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Post here with any issues with the new COD4x server 74.91.116.93:28960 >XI< MW2 Freezetag c4x


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Posted
3 minutes ago, Totty said:

It doesn't appear to be one of ours?

You can check all of our servers in the gametracker feed on the left hand side of our homepage

https://www.xtremeidiots.com/

That ip is being used to load new iwd when I connect to 74.91.119.86. Teh downlad hangs at zero percent then the connection times out. I figured someone had experienced that same problem. Is there another address where I can download?



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Posted

That's just our mod being downloaded from the redirect server. You can try logging in to our regular server and see if that helps. You shouldn't need to download the mod if it's already downloaded. 


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Posted

 

 

This is the mod we are running, you will need to unzip it and add it to your mods folder

xi_mw2_old.zip

 



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Posted

image.png.0d194678c94611e6a78f1664e82df868.png


Uh? 

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Posted
19 minutes ago, Dukoo said:

image.png.0d194678c94611e6a78f1664e82df868.png


Uh? 

This your client, just hit ok and play. You don't have to update your client. 



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Posted
3 hours ago, Dukoo said:

image.png.0d194678c94611e6a78f1664e82df868.png


Uh? 

That’s what happens when you start the game... I get that too; I just click it away two or three times, and then the game runs. @Dukoo



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Posted

The host confirmed Arelion which can have lower ping than GTT, is more lossy. Folks whose traffic is going thru Arelion will experience lag more than others and wrongly think it's the mod or the server. It's the router in the middle that's overloaded. 



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Posted (edited)

Folks,

We have moved the server to New York, on a more capable machine. As a consequence of this change the IP address of the server has changed. Here's the info.

 

# IPv4
/connect 74.91.116.93:28960

#IPv6

/connect [2605:6ac0:100c:0:216:3eff:fe6b:9344]:28960

# Run pathping on Windows 11 to see which gets you there in fewer hops and use that.
pathping -6  2605:6ac0:100c:0:216:3eff:fe6b:9344
pathping 74.91.116.93

Windows 11, sample pathping results, takes 5 minutes to compute.

pathping -6  2605:6ac0:100c:0:216:3eff:fe6b:9344

Tracing route to v-2605-6ac0-100c-0-216-3eff-fe6b-9344.unman-vds.premium-nyc.nfoservers.com [2605:6ac0:100c:0:216:3eff:fe6b:9344]
over a maximum of 30 hops:
  0  iBoom's PC
  1  iBoom's PC
  2  2001:558:1014:59::3
  3  po-314-358-rur302.pleasanton.ca.sfba.comcast.net [2001:558:82:3402::1]
  4  po-300-xar02.pleasanton.ca.sfba.comcast.net [2001:558:80:435::1]
  5  be-248-rar01.pleasanton.ca.sfba.comcast.net [2001:558:80:29f::1]
  6     *     be-398-ar01.hayward.ca.sfba.comcast.net [2001:558:80:1e1::1]
  7  be-36341-cs04.9greatoaks.ca.ibone.comcast.net [2001:558:3:963::1]
  8  be-2412-pe12.9greatoaks.ca.ibone.comcast.net [2001:558:3:4b::2]
  9  2001:559::155e
 10  ae8.mcr1.ewr5.us.zip.zayo.com [2001:438:ffff::407d:1d03]
 11  router.nyc.nfoservers.com [2605:6ac0:1000::26]
 12  v-2605-6ac0-100c-0-216-3eff-fe6b-9344.unman-vds.premium-nyc.nfoservers.com [2605:6ac0:100c:0:216:3eff:fe6b:9344]

