Got around to doing some testing on your server tonight, for a couple hours. Here is some feedback for you and
the devs. (Are Timtim and ProASM the same guy?)
Wises wrote:....
our players who are very good come from 6 different countries and ping between 50-500ms.. these are regulars..
and very very very rarely has there been a complaint about ping/packetloss..
.......
anyways 12 players from 6 countries never complaining about ping/packetloss... vs some watever-nones in the .logs... well.
it works and it works well..
in fact the version we run seems to be more stable then the current version.. so.. never throw away your beta's sometimes and especially in case of MVX may have some features removed due to resources being exceeded or just because.
in any case we shall plod on.
cheers.
I was averaging pings between 260-285 in testing tonight. No complaints regarding ping or lag. It is working
well in that regard.
At the time your server was running Global Unreal Beta 0_6b and MapvoteX 1.0.1.s Beta.
Ran a few tests to see if I could track down what the problem is with the weapons rendering in openGL.
(Did a test using DirectX, and the weapons issue vanished, but had a lot more lag. Probably due to a stale version
of the DirectX renderer on my client as I never use it generally....)
The weapons rendering problem and the HUGE amount PreRender accessed nones did not change regardless of what the ZRangeHack setting
was in the OpenGL config.
However, something interesting did happen on 1 of the half dozen or so tests I ran.
1 time, there were no PreRender errors.... This and some other things in the log lead me to believe that there is
some initialization code happening in the wrong place. (In PostBeginPlay instead of PreBeginPlay. Or something like that.)
However, having a log without all those in there, made the errors/warnings that are probably the root of the issue readable.
(They were getting lost in the other giant log files.....)
Examine this log file fragment:
ScriptWarning: O0OO00O000OO0 DM-Agony.O0OO00O000OO1 (Function GlobalWeaponsv0_6d.O0OO00O000OO0.yModInit:0053) Accessed None
ScriptWarning: O0OO00O000OO0 DM-Agony.O0OO00O000OO1 (Function Engine.Inventory.CalcDrawOffset:0025) Accessed None
ScriptWarning: O0OO00O000OO0 DM-Agony.O0OO00O000OO1 (Function Engine.Inventory.CalcDrawOffset:003A) Accessed None
ScriptWarning: O0OO00O000OO0 DM-Agony.O0OO00O000OO1 (Function Engine.Inventory.CalcDrawOffset:00C0) Accessed None
ScriptWarning: O0OO00O000OO0 DM-Agony.O0OO00O000OO1 (Function Engine.Inventory.CalcDrawOffset:00E9) Accessed None
ScriptWarning: O0OO00O000OO0 DM-Agony.O0OO00O000OO1 (Function Engine.Inventory.CalcDrawOffset:011C) Accessed None
ScriptWarning: O0OO00O000OO0 DM-Agony.O0OO00O000OO1 (Function GlobalWeaponsv0_6d.O0OO00O000OO0.yModInit:0053) Accessed None
ScriptWarning: O0OO00O000OO0 DM-Agony.O0OO00O000OO1 (Function Engine.Inventory.CalcDrawOffset:0025) Accessed None
ScriptWarning: O0OO00O000OO0 DM-Agony.O0OO00O000OO1 (Function Engine.Inventory.CalcDrawOffset:003A) Accessed None
ScriptWarning: O0OO00O000OO0 DM-Agony.O0OO00O000OO1 (Function Engine.Inventory.CalcDrawOffset:00C0) Accessed None
ScriptWarning: O0OO00O000OO0 DM-Agony.O0OO00O000OO1 (Function Engine.Inventory.CalcDrawOffset:00E9) Accessed None
ScriptWarning: O0OO00O000OO0 DM-Agony.O0OO00O000OO1 (Function Engine.Inventory.CalcDrawOffset:011C) Accessed None
.
.
. the above groups repeat a bit, then these errors
.
.
