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Re: THE 227 question...
Posted: Fri Jul 20, 2007 12:04 am
by BrakeDanceJ
I too agree it's not worth delaying 227 for :-). We've all been very patient, and I know the thought of more delay triggeres a cringe; but I throw them out as a simple suggestion for future consideration.
Re: THE 227 question...
Posted: Fri Jul 20, 2007 6:24 am
by Smirftsch
nobody said that 227 will be the last thing I or we do. We'll see that in the future, but for now its absolutely necessary to release a beta, to come to the final release. I never took a look at the stats thingy, was never important for me. Currently I'm building in a native kickban solution, but thats probably the last native function for now. Once 227 is released, which is a bugfix release for the mainpart, then we'll see what might be worth to add. So don't forget this suggestion
Re: THE 227 question...
Posted: Sat Jul 21, 2007 2:01 pm
by Shivaxi
I sure hope its not the last thing

You guyz still gotta finish the S3TC textures....who's doing that anywayz?
and also...i thought of something last night...OH MAN!!! I JUST F**KIN' FORGOT!!!! D*mn i hate when that happens

It was a good idea too

Re: THE 227 question...
Posted: Sun Jul 22, 2007 12:39 am
by DieHard SCWS
You guyz still gotta finish the S3TC textures....who's doing that anywayz?
I guess that would be me, and im 24/7 working on them round the clock pretty much each day

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Re: THE 227 question...
Posted: Wed Jul 25, 2007 2:10 pm
by Shivaxi
24/7 eh? thats good.........WORK FASTER!!!! lol jk
oh btw...i think i found out a way to make S3TC water...all u do is make a really high quality pic of still water...then import it into Unreal and go into editor and add the water ripple effect....thats how they did it in the first place anywayz so it should work right?
Re: THE 227 question...
Posted: Wed Jul 25, 2007 7:09 pm
by Turboman.
24/7 eh? thats good.........WORK FASTER!!!! lol jk
oh btw...i think i found out a way to make S3TC water...all u do is make a really high quality pic of still water...then import it into Unreal and go into editor and add the water ripple effect....thats how they did it in the first place anywayz so it should work right?
well it becomes more complicated with that as the engine doesn't support fractal effects with resolutions higher then 8-bit 256x256 (iirc!).
Re: THE 227 question...
Posted: Thu Jul 26, 2007 1:45 am
by BrakeDanceJ
Hey not to go into 'request mode' again, but I forgot to ask:
Can we please take the file lock off the log file when an unreal server is in use? Pretty Please?
(http://en.wikipedia.org/wiki/File_locking#File_locking_in_Windows)
If you don't understand what I mean, try opening the log file when you have a server running?
Re: THE 227 question...
Posted: Thu Jul 26, 2007 6:33 am
by Smirftsch
sry, i have to deny this request, to easily it could be abused for cheating purposes...

Re: THE 227 question...
Posted: Thu Jul 26, 2007 9:59 am
by Hyper
sry, i have to deny this request, to easily it could be abused for cheating purposes...

How possible can you chat with a log? Please clearify.
Re: THE 227 question...
Posted: Thu Jul 26, 2007 12:38 pm
by Bane
I think Smirf got confused. I think he's referring to the in-game log, shown with 'showlog'. That allows you to type in commands, which is why Shambler disabled it in ICD. But I'm pretty sure what BrakeDanceJ is referring to is the actual file itself, unreal.log or server.log. While unreal it running, you cannot even read the contents of the file. Notepad will always say "This file is in use by another application" or whatever.
Although I don't see how the in-game log could be used for cheating in 227. Can't you just disable any commands that could be used for cheating? In fact, haven't you already done so?
Re: THE 227 question...
Posted: Thu Jul 26, 2007 1:22 pm
by Smirftsch
ops. Yes, you are right bane. Indeed i read it wrong. Mmmmmh... not sure if i can disable file locking for this single file. Never messed with something like that.
But yes, of course, critical commands are out.
Need to look into it. Can't tell yet.
Re: THE 227 question...
Posted: Thu Jul 26, 2007 1:38 pm
by DieHard SCWS
I do agree with BrakeDanceJ on this, and i asked that question myself before, my solution was to have Unreal create a Logfile.bak or any other name.
The reason mainly is, when you have a server set to automatically restart (all rented server do) than you cannot retrieve any info from the logfile cause by restart it will get overwriten on the spot.
In the past we often had to go to great length to retrieve the Celtic Warriors logfile. When we had a problem, we all went on teamspeak. One person would log into the control panel while the person that had a problem entered the server together with a spotter.
At the moment the client crashed the server, the spotter had to relay that to the person logged into the control panel and tell him/her to stop the server to prevent a reboot.
Which i reality lead to screaming by a bunch of people also sitting in TS: STOP, STOP, STOP THE SERVER !
A simple change of name on exit would solve that problem..................
Yeah, i can fully understand the question from BrakeDanceJ alright.
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Re: THE 227 question...
Posted: Thu Jul 26, 2007 1:45 pm
by Shivaxi
24/7 eh? thats good.........WORK FASTER!!!! lol jk
oh btw...i think i found out a way to make S3TC water...all u do is make a really high quality pic of still water...then import it into Unreal and go into editor and add the water ripple effect....thats how they did it in the first place anywayz so it should work right?
well it becomes more complicated with that as the engine doesn't support fractal effects with resolutions higher then 8-bit 256x256 (iirc!).
Aw crap...well it was worth a try
Is there no way to edit the engine without getting a mismatch error when joining other servers? or atleast like another .u file that would edit the engine outside the original Engine.u?
Is there like nothing we can do yo?
Re: THE 227 question...
Posted: Thu Jul 26, 2007 4:26 pm
by Turboman.
24/7 eh? thats good.........WORK FASTER!!!! lol jk
oh btw...i think i found out a way to make S3TC water...all u do is make a really high quality pic of still water...then import it into Unreal and go into editor and add the water ripple effect....thats how they did it in the first place anywayz so it should work right?
well it becomes more complicated with that as the engine doesn't support fractal effects with resolutions higher then 8-bit 256x256 (iirc!).
Aw crap...well it was worth a try
Is there no way to edit the engine without getting a mismatch error when joining other servers? or atleast like another .u file that would edit the engine outside the original Engine.u?
Is there like nothing we can do yo?
well i'm pretty sure they are not defined in the engine.u but hardcoded inside the fire.dll package, which cannot be modified easily i guess :P
if only fractal textures could be used on mirror surfaces/effects to give reflections a distortion effect (either pixel shader or whatever), then we could have true reflective water like in halflife2 or so :o
Re: THE 227 question...
Posted: Thu Jul 26, 2007 7:15 pm
by Shivaxi
that would be awsome beyond belief

