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New COD4 MW2 Freezetag server to test 63.251.20.75:28960


Ruggerxi

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I am curious why we have issues with what we can run on the servers like the bots etc..  Is it not worth paying for either a vps or dedicated box and doing what you like??

 

The host has certain limitations on the file access. The bots have no way of accessing the log files on the new host (NFO). I am investigating if I can find a work around.

 

We did try a VDS on the same host which allowed the running of the bots but because of the bad feedback we were forced to make a change. The new hosting is on a server with far superior hardware (albeit shared).

 

duc

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last couple days server been ci ing like crazy...we just cant cut break with this mod it appears...

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now server just laggin crazy...

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I've had no issues at all with lag on the new server, even with 15v15 and my ping is usually upwards of 150ms

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it now become un-playable again for me.....started out this server was good for me now since my first post bout lag on this server been there ever since soooooo frustrating tbh...

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I agree, played last night kept getting ci so I shut down. :(

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I notice the CIs happen when someone connects, especially if its someone with high ping (packet loss). I don't know if there is a solution to this. I suppose the mod is heavy and there is a lot of data being sent to the clients when they first connect, apart fron the map download.

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yea lot of CI yesterday for me too

:/

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Me too, plus IW3MP-Errors  DD  :devil:

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How about we run the old mod and see if that fixes it. Maybe we have too much extra goodness in the mod and that's why it keeps tripping out.

 

Someone might have suggested it already and I've missed it, with the amount of threads concerning this issue it's an easy thing to do.

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How about we run the old mod and see if that fixes it. Maybe we have too much extra goodness in the mod and that's why it keeps tripping out.

 

Someone might have suggested it already and I've missed it, with the amount of threads concerning this issue it's an easy thing to do.

 

 

A C R A C R A C R...

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A C R A C R A C R...

not happening stop trying

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FU Cobra :rant:

 

BTW: Frenchis fault :lol:

Edited by DareDevil
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I notice the CIs happen when someone connects, especially if its someone with high ping (packet loss). I don't know if there is a solution to this. I suppose the mod is heavy and there is a lot of data being sent to the clients when they first connect, apart fron the map download.

Keep an eye on that one. Around the time people connect. How many players at the time. When in the round. Whether or not the round itself at the time is full of action or relatively slow.

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For fuck sake we have been through this shit already. The only thing that has changed since the mod ran good is we keep adding adding features to it. The more we added the more we experienced issues. Why haven't we tried the old mod to see if it sorts it? Fuck the ACR if that's all your concerned about, leave the price of shit out for all I care. Why have we tried damn near everything except the simple thing of trying old mod out?

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For fuck sake we have been through this shit already. The only thing that has changed since the mod ran good is we keep adding adding features to it. The more we added the more we experienced issues. Why haven't we tried the old mod to see if it sorts it? Fuck the ACR if that's all your concerned about, leave the price of shit out for all I care. Why have we tried damn near everything except the simple thing of trying old mod out?

 

Because on the .55 server we had no issues with that mod.

 

duc 

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@@Sammy I do, it happened when there were 5 ppl on the server. Everything was smooth and then I get a 2s CI just when Bones(Australia) connected. It was a very big map though.

Edited by iboomboom
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I have no idea what you mean duc I'm not that server side savvy, but if there is no issue on the .55 server with that mod then can we use that again?

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Are you saying for example you dont want Duke? He seems to be very popular. And for the one being finished up now you dont want a more lethal sam launcher? And so on?

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That's not what I'm saying.

 

What I meant was why don't we try it with limited extras like the old mod, to see if that helps with the ci and lag issues. You have said yourself that the mw2 mod is pushing a large amount of data. Is it not a possibility that could be the issue?

 

I like all the extras but if they are causing all the shit we are experiencing I would happily give some up as would others I'm sure. If it was the issue we could scale it back till its good while still retaining some of the extras.

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The game logs might be suggesting some weirdness occasionally when a player joins. So earlier I made a change that cuts down on some playerconnect things that were still there but likely unneeded by unranked mods. Will see if it helps.

 

However this is sort of a Windows vs Linux approach. Reinstall WIndows when something isnt working right? Or figure out the problem and fix it?

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@@Sammy what are the heavy objects in this mod that evryone downloads upon 1st connect. Especially the ones whose size depends on the map?

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Well fixing it would be ideal that's for sure. The only time that becomes a problem is when it takes so long to actually find the issue that numbers drop and the mod becomes unpopular. That by no means reflects on anyone's ability to find the problem but more that some problems can be right pricks to find, if they are found at all. This is what I'm afraid of, loosing the players because we chased the problem too long.

 

If going back to windows fixes the issue then in the future if the Linux one won't play nicely maybe we can do that?

 

Hopefully the playerconnect changes you made helps.

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We are on Windows...

 

duc

Ok, I assumed the windows/Linux reference was server related.

 

In light of that then, what has changed since it ran properly? Apart from different hosts, I'm talking mod specific.

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