Nelsona's server

Posts about Nelsona's findings in UT!
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KellyD
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Nelsona's server

Post by KellyD » Mon Sep 07, 2015 6:22 pm

I know you don't run it all the time but do you have any sort of normal schedule with it? If you do let us know. I'd like to play some when I have time.
Retired. Please email to contact.

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Nelsona
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Re: Nelsona's server

Post by Nelsona » Tue Sep 08, 2015 12:48 pm

It's not sheduled, sometimes I'm starting it earlier testing IPV6 things, other times I run it but I'm updating stuff. Usually I prefer a Hit VIA Skype when we both can see each-other and I'll double-click start icon. It takes 12-25 seconds (having starter tool), the rest is just game play...

Probably randomly I'll drop some map loved a bit...

Now are installed 3 game-types MHv504 + Muts, MA(from v504), MH2 prototype using Enhanced Scoreboard + Case replacement + Virtualization technology.

As we were chatting previouse days about "guests", not everybody has access at that... location ....duckdns.org:7777/

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Re: Nelsona's server

Post by Nelsona » Sat Nov 19, 2016 5:18 pm

Bump here...
After doing changes I have added 3072 UU MH cubed map for testing it in MH simple and MH2 with regenerators. Well... I got positive results so I'm guessing MH mission is enough well polished. Stuff used and config description:
- XCGE like v19 runs nearby MH types (compression lzma for XC player and no compression for normal player);
- in Run-Line a small mutator is redirecting execution of nasty default functions to a newer format preventing trash to take place;
- a lot of things are no longer Timer based, they were changed to "State" code - UE docs were speaking about an engine optimized for "actors in states" - it looks like it's true;
- more stability seems noticed when TickFix2 is loaded and... high priority used for server process;
- Maps, Sounds, Textures, Music, and some U files are located in a common Folder shared by 4 server types MH436, MH440, Classic436, Classic440 preventing hosting multiple copies of the same stock files and using a single redirect and place for everything.
I can say honestly that I feel tired by playing some time during week-ends without to see server going down, so... I think I'm living what in 2008 was only a nice dream.

Best Regards for everyone who triggered me in roaming through UScript !

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Re: Nelsona's server

Post by medor » Sun Nov 20, 2016 3:39 am

All this is very interesting :D

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Re: Nelsona's server

Post by Hermskii » Mon Nov 21, 2016 3:40 pm

Yep, If i ever get my servers back on line (and I will) when I get the time I'll build out one using nothing but Nelsona's suggestions. Can't wait.
~Peace~

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Re: Nelsona's server

Post by Nelsona » Mon Nov 21, 2016 6:24 pm

Of course, others have been figuring bad things, by example ACE + XC were not in the best team. Higor found some header related problems in internal arrays which ACE doesn't take in account. I have a less concern at this problem. Why ? ACE caused more times problems for players and servers, probably in time will get better, I'm not using it - at this time while I run stealth nobody is disturbing spirits, else types of games which I run doesn't do good things at a cheater. Skaarj are mastering stage - as a mention apart.
Shortly, I'll be nominating files which are part of XC server nearby default files:
- XC_Core.u
- XC_Core.dll
- XC_Engine.dll
- XC_Engine.u
- XC_Engine_UT99.u
- XC_IpDrv.dll
- XC_IpDrv.int
- XC_Engine.int
- XC_Core.int.
- UCC2.EXE
XC packages (U files) are indeed changed by me in order to prevent duplicate definition. Example BotOrders fixed by Higor differs from my BotOrders. What is different at these ? Well, I did not only keep wrapped things, but NO ORDER will be SET if Game is ended - I was getting tired to see Bots still capturing Flag after game end, it's just an example.

These being added the rest is doable by editing a bit Server's INI files and... Run-Line. I'm using a mutator which is automated as server-package itself (using XC_Engine) which is done in purpose for delivering other "SeekingRockets" from Eightball (old eightball useable on-line), new WarlordRocket without to change Warlord, new rotating boulders dropped by Titan without changing Titan, etc.
Probably admins less familiarized with these new things will need a package with stuff and a manual having instructions and direct examples of INI files to not spend days trying to figure "How To".

Another note, I'm not gonna lie because I won't get nothing from this. In machine used as server I have FrameWork2.0. Even I hate these Frames of Work I need that 2.0 because I'm using an application, a process tracker called Bill's Process Manager. This application is able to "change gear" according to rules defined for a program - UCC. Simply if it finds program running, will set by example "high priority" in next second. Else... if program is getting mad with 9X% CPU for X seconds it will finish that. In this way UT server won't be ever stuck as in old times and needing a guardian around, because BAT file with Run-Line will restart it immediately.
The rest of memory problems are under track by cheap applications able to release memory when it goes loaded with useless cache. NTCacheSet is another toy for this job starting at once with OS.

Setup for MH is not like in those manuals speaking about 20 tickrate, minigun fired at monster looks stupid at 20, server seems to have a smoother behavior at 30 tickrate - thing being seen even on Linux servers. These days I'm gonna pack required stuff for XC updates, and then you can lecture what I've done in my yard.

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Re: Nelsona's server

Post by Nelsona » Tue Nov 29, 2016 1:11 pm

Until I'll finish writing some XC Server hints, anyone interested about primary checks can visit XC_Engine thread (NOT SECTION YET ?) from UT99.ORG in how to setup a "default" server with XC_Engine running. During this time probably Higor will do some adds around tracking Connections and some exposures of some native functions.

Web-Editor which I'm using is not really wrapping everything as I need, so I'll go for another small revision, and after that I'll put it in a permanent public place as a "tutorial". Right now I was checking default player to XC_Server but player having no INI setup modifications just XC files added. Download goes to lzma this way because new files are loaded in run-time during connecting so... player has an easy job - drop files there and doing nothing else than playing properly. This is indeed a very smart thing done by Higor.

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Re: Nelsona's server

Post by Nelsona » Fri Dec 02, 2016 2:24 pm

Perhaps I'm gonna rewrite some stuff according to XCGE aka XC_GameEngine.
Higor did something smart.
Some XC stuff automatically loaded is able to read an INI file. In that INI file, admins might load/define their own tweaks how they consider them as being good and suitable for their needs.
Stuff written by people can use extended iterations and natives which can be executed before game Initialization - very early. In this way we can even fix several bad paths - yes, doable with XC_Engine - and different things which are set in order to gain properly other things which are coming later (eg: SpawnPoints captured later by Factories can be modified/attached/ruined according to custom needs before happening).

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Re: Nelsona's server

Post by Nelsona » Sun Dec 04, 2016 4:49 pm

I think I get how to do some "teaching class". I have to prepare a default raw server with 3 custom game-types only, with desired start, XCGE integrated and a tiny TXT file for redirection problems (or no problems).

Why this way ?
Writing in bad phrases tech terms as a tutorial might be harder to understand. Having stuff in front of eyes has more relevance than mooing 4 pages of explanations.

Is this December ? Okay might be month of presents.

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