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suma

1.49 beta feedback

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Please post you 1.49 feedback here.

1.49 should have same latency as 1.42-1.46, but should not crash as 1.45 and 1.46 do.

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Right now, i only ave few issues.. some positive, some negative....

Our server havent crashed yet smile.gif Good work

The lag has been improved to version 1.46 again smile.gif nice!

Las night I played 2 CTF 5on5 games, and this was my experience:

First we were running 1.46 (we downgraded the server from 1.48 so we could play again), and it worked... better than 1.48, although once i was thrown out with "no message recieved for xx seconds."

We upgraded to 1.49...

We played, it went fine, and no timeouts in the game.... WHEN we were in the game.

This is because it took like 2 minutes to get to the briefing screen in a standard CTF with 2 vehicles. We all had the map, so we didnt have to download it.

Why did it take so long? I didnt remember that when on 1.46 and before.

Im not sure if it was just a "2 time thing", but if we werent all chatting on TeamSpeak, i would have thought that the server crashed or something.

I have a router and a hub, shich means i can see when innformation passes through. And while i was at the "recieving mission data" screen, it seemed like the computer didnt recieve (or very little) any information  from the server for like 1 minute.

After a while there came alot of information to my computer, and it began loading.... 3 seconds later i was at the briefing screen.

Would it e possible to make it as, when server is loaded it sends out a message for all computers connected that "You can go to briefing screen now" regardless of the computers are loaded.

But all in all, its alot better than 1.48 and 1.46, nice job smile.gif

Especro

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Ok, our server was up all night. There has been no time outs or crashes since we updated to 1.49. That is the good news.

That bad news is that we have constant crashes to desktop for players, almost every second mapp crashes us all to desktop.

The server is the most stable it has been for a long time. The 1.46 client is now pulling us all down. Maps that have been played since 1.20 are no unable to be played, simply crashes to desktop. I hope this can be resolved. I hope someone can gather more information on the issue than I have been able to because there is no crash report for the client (that I am aware of anyway).

Seems some of the newer maps work better than the older maps now.. I think so anyway.

Good luck with the next client update, we are waiting eagerly.

Regards,

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Lt_Damage @ Mar. 15 2002,15:15)</td></tr><tr><td id="QUOTE">I hope someone can gather more information on the issue than I have been able to because there is no crash report for the client (that I am aware of anyway).<span id='postcolor'>

There is such crash report - it is created on the client machine (same files as on server machine).

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Lt_Damage @ Mar. 15 2002,15:15)</td></tr><tr><td id="QUOTE">The 1.46 client is now pulling us all down. Maps that have been played since 1.20 are no unable to be played, simply crashes to desktop. I hope this can be resolved. I hope someone can gather more information on the issue ...<span id='postcolor'>

As there are two major crashes fixed in 1.47-1.49 that were present in 1.46 (see this topic), let me explain how they can affect clients:

Hind crash can affect 1.46 only when they are using config modification that uses different number of cargo slots. This is especially true for config modifications based on 1.45 config (like popular Dynamic Sound Range).

Take weapon crash should never happen on the client, as it was related to no existing camera object on dedicated server, and there is always some camera on client.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Espectro @ Mar. 15 2002,15:39)</td></tr><tr><td id="QUOTE">Im gonna check tonight if the slow-briefing loading is only on our server or its on many servers.<span id='postcolor'>

It happens often to me on various servers to be stuck in the 'Receiving data...' screen. Sometimes I even lose session. No matter, whether I have the mission already or not or whether my ping is 80 or 200.

I try to avoid losing session by start chatting. At least chat seems not to be affected...

I am not sure whether it happened with all versions, but it is not new for 1.42 or above. (However, I not yet tried a 1.49 BETA server)

My connection is DSL 768k/128k (interleave mode unfortunatly...)

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Thus far we see no additional issues with 1.49. We also have noticed lag levels are back to the prior 1.45 release it seems (which is good).

So basically we have the added features that were presented in 1.45/1.46 without the problems. Good Work BIS!

In the future... I want to encourage Beta releases such as you have done here in the forums so that another release like 1.45/1.46 does not hit so hard.

Curious... I know you have seen the posts. At this time how long before you think the most wanted/needed issues are addressed in future releases (1.50 maybe and when will it be released)? (i.e. Detailed Server Logs, Notification of who is Speak on Voice Com, additional Server Admin Commands such as instant Bans and so on and of course New Netcode)

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IF they do add insta bans, make it for the password admins, not the ones voted for.

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I also experience the long wait for receiving data even though I already have the mission. Crashing has stopped which is great.

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SUMA, a couple of days ago I told you about a 1.48 server crash. It was due to a missing addon (cfr. infra)

file: __cur_mp

world: cain_snow

campaign:

battle:

mission:

ErrorMessage: No entry 'config.bin/CfgVehicles.AXX364'.

