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We are having some CI issues Blackcat rebooted the server once but they came back agai at 9 :45 Pm

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Looks like it can hold up to 21 players but craps out beyond that.

Edited by MrTwister
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It was running bad with only 17 players earlier.

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When things get FROZEN they don't run well,just like people we slow down,maybe same thing here.CI stands for cold as ice.Plus it's Vietnam a warm place LOL.

 

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So, we had this issue on the old server, and have it again with a different host in a different geography. What should be looked at for causation? One option is that the same issue is coincidental to two different hosts for differing and unrelated reasons. Another is that maybe the mods in the game have somehow introduced a limitation on the number of players it can handle before errors start cascading.

 

There are 3 variables that I can see that are the same in both servers: The number of players involved before the error hits (same number for both servers), the same mods, and generally the same core majority of players. The last one is the weakest correlation as this variable fluctuates, and one player with a high ping does not negatively affect the pings of the rest of the players. My thoughts are that we need to look at the first two variables to find the source of the problem. I'm thinking that the mods have introduced a player-number limitation.

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Ghost in the machine :shok::crybaby::shock::wallbash::alien::(

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Well there's server ping issues and player ping issues. 1Deerhunters image would suggest a server ping issue because it involved everybody. A player ping issue would affect only that player, those jerky guys that are hard to kill. So what caused the high ping ?

 

1 The game server ( This one would include the mod issue )

2 Activisions main server (keeps trach of if the server is active who's on ect )

3 Punk Buster ( I don't think its on)

4 Game trackers server (doughtful)

 

So the mod both MW and the VN mods are very full.

 

For MW I have spoken to traustic who helped create the mod and he had to remove lots of materials from the mod to get it to work with most maps. Materials would be things like your arms in game the weapon ejectod shells and so on. So the more players the more it taxes the mods limit to render the game. I found this out trying to get MW to play FT. I never asked over at the doomed Cod Utility about VN mod but it would be the same issue. Last I think Dirk mentioned the reason we did not get more player slots was because it would start playing havoc with the server. So here's a fix. Keep the sloats and remove the maps that tax the mod. Or reduce the slots by 2 at a time till we find the sweet spot.

 

The game has a script for antilaging and I do think its turned on.

 

// Enable the antilag routine inside the game engine (use when players with a huge difference

// in ping values connect to the server)

// 0 = Disabled (default), 1 = Enabled

// set scr_antilag "0"

 

it would smooth the game play for players with a ping spikes or bad connection which would probably slow the game for everyone slightly.

 

All I got for today .

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spam post. hi everyone.

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BTW MrTwister the lady in your picture is hot. :thumbsup:

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Try this first, create a new mod folder, and put a stock version of the Nam mod in it, with no additions to it, just change the configs to the way you want them and see if that works, then you will know if its the changes that were done to the mod.

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I can try that out I need to make a spelling correction anyway :)-

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Im my humble opinion I would suggest to " remove lots of materials from the mod" can anyone post a copy of the config file that we can take a peek at?

 

Thanks Sheepdog, thats my wonderful wife...

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no can do you may only remove materials (and its a real painful process) pre compile

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well the one thing that everyone seems to not want to talk about is punkbuster which has never worked since its beginning

and the fact that this game has 100s of cheats and 1000s of people using them , and the fact that half of our members can

do things in the game that the other half can not do (example taking betty's through walls , cars , buildings etc. ( get one shot

kills afer an opponient shoots a whole clip into their head ( having tank perks that work , [mine do not] and never have on the mod

having a super low ping like 20 30 40 50 60 and then us far away at 120 130 140 150 160 170 -200 300 400 500 who don't even

know what its like to play with a 50 ping , and then we have a NEW mod playing OLD maps , I think if we wanted OLD maps we

would play an OLD game , its what causes a game to frag my game does and has always played like shit , plus I have lost my rank

3 times , but its not the rank that I am concerned with its the weapon attributes that I can not do without since I only play one FT

server COD5 FT and all of the complainers are LOW PING players I say PUT it BACK the way that it was since it will not again

bennifit me in any way I ONLY want my weapons the way that I want them , I say if you want to Run & Gun then make a run & gun

server . but adding more people to an already uncontrollible server is only asking for trouble , plus I don't remember anyone

asking me for my opinion or taking a poll or voting for these changes as I don't like my favorite game being fucked with

especially when the changes are for the low ping players and not everyone .

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Plus an old game using a MW2 userface oh and by the way there is no Game Lobby and I have tried several times to create

a weapons loadout and it kicks you out into the game before you can set a class and I am not happy at all , I come on today

to play my favorite game with my friends and its gone and there is some broken game in its place , bad chocie please put

it back .

Edited by PSYCOKILLER
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And there must be something going on here because ALL XI servers have latencey problems every single one of them

have CI's on every XI server , and I mean every single one on every game platform -Crysis COD BBF etc. every single

day . People have always wondered how the enemy can get over to spawn so quickly , the answer ? is that the team

with the higest amount of LOW PING players will actually spawn sooner in the game than the team with the most high

ping players and this is the actual game cheating to the high ping players team which is no compitition or any fun for

that team and is in no way considerate to Members, Friends, or Guests , which brings me to the other problem

of members not being able to join a full room as the remove a non-member for a member does not work .

Edited by PSYCOKILLER
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Any chance that these problems are on Activision's end? Maybe left over from the hurricane?