ScriptWarning: O00O00O0OOO0O DM-Agony.O00O00O0OOO0O0 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.PostBeginPlay:006E) Accessed None
ScriptWarning: O00O00O0OOO0O DM-Agony.O00O00O0OOO0O0 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.PostBeginPlay:00F6) Accessed None
ScriptWarning: O00O00O0OOO0O DM-Agony.O00O00O0OOO0O0 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.PostBeginPlay:0161) Accessed None
ScriptWarning: O00O00O0OOO0O DM-Agony.O00O00O0OOO0O0 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.PostBeginPlay:0169) Accessed None
ScriptWarning: O00O00O0OOO0O DM-Agony.O00O00O0OOO0O1 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.PostBeginPlay:006E) Accessed None
ScriptWarning: O00O00O0OOO0O DM-Agony.O00O00O0OOO0O1 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.PostBeginPlay:00F6) Accessed None
ScriptWarning: O00O00O0OOO0O DM-Agony.O00O00O0OOO0O1 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.PostBeginPlay:0161) Accessed None
ScriptWarning: O00O00O0OOO0O DM-Agony.O00O00O0OOO0O1 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.PostBeginPlay:0169) Accessed None
ScriptWarning: O0O0O00OO0000 DM-Agony.O0O0O00OO0 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.Explosion:007C) Accessed None
ScriptWarning: O0O0O00OO0000 DM-Agony.O0O0O00OO0 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.BlowUp:0016) Accessed None
ScriptWarning: O0O0O00OO0000 DM-Agony.O0O0O00OO0 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.BlowUp:00DC) Accessed None
ScriptWarning: O0O0O00OO0000 DM-Agony.O0O0O00OO1 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.Explosion:007C) Accessed None
ScriptWarning: O0O0O00OO0000 DM-Agony.O0O0O00OO1 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.BlowUp:0016) Accessed None
ScriptWarning: O0O0O00OO0000 DM-Agony.O0O0O00OO1 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.BlowUp:00DC) Accessed None
ScriptWarning: O00O00O0OOO0O DM-Agony.O00O00O0OOO0O2 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.PostBeginPlay:006E) Accessed None
ScriptWarning: O00O00O0OOO0O DM-Agony.O00O00O0OOO0O2 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.PostBeginPlay:00F6) Accessed None
ScriptWarning: O00O00O0OOO0O DM-Agony.O00O00O0OOO0O2 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.PostBeginPlay:0161) Accessed None
ScriptWarning: O00O00O0OOO0O DM-Agony.O00O00O0OOO0O2 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.PostBeginPlay:0169) Accessed None
ScriptWarning: O0O0O00OO0000 DM-Agony.O0O0O00OO2 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.Explosion:007C) Accessed None
ScriptWarning: O0O0O00OO0000 DM-Agony.O0O0O00OO2 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.BlowUp:0016) Accessed None
ScriptWarning: O0O0O00OO0000 DM-Agony.O0O0O00OO2 (Function GlobalWeaponsv0_6d.O0O0O00OO0000.BlowUp:00DC) Accessed None
ScriptWarning: OO0O0O00OO00O DM-Agony.OO0O0O00OO00O0 (Function GlobalWeaponsv0_6d.OO0O0O00OO00O.Flying.BlowUp:0016) Accessed None
ScriptWarning: OO0O0O00OO00O DM-Agony.OO0O0O00OO00O0 (Function GlobalWeaponsv0_6d.OO0O0O00OO00O.Flying.BlowUp:00DA) Accessed None
ScriptWarning: OOOO0OO00OO00 DM-Agony.OOOO0OO00OO0 (Function GlobalWeaponsv0_6d.OOOO0OO00OO00.Flying.Setup:0132) Accessed None
ScriptWarning: OOOO0OO00OO00 DM-Agony.OOOO0OO00OO0 (Function GlobalWeaponsv0_6d.OOOO0OO00OO00.Flying.Setup:013A) Accessed None
ScriptWarning: OOOO0OO00OO00 DM-Agony.OOOO0OO00OO1 (Function GlobalWeaponsv0_6d.OOOO0OO00OO00.Flying.Setup:0132) Accessed None
ScriptWarning: OOOO0OO00OO00 DM-Agony.OOOO0OO00OO1 (Function GlobalWeaponsv0_6d.OOOO0OO00OO00.Flying.Setup:013A) Accessed None
ScriptWarning: O0OOO0OO00OOO DM-Agony.O0OOO0OO00OOO0 (Function GlobalWeaponsv0_6d.O0OOO0OO00OOO.Flying.BlowUp:0016) Accessed None
ScriptWarning: O0OOO0OO00OOO DM-Agony.O0OOO0OO00OOO0 (Function GlobalWeaponsv0_6d.O0OOO0OO00OOO.Flying.BlowUp:00DA) Accessed None
ScriptWarning: OOOOOO00000O0 DM-Agony.OOOOOO00000O0 (Function GlobalWeaponsv0_6d.OOOOOO00000O0.Flying.Setup:0132) Accessed None
ScriptWarning: OOOOOO00000O0 DM-Agony.OOOOOO00000O0 (Function GlobalWeaponsv0_6d.OOOOOO00000O0.Flying.Setup:013A) Accessed None
ScriptWarning: OOOO0OO00OO00 DM-Agony.OOOO0OO00OO2 (Function GlobalWeaponsv0_6d.OOOO0OO00OO00.Flying.Setup:0132) Accessed None
ScriptWarning: OOOO0OO00OO00 DM-Agony.OOOO0OO00OO2 (Function GlobalWeaponsv0_6d.OOOO0OO00OO00.Flying.Setup:013A) Accessed None
If all those warnings were tracked down, I bet that problem would vanish. Function yModInit in the GlobalWeaponsv0_6d code is the
first place I would look.