Perhaps you should just make the server go back to the mission selection screen and display a "missing addon" message (like chat text, but in red) instead of quitting the server? This way it wouldn't crash smile.gif

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Really don't know if this is because of the 1.49 patch but I have noticed a big increase in corrupted sound. Before I got it sometimes but it more or less always dissappeared if I switch between 1st and 3rd personview. Now, after playing on 1.49-servers I suffer from much longer and more intense white-noise "breakouts" which fluctuates on and off in 5 - 10 min periods. It's so bad that I have to play w/o sound most of the time. A friend of mine have the exact same problem

System: AMD 900 MHz w. ViA-chipset. SB Live! 1024. Geforce 2 MX. 512 Mb RAM

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I received a similar error that was happening in version 1.42 where the server runs out of memory when it just sits idle.

=====================================================================

== C:\Program Files\Codemasters\OperationFlashpoint\OFP_Server.exe

=====================================================================

Exe version: Thu Mar 14 18:37wow.gif2 2002

file: __cur_mp

world: ebeden_jungle

campaign:

battle:

mission:

ErrorMessage: Out of reserved memory (7 KB).

Code change required (current limit 524288 KB).

Total free 2448 KB

Free blocks 894, Max free size 7 KB

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suma @ Mar. 16 2002,01:36)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Lt_Damage @ Mar. 15 2002,15:15)</td></tr><tr><td id="QUOTE">I hope someone can gather more information on the issue than I have been able to because there is no crash report for the client (that I am aware of anyway).<span id='postcolor'>

There is such crash report - it is created on the client machine (same files as on server machine).<span id='postcolor'>

Thankyou Suma.

Here is a sample of my latest crashes:

=====================================================================

== C:\Program Files\Codemasters\OperationFlashpoint\OPERATIONFLASHPOINT.EXE

=====================================================================

Exe version: Wed Mar 06 12:50:16 2002

file:     CUR_MP

world:    ABEL

campaign:

battle:  

mission:  

Exception code: C0000005 ACCESS_VIOLATION

Version 1.46

Fault address:  004B357F 01:000B257F C:\Program Files\Codemasters\OperationFlashpoint\OPERATIONFLASHPOINT.EXE

Prev. code bytes: 31 85 F6 75 07 51 E8 86 D5 07 00 59 8B C6 5E C3

Fault code bytes: FF 49 04 56 8B 71 04 85 F6 75 06 8B 01 6A 01 FF

Registers:

EAX:1219E1B0 EBX:110CD7D0

ECX:00000001 EDX:00000006

ESI:110CD7D0 EDI:1219E1B0

CS:EIP:001B:004B357F

SS:ESP:0023:0012F154  EBP:0012F160

DS:0023  ES:0023  FS:003B  GS:0000

Flags:00010202

=======================================================

Full report click link: http://members.optushome.com.au/ofpwolf/flashpoint.rpt

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Suma @ Mar. 16 2002,01:59)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Lt_Damage @ Mar. 15 2002,15:15)</td></tr><tr><td id="QUOTE">The 1.46 client is now pulling us all down. Maps that have been played since 1.20 are no unable to be played, simply crashes to desktop. I hope this can be resolved. I hope someone can gather more information on the issue ...<span id='postcolor'>

As there are two major crashes fixed in 1.47-1.49 that were present in 1.46 (see this topic), let me explain how they can affect clients:

Hind crash can affect 1.46 only when they are using config modification that uses different number of cargo slots. This is especially true for config modifications based on 1.45 config (like popular Dynamic Sound Range).

Take weapon crash should never happen on the client, as it was related to no existing camera object on dedicated server, and there is always some camera on client.<span id='postcolor'>

Ok, a few facts I've noticed about the crashes:

Some maps crash, some work fine.

Even maps without any air vehicles at all, can crash.

Maps that used to work with 1.42 now crash to desktop.

Server does not crash at all, the server remains active.

My flashpoint.rpt should contain all the recent crashes.

http://members.optushome.com.au/ofpwolf/flashpoint.rpt

Is there any other files for client that record crashes besides flashpoint.rpt?

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Lt_Damage @ Mar. 16 2002,17:29)</td></tr><tr><td id="QUOTE">My flashpoint.rpt should contain all the recent crashes.

Is there any other files for client that record crashes besides flashpoint.rpt?<span id='postcolor'>

On any crash some information is appended to Flashpoint.rpt and context.bin is created. I think this has been discussed many times - and it is certainly described in Troubleshooting FAQ. If you want us to investigate the crash, please send your crash files to support@bistudio.com - this is where analysis will be done.