Re: THE 227 question...
Posted: Fri Jul 27, 2007 7:33 am
by BrakeDanceJ
I do agree with BrakeDanceJ on this, and i asked that question myself before, my solution was to have Unreal create a Logfile.bak or any other name.
The reason mainly is, when you have a server set to automatically restart (all rented server do) than you cannot retrieve any info from the logfile cause by restart it will get overwriten on the spot.
In the past we often had to go to great length to retrieve the Celtic Warriors logfile. When we had a problem, we all went on teamspeak. One person would log into the control panel while the person that had a problem entered the server together with a spotter.
At the moment the client crashed the server, the spotter had to relay that to the person logged into the control panel and tell him/her to stop the server to prevent a reboot.
Which i reality lead to screaming by a bunch of people also sitting in TS: STOP, STOP, STOP THE SERVER !
A simple change of name on exit would solve that problem..................
Yeah, i can fully understand the question from BrakeDanceJ alright.
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Yup, I did mean file lock access to unreal.log server.log.
In the past (many times) it would haven been so handy to write log file analyzers, show log file contents in a web panel, or generate stats from a log file without having to knock the server offline, copy the log file, and then restart the server. Not to mention, it kills all the client's connections

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Also, an option to purge the log file at a set interval would be cool.
Re: THE 227 question...
Posted: Fri Jul 27, 2007 4:14 pm
by Smirftsch
here is what i use now to work arround this problem, i'm starting the server from a small batch file, which takes care to restart the server if crashed also:
:1
UCC.EXE Server DMANCAdvanceSerpentine.unr?game=CustomSerp041.CustomSerpentine_DM log=serpserver.log
ren serpserver.log serpservercrash.log
echo Server crashed or was closed, log copied to Serpentinecrash.log and server is restarted.
goto 1
but i hope i will find some time to see if there is something i can do without spending another couple of hours with it...
Re: THE 227 question...
Posted: Wed Aug 01, 2007 8:45 am
by Kajgue
Hey, how's the patch going so far?
Got a completion percentage figure?
Re: THE 227 question...
Posted: Thu Aug 02, 2007 6:48 pm
by Smirftsch
I'd say over 90%. Currently working only on some minor fixes. Major work is done.
Re: THE 227 question...
Posted: Fri Aug 03, 2007 10:45 am
by Kajgue
I'd say over 90%. Currently working only on some minor fixes. Major work is done.
That's really music to my ears. ;)
Would it be too late for some
minimal netplay suggestions?
Re: THE 227 question...
Posted: Fri Aug 03, 2007 11:07 am
by TCP_Wolf
If you want playability with a 10k modem there might be a problem :-O
Re: THE 227 question...
Posted: Fri Aug 03, 2007 1:47 pm
by Kajgue
...
If you want playability with a 10k modem there might be a problem :-O
Nonono, that's not what I want to ask.
Allthough very few servers could ever find a map large enough to house a player amount of this limit, could you add the option to allow a server to be able to support up to 64 players?
Naively speaking, if a game like battlefield can do it with far superior rendering, shouldn't a game with much less CPU demands be able to cope alot better with that much strain?
You may wonder why anyone would ever want such a thing, but i'm sure each and every host who would decide to put it into practice could give you his or her own answer, I have my own.

Re: THE 227 question...
Posted: Fri Aug 03, 2007 2:46 pm
by Shivaxi
lol...there is no Player Limit...you can set it to whatever you want in your Unreal.ini
Just open that up...and find [Engine.GameInfo] and then under that you should see MaxPlayers=16 well...thats what it is for me
point is you can change that to whatever you want

Re: THE 227 question...
Posted: Fri Aug 03, 2007 2:51 pm
by Kajgue
I remember trying this before and it didn't work, it kept jumping back down to 14 max players whenever i'd launch my server.
Also, how quickly in terms of fps and connection speed would things go with a player amount of around 64 players?
Re: THE 227 question...
Posted: Fri Aug 03, 2007 3:03 pm
by Shivaxi
QUOTE: I remember trying this before and it didn't work, it kept jumping back down to 14 max players whenever i'd launch my server.
Well thats weird...i set mine to 100 players one time...and it worked fine...maybe it has something to do with your internet connection? perhaps a players limit if your internet isnt to fast?
QUOTE: Also, how quickly in terms of fps and connection speed would things go with a player amount of around 64 players?
That all depends on your internet upload speed
go here and tell me what it sais your Upload is and i can give you a rough estimate on how your server would handle it.
www.internetfrog.com
click on
Test the speed of your connection on the right side of the page near the top