Computing statistics for 300 seconds...
            Source to Here   This Node/Link
Hop  RTT    Lost/Sent = Pct  Lost/Sent = Pct  Address
  0                                           Local PC
                                0/ 100 =  0%   |
  1    0ms     0/ 100 =  0%     0/ 100 =  0%  Local Router
                                0/ 100 =  0%   |
  2    9ms     0/ 100 =  0%     0/ 100 =  0%  2001:558:1014:59::3
                                0/ 100 =  0%   |
  3    9ms     0/ 100 =  0%     0/ 100 =  0%  po-314-358-rur302.pleasanton.ca.sfba.comcast.net [2001:558:82:3402::1]
                                0/ 100 =  0%   |
  4    9ms     0/ 100 =  0%     0/ 100 =  0%  po-300-xar02.pleasanton.ca.sfba.comcast.net [2001:558:80:435::1]
                                0/ 100 =  0%   |
  5   10ms     0/ 100 =  0%     0/ 100 =  0%  be-248-rar01.pleasanton.ca.sfba.comcast.net [2001:558:80:29f::1]
                                0/ 100 =  0%   |
  6   15ms     0/ 100 =  0%     0/ 100 =  0%  be-398-ar01.hayward.ca.sfba.comcast.net [2001:558:80:1e1::1]
                                0/ 100 =  0%   |
  7   11ms     0/ 100 =  0%     0/ 100 =  0%  be-36341-cs04.9greatoaks.ca.ibone.comcast.net [2001:558:3:963::1]
                                0/ 100 =  0%   |
  8   12ms     0/ 100 =  0%     0/ 100 =  0%  be-2412-pe12.9greatoaks.ca.ibone.comcast.net [2001:558:3:4b::2]
                                0/ 100 =  0%   |
  9   11ms     0/ 100 =  0%     0/ 100 =  0%  2001:559::155e
                                0/ 100 =  0%   |
 10  ---     100/ 100 =100%   100/ 100 =100%  ae8.mcr1.ewr5.us.zip.zayo.com [2001:438:ffff::407d:1d03]
                                0/ 100 =  0%   |
 11   75ms     0/ 100 =  0%     0/ 100 =  0%  router.nyc.nfoservers.com [2605:6ac0:1000::26]
                                0/ 100 =  0%   |
 12   76ms     0/ 100 =  0%     0/ 100 =  0%  v-2605-6ac0-100c-0-216-3eff-fe6b-9344.unman-vds.premium-nyc.nfoservers.com [2605:6ac0:100c:0:216:3eff:fe6b:9344]

 

Edited by iboomboom

  • Totty changed the title to Post here with any issues with the new COD4x server 74.91.116.93:28960 >XI< MW2 Freezetag c4x

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Posted

Folks,

It's been a little quiet on this thread, and with good reason. I have been working on stabilizing the mod on CoD4x server and exchanging notes with peer clans who are running MW2 modver 1.45 on CoD4x successfully. Our mod is 1.46 and features new stuff. While I have the major hang issue resolved I was expecting crashes. I came to learn that the simple "Defrosting PLAYERNAME ..." message can cause corruption, and stuff like Claymores, EMP betties, UAV defrosters. I have bots running on the server but they cannot replace the idiots on our server. 

I have applied the latest set of changes that fixes two major sources of leaks (20 times a second per frozen player). Please play on the COD4x server to help us stabilize it. Everytime it crashes, logs are generated and then server restarts on its own. The bots in there move, and shoot but they are not very smart, well smarter than some of you. They will be kicked when real-humans join. If the server crashes then reboots, feel free to move to the regular COD4 server. We need community support on testing the fixes until it needs no more fixes. You will see the turret's muzzle left behind floating in the air. I am aware, don't worry about it. 

Thank you for being a part of this journey. 