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Done. The files have been sent.

I have done some really long and tiring testing, I tested a total of 190 maps on our dedicated server, running 1.49, with 1.46 clients. I have singled out every map that crashes, and made a list, and also checked every map that works.

I will be checking the differences between maps and might come to some conclusion soon.

Now I have some testing to go, but I think it might be related to some maps using Editorupgrade102, the server tolerates this as it has the addon on it to stop it crashing, but the clients crash to desktop, i think because of the protection introduced into the config.bin.. not sure.

If not there is a camera or another objected that doesn't agree with 1.46 / 1.49 server.

Regards,

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Advice request.

Are there any diagnostic outputs from the OFP server to log files etc? - If so how are they switched on.

We are currently attempting to characterise the traffic profile for OPF with a view to optimisation. On line we have version 1.49 beta and are logging data with a view to creating a model in an event driven simulator - crashes are a problem and therefore any diagnostic would be helpful.

Thanks in advance

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With a 155mbit server and maxmessage=2048; we still have big problem of desync(also with 8-10 player) on start of 1000-3000 for each people.

While 1.46 in this case work better.

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HD_Iblon we run Multiple OC3's and I can tell you that OFP just will not utilize more Bandwidth. More matter what you use for the setting. Their use of DirectPlay seems to be the problem.

Until a new Netcode is used the only advantage to real high bandwidth servers is the Low Latency... not the volume of the circuit.

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Hi !

I've a bug with server 1.49 beta:

Some player have a problem during the game and are disconnected (a comon problem).

But for the server they are still connected... and be never disconnected !!!

They are "Zombi" player and the other player couldn't play !

here is an exemple of my log file:

21:39:23 Player gnocid connecting

21:39:28 Player gnocid connected (id=XXX)

....LOG CUT.....

21:39:57 Player gnocid (2) connecting

21:40:02 Player gnocid (2) connected (id=XXX)

....LOG CUT....

22:21:35 Player  Stivi˛°°˛ connecting

22:21:37 Player  Stivi˛°°˛ connected (id=YYYYYY)

....LOG CUT....

22:31:07 Player  Stivi˛°°˛ (2) connecting

22:31:08 Player  Stivi˛°°˛ (2) connected (id=YYYYYY)

....LOG CUT....

23:07:41 THERE ARE STILL ZOMBI PLAYERS "Stivi", "Stivi (2)" , "Gnocid" & "Gnocid (2)" ON THE SERVER WICH BLOCK THE OTHER PLAYER

Where is the problem ? On the server side, or bad game version from the player ?

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1.49 beta feedback:

Works great, hasn't crashed yet. smile.gif

My only feedback is that there was no documenation of the hostname config option in the .rtf file. Nor was there any info on ports to open. I had to find these things from a 3rd party website.

Otherwise icon14.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Gugus @ April 08 2002,09:21)</td></tr><tr><td id="QUOTE">Hi !

I've a bug with server 1.49 beta:

Some player have a problem during the game and are disconnected (a comon problem).

But for the server they are still connected... and be never disconnected !!!

They are "Zombi" player and the other player couldn't play !

here is an exemple of my log file:

21:39:23 Player gnocid connecting

21:39:28 Player gnocid connected (id=XXX)

....LOG CUT.....

21:39:57 Player gnocid (2) connecting

21:40wow.gif2 Player gnocid (2) connected (id=XXX)

....LOG CUT....

22:21:35 Player  Stivi˛°°˛ connecting

22:21:37 Player  Stivi˛°°˛ connected (id=YYYYYY)

....LOG CUT....

22:31wow.gif7 Player  Stivi˛°°˛ (2) connecting

22:31wow.gif8 Player  Stivi˛°°˛ (2) connected (id=YYYYYY)

....LOG CUT....

23wow.gif7:41 THERE ARE STILL ZOMBI PLAYERS "Stivi", "Stivi (2)" , "Gnocid" & "Gnocid (2)" ON THE SERVER WICH BLOCK THE OTHER PLAYER

Where is the problem ? On the server side, or bad game version from the player ?<span id='postcolor'>

That issue is caused usually when players do not have a required addon for a map. The issue is their ofp crashes to desktop but the process is still running. You will find if they end the process the connection to the server will no longer be there.

If they are on Win98 or another OS that does not let you end processes individually they'll need to reboot.

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Yes I recognise the probelm of ghost players, not kickable by Admin. It does not have to do with ADD-ONs missing, it has to do with the player crashing, which can happen, and does happen, even though the MAP is an original.

The Dedic server code should be fixed so these players can be kicked. The server players should be dependent on whether or not the person, know how to kill the ghost Process or reboots. As you know the server is unasable when this ghostplayer cant be kicked and doesnt Green-Up/press Start.

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