UTComp

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captainsnarf
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Re: UTComp

Post by captainsnarf »

If that change fixed it then thank you pooty it was your idea :)
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pooty
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Re: UTComp

Post by pooty »

Just happy to help. Often as you know in coding another set of eyes works wonders, especially if you've tried the 3 cups of coffee method.
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Re: UTComp

Post by captainsnarf »

New version, download here UTCompOmni_1.53.zip

changes

- add bAlwaysRelevant = true to UTComp_xPawn in attempt to fix unregs. It was originally true but was turned off a while ago. Turn it back on here

This is uploaded the server
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Enyo
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Re: UTComp

Post by Enyo »

captainsnarf wrote: Fri Jul 14, 2023 9:26 am New version, download here UTCompOmni_1.53.zip

changes

- add bAlwaysRelevant = true to UTComp_xPawn in attempt to fix unregs. It was originally true but was turned off a while ago. Turn it back on here

This is uploaded the server
Thanks snarf… I haven’t really had unregs against players as much as I have on nodes. The node unregs seem to only happen on foot, and it’s not just not hearing the hit sound (which I know isn’t always reliable), the node health bar doesn’t move at all either. Seems most prevalent with flak and link gun primary fire.
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captainsnarf
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Re: UTComp

Post by captainsnarf »

flak primary is a known issue. It tried adding multiple fixes but no luck so far. I haven't seen it with link primary
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Enyo
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Re: UTComp

Post by Enyo »

captainsnarf wrote: Fri Jul 14, 2023 12:17 pm flak primary is a known issue. It tried adding multiple fixes but no luck so far. I haven't seen it with link primary
Gotcha... with the link gun it could just be the hit sounds not registering for some of the hits. Hard to tell from a distance if it's doing damage or not, but I'm pretty sure there's some unregs in there. I'll test it out close up and watch the health bar.
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captainsnarf
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Re: UTComp

Post by captainsnarf »

Well, that fix did nothing. :cry:

Can we try bumping up the tick rate? CPU hasn't gone over 40% in a long time.

Or maybe set the utcomp netcode settings closer to defaults?

utcomp 1.8

Code: Select all

NewNetUpdateFrequency=200
PingTweenTime=3.000000
PawnCollisionHistoryLength=0.350000
current omni

Code: Select all

NewNetUpdateFrequency=100
PingTweenTime=4.000000
PawnCollisionHistoryLength=0.200000
I think NewNetUpdateFrequency should always be >=200, otherwise the ping/pong logic doesn't make sense. The default for actors is 100. Can we try these settings?

Proposed

Code: Select all

NewNetUpdateFrequency=200
PingTweenTime=3.000000
PawnCollisionHistoryLength=0.200000
This way the only variable is PawnCollisionHistoryLength, which we know affects CPU usage and was causing CPU spikes before when it was 0.35
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Re: UTComp

Post by pooty »

So have we reverted any non-working fixes?

I think next I'd try reverting to the UTComp 1.8 settings. I've set this, and restarted:

Code: Select all

NewNetUpdateFrequency=200
PingTweenTime=3.000000
PawnCollisionHistoryLength=0.250000
I don't think its pawncollisionHistory we know what that does. Can this be duplicated with one player online?

Tick Rate is at 40.
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captainsnarf
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Re: UTComp

Post by captainsnarf »

Yeah, any changes that didn't work have been reverted. The flak cannon changes for nodes are still there but they are harmless imo.

I managed to duplicate it before online playing by myself. Play ClassicEvilDead. It's wide open and the bots run in a straight line to the primary node. I was definitely on aim but getting unregs.
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Re: UTComp

Post by captainsnarf »

New version, download here UTCompOmni_1.54.zip

1.54
- copy most stuff from ceonss 1.38 version that doesn't have unreg issue, including -
- remove bAlwaysRelvant change from 1.53 (didn't fix anything)
- remove NetUpdateMaxNetSpeed option (didnt' fix anything)
- remove recent flak cannon changes (didnt' fix anything)
- remove recent PawnCollisionCopy changes (didn't fix anything)
- clean up checkendgame logic in utcomp_gamerules (but keep pooty fixes)
- clean up netdamage logic in utcomp_onsgamerules (but keep pooty fixes)

If this doesn't fix unregs I suspect it's something else we are running. It might be the custom scoring mutator since it's the only thing that would affect anything between rounds, and unregs only happen after the first round.

This is on the server. If it causes problems we can revert. I will test this morning.
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