unregs

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captainsnarf
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unregs

Post by captainsnarf »

I still get a lot of unregs on our server. Can we try tweaking these utcomp values?

Current values

Code: Select all

NewNetUpdateFrequency=60
PingTweenTime=4.000000
PawnCollisionHistoryLength=0.150000
I was thinking maybe something like

Code: Select all

NewNetUpdateFrequency=120
PingTweenTime=3.000000
PawnCollisionHistoryLength=0.200000
For reference, the original values were

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NewNetUpdateFrequency=200
PingTweenTime=3.000000
PawnCollisionHistoryLength=0.350000
If I remember correctly it was PawnCollisionHistoryLength that caused the most issues with the server previously. Maybe the bandwidth fix will allow us to change these without breaking anything.
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pooty
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Re: unregs

Post by pooty »

Sure we can try it. I rarely use UTComp with my lower ping, but I can see unregs happening because UTComp has predicted wrong.
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Super Sanka
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Re: unregs

Post by Super Sanka »

Yeah it's very inconsistent for me. Some maps I hardly ever miss because my shots count, then others I shoot blanks.
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pooty
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Re: unregs

Post by pooty »

Server updated today to:

Code: Select all

NewNetUpdateFrequency=120
PingTweenTime=3.000000
PawnCollisionHistoryLength=0.200000
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trans_lux
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Re: unregs

Post by trans_lux »

pooty wrote: Tue Jun 06, 2023 9:16 am Sure we can try it. I rarely use UTComp with my lower ping, but I can see unregs happening because UTComp has predicted wrong.
How do you disable/not use UTComp?
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captainsnarf
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Re: unregs

Post by captainsnarf »

Hit F5 while on the server. In the 'misc' menu you can turn off 'Enhanced Net Code'. It might already be off. We experimented over a few different versions changing the default value of that, not sure where we landed.
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pooty
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Re: unregs

Post by pooty »

I believe its off by default. It doesn't do much when your ping < 40.
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pooty
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Re: unregs

Post by pooty »

So several were complaining of more unregs over the last couple days.. not sure the change was for the better?

I also noticed the flak not doing damage close up on a node. Seemed intermittent, but flak ball (on ChainsIsle2) did nothing with netcode on, turned it off and worked fine. I was shooting at the sphere not the base.
FuriousRabbit
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Re: unregs

Post by FuriousRabbit »

Flak worked fine on TanksALot. Full unreg on nodes on AJ4. Shooting at base.
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captainsnarf
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Re: unregs

Post by captainsnarf »

pooty wrote: Sat Jun 10, 2023 11:12 pm So several were complaining of more unregs over the last couple days.. not sure the change was for the better?

I also noticed the flak not doing damage close up on a node. Seemed intermittent, but flak ball (on ChainsIsle2) did nothing with netcode on, turned it off and worked fine. I was shooting at the sphere not the base.
I added a fix for that but I guess it's not working. When aiming at a node we should be using old net code.

Code: Select all

//// client only ////
simulated event ClientStartFire(int Mode)
{
    if(Level.NetMode!=NM_Client || !BS_xPlayer(Level.GetLocalPlayerController()).UseNewNet())
        super.ClientStartFire(mode);
    else
    {
        // snarf
        // since flak primary has a hard time hitting nodes for new net, only use old net
        if(Mode == 0 && AimingAtNode())
        {
            NewNet_FlakFire(FireMode[0]).bUseEnhancedNetCode = false;
            NewNet_FlakFire(FireMode[0]).PingDT = 0.00;
            //NewNet_FlakFire(FireMode[0]).ProjectileClass = class'FlakChunk';
            super.ClientStartFire(mode);
            //NewNet_FlakFire(FireMode[0]).ProjectileClass = class'NewNet_FlakChunk';
        }
        else
        {
            NewNet_ClientStartFire(mode);
        }
    }
}

function bool AimingAtNode()
{
    local vector HitLocation, HitNormal, X, Y, Z, traceStart, traceEnd, Aim;
    local actor HitActor;

    if(Instigator != None && Instigator.Controller != None)
    {
        GetAxes(Instigator.Controller.Rotation, X, Y, Z);
        traceStart = GetFireStart(X,Y,Z);
        Aim = Vector(Instigator.Controller.Rotation);
        traceEnd = traceStart + 300 * Aim;
        HitActor = Trace(HitLocation,HitNormal,traceEnd,traceStart,true);
    }

    return ONSPowerCore(HitActor) != None ||
           ONSPowerNodeEnergySphere(HitActor) != None ||
           ONSPowerCoreShield(hitActor) != None ||
           ONSPowerNodeShield(HitActor) != None;

}

I had logging around and and debugged it quite a bit. It seemed like it was working, but maybe not online?
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