One other issue I noticed, was with the bots. Sometimes they would just not shoot, although they would follow you around and aim
at you.
Other times they would shoot. But some guns, (Mini-gun, PulseRifle, Enforcer), just did no damage to the player at all.
I was able to kill bots fine with all the weapons, and had no issues shooting myself.
Some weapons, the bots were able to kill or damage me with, on the occasions where they actually decided to shoot at me.
(Impact Hammer, Alt-Flak, Alt-Ripper)
Consider these lines from the same log file:
Log: Possessed PlayerPawn: O0OO00O000000 DM-Barricade.O0OO00O1
ScriptWarning: O0OO00O000000 DM-Barricade.O0OO00O1 (Function GlobalUnrealv0_6d.OOOO00000OO00.O0OO000OOOOOO:0007) Accessed None
ScriptWarning: O0OO00O000000 DM-Barricade.O0OO00O1 (Function GlobalUnrealv0_6d.OOOO00000OO00.O0OO000OOOOOO:000F) Attempt to assigned variable through None
ScriptWarning: O0OO00O000000 DM-Barricade.O0OO00O1 (Function GlobalUnrealv0_6d.OOOO00000OO00.O0OO000OOOOOO:001B) Accessed None
ScriptWarning: O0OO00O000000 DM-Barricade.O0OO00O1 (Function GlobalUnrealv0_6d.OOOO00000OO00.O0OO000OOOOOO:0023) Attempt to assigned variable through None
ScriptWarning: O0OO00O000000 DM-Barricade.O0OO00O1 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot:0071) Accessed None
ScriptWarning: O0OO00O000000 DM-Barricade.O0OO00O1 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot:0071) Accessed None
ScriptWarning: O0OO00O000000 DM-Barricade.O0OO00O1 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot:0071) Accessed None
ScriptWarning: O0OO00O000000 DM-Barricade.O0OO00O1 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot:0071) Accessed None
ScriptWarning: O0OO00O000000 DM-Barricade.O0OO00O1 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot:0071) Accessed None
ScriptWarning: O0OO00O000000 DM-Barricade.O0OO00O1 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot:0071) Accessed None
ScriptWarning: O0OO00O000000 DM-Barricade.O0OO00O1 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot:0071) Accessed None
ScriptWarning: O0OO00O000000 DM-Barricade.O0OO00O1 (Function GlobalUnrealv0_6d.OOOO00000OO00.ClientCannotShoot:0071) Accessed None
These would correspond with the time I was interacting with the bot.
Looking at that, my guess is that there is some code being called on both players and bots, when it needs to differentiate between them
and process differently. A couple problems going on there I think, but a check for if the player is a bot or not is missing I think.
That would be the first thing I would look for there.
As mentioned, I had no problems shooting or anything when this was happening, but the bots were sure confused.
Perhaps this info is old news now for you and the devs, but thought I would share my observations from tonights tests.
Full log from that 1 session where the PreRender warnings were not showing up is attached.
**Edit
All of the above is related to the Global Unreal stuff.
The MapvoteX stuff itself seems to be working fine.
Did test out the Add to Favorites button, and it works fine.
As mentioned previously, having the option there is great.
Only suggestion I would have for the MapvoteX would be to add a bit of text or something
on the buttons that launch a webpage that makes it more clear to the user that clicking
will cause a browser window to launch.
In a quick comparison of the User and UT ini files before and after the test, didn't see anything
being added or changed in a way that should cause any alarm.
1 small section added to each of the ini files, but nothing seemed out of the ordinary there, and if any other settings
were changed I did not notice them. Nothing seemed to be a problem in the 3 new ini files created either.
Just some client options, and stats data. (Not sure why the stats data is saved on clients, but perhaps there is a reason....)