UTComp

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captainsnarf
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Re: UTComp

Post by captainsnarf »

pooty wrote: Sun Sep 11, 2022 9:24 am I've turned off UTComp for now. Lets see how that goes, in terms of lags or crashes.
If you turned it off, it didn't work because it's still enabled. I think it's still in the .ini file under ServerPackages and also there is a line 'AlwaysUseThisMutator' where it is set.
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pooty
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Re: UTComp

Post by pooty »

Ah yes, fixed it now. UTComp is off now.
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captainsnarf
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Re: UTComp

Post by captainsnarf »

New version, download here UTCompOmni_1.25.zip

Changes

- Add damage points for vehicles, default VehicleDamagePoints is 400 health=1 point
- Show vehicle name on map when you hover over the dot
- Hit sounds for nodes
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Enyo
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Re: UTComp

Post by Enyo »

captainsnarf wrote: Mon Sep 12, 2022 10:33 pm New version, download here UTCompOmni_1.25.zip

Changes

- Add damage points for vehicles, default VehicleDamagePoints is 400 health=1 point
- Show vehicle name on map when you hover over the dot
- Hit sounds for nodes
Hit sounds for nodes? That's awesome! Hopefully the UTcomp lag issue can be resolved.
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captainsnarf
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Re: UTComp

Post by captainsnarf »

Between 1.24 and 1.25 I added one optimization -
Remove bAlwaysRelevant flag for UTComp_xPawn to reduce net load
I'm not sure how much that will help but it should help some. There is no need to always receive net updates from every pawn on the map, even those you can't see or hear. The game already does a lot of 'relevance' checks for that purpose.

Previously I was investigating the lag issue and came across this which I posted a pic
Image
I was hoping I was on to something but that's a non-issue. It turns out UTComp has some issues when running as a listening server (how I debug it), causing the above performance problem. It's not an issue on a dedicated server and I've also fixed that issue for listening servers. On average it seems PawnCollisionCopy.Tick is about 1% of load (not 48%). I'll need to look elsewhere for performance improvements.

I did make one other fix for projectiles. Projectiles had some unnecessary lookups which I fixed. We already had newnet turned off when I made that fix so not sure how much it helps.
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pooty
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Re: UTComp

Post by pooty »

Perhaps we should test this on the "test server"?

We ran last night with no UTComp and seeming no lag with 26 players, no crashes. If we want to do a live test on the server, I'll load it up later in the week -- lets get at least 3 days of "baseline" data with respect to lag events, crashes.

So Maybe switch this new version on Saturday morning and see how it does.
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Re: UTComp

Post by captainsnarf »

I tried uploading 1.24 to the test server. Problem is I can't seem to connect to it in-game. It just times out.
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pooty
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Re: UTComp

Post by pooty »

I connected to it yesterday and played for a couple of minutes. Unfortunately I haven't had much time to mess with it.

We should load the latest (1.25) to it.
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captainsnarf
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Re: UTComp

Post by captainsnarf »

I still can't connect to it. It just hangs. Are you using the retail version of UT2004 or the steam version? I'm using the steam version. I think it has some additional firewall requirements?

ut2004

Code: Select all

UDP: 7777-7778, 7787, 28902
ut2004 - steam version

Code: Select all

TCP: 27015, 27036
UDP: 7777-7778, 7787, 27015, 27031-27036, 28902
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pooty
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Re: UTComp

Post by pooty »

Retail version.
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