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Posted (edited)

I wanted to sort this out for macOS users, I have Apple Silicon macbook. I installed Porting Kit and then configured a Custom Port, since I have the game from CD. You can also just use their existing Port from Steam and it will work seamlessly. I had to manually install the Windows version of steam along with individual patches for the game. I thought I would've to install CoD4x on my Porting Kit but it prompted me with this. It automatically installed the Cod4x client for me. These are the screen shots.

image.thumb.png.cfcdeb6dabe67d6c5c6c8bd3533c8cc7.png
image.thumb.png.0d5ad4cca8e2e615a99a627feeaf5a1d.png
image.png.03aa603b1fb9a71e6908f9c2e489aaae.png

Edited by iboomboom


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Posted

CANT GET ON, showing password is needed

 



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Posted
2 minutes ago, Jedi said:

CANT GET ON, showing password is needed

 

I replied to your DM. Password was put in so clan members don't accidentally join it. 


  • 2 weeks later...

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Posted (edited)

Quick update:

We created AI bots to stress the server in every which way. It has worked very well and the server was able to handle just about any kind of load we threw at it for days on end. Right now I have put on brand new "smart" bots. These learn from human players, and as the rounds go they become "smarter", more aggressive. They use killstreaks, drive RCXDs, use the predator, AGM, AC130. They save these learnings to memory and every time they play the same map they get better. The bots do disconnect when a real person joins. 

The mod on this server has been optimized to handle 34 concurrent players. Once we have a better understanding of what our community likes we will either reduce the number of place holder bots or completely remove them. That one is up to you guys.

Right now we have set this up as a redirect server for overflow from the regular COD4 server. We do get random new players on the server every day. 

Click here XI MW2 Ftag CoD4x to see the server on Game Tracker.

Feel free to jump on, pawn the bots, test your killstreaks and share your experience here on this thread. 

Edited by iboomboom


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Posted

So the learning bots were hackishly good so I put on the previous generation. These improve their skill as the rounds go but forget everything on a new map start. They don't save their learnings and they are much easier to fight ( @wildthing) level skill. 



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Posted
7 hours ago, iboomboom said:

So the learning bots were hackishly good so I put on the previous generation. These improve their skill as the rounds go but forget everything on a new map start. They don't save their learnings and they are much easier to fight ( @wildthing) level skill. 

Ban those hackers lol.



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Posted

We're getting defrosting by ourselfs...



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Posted
7 minutes ago, Kisses4You said:

We're getting defrosting by ourselfs...

This is intentional because bots will not  always find you. So yes at the moment it's more like TDM with a delayed respawn. 



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Posted

Let me know if you guys want to disable auto defrost or increase the time to a longer period. Right now it's around 20-30 seconds I think. 


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Posted

It does detract from trying to kill the other team.

It mainly only appears to be possible in overtime.

Maybe up the defrost time to 1 minute as I do understand the practicality of it as well.

As half the bots get stuck somewhere 



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Posted

You turned off nukes didn't you. 



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Posted (edited)

Maybe turn all off, when there more than 10 players.

Edited by Kisses4You


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Posted
3 minutes ago, Sharpe said:

You turned off nukes didn't you. 

Nukes are at 25 now, with the bots every human was racking up 250+kills and back to back nuke abuse. It was weird for new comers playing this mod for the 1st time. 

 

14 minutes ago, Totty said:

It does detract from trying to kill the other team.

I will set it to a longer period. It's easily changeable via HLSW. It's the last line in that config file that I mentioned. I can do it when I get home today. I think 60 seconds as you suggested is a good compromise for the time being. For the record auto defrost was always enabled but it was a longer period than the time limit for each round. The more you know.



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Posted (edited)
38 minutes ago, Kisses4You said:

Maybe turn all off, when there more than 10 players.

These bot are placeholders, meaning for every human that joins 1 bot is killed and disconnected. Right now this number is set to 25, since we were stress testing the server. I was thinking a practical limit would be 10, similar to what you suggested. So once we have 10 people on the server all bots will disappear. 

Edited by iboomboom
grammar


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Posted

The bots are way too easy to kill.



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Posted

Bots are fun when there are only a few players. Once it gets more full, they just make the game ridiculous. 

And REALLY not a fan of the self-defrost. Might as well run right into the enemy spawn and do your best as there's no worry of getting stuck there.


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