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And now for the good news:

Unfortunately mods are neither perfect nor custom made to any one persons like.

While I can understand it might be a minor pain in the ass to re-do our weapons, I do appreciate the attempt to make this mod better and applaud the effort.

For a more exciting gameplay I would really like to see the full 26 player option in full affect and believe others would too.

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We are just testing to see what is causing the lag and CI's.

 

For us having lag on all our servers, thats hard to believe, we run our server over 4 different server hosts and have the servers at different locations in the US.

 

So in the end we wanted to test out the stock Nam server to see if the lag and Ci's were gone. Were they gone last night or was there still lag and Ci's on the server?

 

We need your help to make the servers better and your feedback is crucial is doing that.

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Ok a couple of things I can clear up here.

 

Is it PB causeing this I'd have to say no because its not on.

 

Betties or admin cookies. Lots of things to keep in mind. The game was designed to allow for what activision considered relizim. We have the betties set on an allowable distance to be before it explodes. Not keep in mind the materials aroung the bettie. Paper wall,brick wall wood, wall 8 inches thick or 2 inches thick or wood panel ect it all has an effect on penitration for the bettie. Add into that mess what perks the player is using. flac jacket or run faster. Makes a difference in the game big time.

 

Tanks and stuff don't know why you can't use them check your key setup ? Hit the x key in game drivable vechiles will show up and those are the only ones that you can use. I think some tanks you may only enter from the rear.

 

Ping well nothing we can really do about that one and I'm feeling that pain as well. I have an ok ping but now have a latency issue so I do know how it feels.

 

OLd maps new mods. No doesn't work that way. Modern weapons and the veitnam mod have alot of work done to them, So there are limits as to how much the game engine will render for the game to play correctly. These are ussually material assests. An exploding vechile is acually 5 or 6 vechiles bundled into one and as it explodes the game engine removes one and replaces it with another that is slightlty more damaged untill you have the blown up one. Then consider the FX side flames sound ect. So the majic number is 2400 materials you go over that the game crashes because it can't render the map. You get close to that number the game slows down.Games working harder to render So then how it all works. You have an intense mod running a big map with lots of detail odds are it won't work well. 2_many_beers has done a great job sorting what maps work and do not work on what mods. They might be one or two maps that still cause issues but as they get brought to his attention they get sorted and things get better. Should of been here couple of years ago it was horrible.

 

Now for having to redo everything. This happens when we switch the mod out which we have to do sometimes. We do not do it for no reason and do know it causes everybody to lose everything. We also assume we will lose a player or 2 doing it so we do not take it lightly. you have to take into consideration we are trying to solve a difficult problem which hard to find. If we do find it it might be the answer to all the other servers that have the same issue. Might be a worth while thing to work at.

 

LAst one is the player redirect. Not sure what you are trying to say there? There's ussually 2 slots for members to join and kick a non member with the lowest score. I have it mentioned on the front screen and we are sorry for kicking somebody but it is an XI server and they pay for it. If it doesn't work maybe both slots were taken up already. Do you add the password before you select a server to join ? I do know it works I test it from time to time and have never heard an issue withit yet beside non member don't like it and I understand that.

 

well thats long enough hope it helps some what.

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Oh and PSYCOKILLER its ok to be pissed off that somebody messed with your game I promise you your not alone. Many players went WTF over this. Thats why we don't do it alot.

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I don't understand why you guys can't run this mod or any mod out there with a 32 man server. I run a 50 man server with the rotu2.1 with 30 zoms on it at all times with no problem and we have exploding barrels zoms that explode people joining super upgraded weapons , gets pretty chaotic at times with no problems. If I could afford it I would pick up another 32 man server as I really enjoyed playing it myself but the lag got to be very bad and the game was fun no more.

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We can run a 64 man server of that mod ROTU with no lag also, we have in the past with no issues.

 

There is no lag on the MW2 server anymore

 

The only place with lag at the moment is the VT Nam freeze server, and we are working that out

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Well there's server ping issues and player ping issues. 1Deerhunters image would suggest a server ping issue because it involved everybody. A player ping issue would affect only that player, those jerky guys that are hard to kill. So what caused the high ping ?

 

1 The game server ( This one would include the mod issue )

2 Activisions main server (keeps trach of if the server is active who's on ect )

3 Punk Buster ( I don't think its on)

4 Game trackers server (doughtful)

 

So the mod both MW and the VN mods are very full.

 

For MW I have spoken to traustic who helped create the mod and he had to remove lots of materials from the mod to get it to work with most maps. Materials would be things like your arms in game the weapon ejectod shells and so on. So the more players the more it taxes the mods limit to render the game. I found this out trying to get MW to play FT. I never asked over at the doomed Cod Utility about VN mod but it would be the same issue. Last I think Dirk mentioned the reason we did not get more player slots was because it would start playing havoc with the server. So here's a fix. Keep the sloats and remove the maps that tax the mod. Or reduce the slots by 2 at a time till we find the sweet spot.

 

The game has a script for antilaging and I do think its turned on.

 

// Enable the antilag routine inside the game engine (use when players with a huge difference

// in ping values connect to the server)

// 0 = Disabled (default), 1 = Enabled

// set scr_antilag "0"

 

it would smooth the game play for players with a ping spikes or bad connection which would probably slow the game for everyone slightly.

 

All I got for today .

 

Impressive work fellas! ty for keeping our games playable :)

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