add jump bar for manta.
- Show driver inside manta.
- Fix damage manta on enter.
- Prevent move turrets on collide.
- Fix bots movement on slopes.

Updated in first post: viewtopic.php?f=34&t=14936

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Re: XVehicles (Network play) (VCTF, VMH for UT99)

Post by Buggie »

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