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1.49 beta feedback

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Well there has to be a way to override those AFKers that dont press start

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I said is "usually" caused by unofficial addons. Very few original maps are designed badly enough to cause issues such as this.

And also 1.49 combats this quite well.

You are correct that there needs to be a way to kick them because if they don't reboot soon or don't reconnect and get told to end the process, it ruins the server.

With proper server management this can be avoided. Make sure your server is setup correctly and that maps are tested thoroughly. I have a 1.49 dedicated server and I was up to 5am testing all 230 maps to make sure they didn't cause any issues. I removed about 15 maps and now the server is solid.

Regards,

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it would be very cool if the second mouse key is availible,

i know that the first extra key is availible.

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Tonight I played on a british server (client 1.46, server 1.49, ping betwen 80 and 100, dsl connection) and went off in a m2a2. After a while I wanted to get out, but I couldn't. I still could change between driver and gunner seats, I could turn out, everything but leaving the tin can.

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So where is 1.49 beta server patch???

Spent all day looking for it.

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Well, here is what I get sometimes when all users are looking at the Briefing for a few minutes (planning strategy after loading mission):

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

== C:\OPERATIONFLASHPOINT\OFP_SERVER.EXE

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

Exe version: Thu Mar 14 15:37:02 2002

file: NuclearChaos

world: Eden

campaign:

battle:

mission:

ErrorMessage: Out of reserved memory (7 KB).

Code change required (current limit 524288 KB).

Total free 286 KB

Free blocks 184, Max free size 7 KB

Well, I don't know if this worries anyone, but it says code change required. ;)

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Lt_Dan_Sweden @ April 12 2002,16:21)</td></tr><tr><td id="QUOTE">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.<span id='postcolor'>

Yesterday I had this happen with two public servers (same mission: "eSp4all-Duell"). One addon ("streetlamp.pbo" - I assure you, the most nescessary addon ever sad.gif ) was missing and of 10 players 9 got thrown out, including the admin. Well, we couldn't vote a new admin (max. 14 players allowed on the server and 8 of them were "ghosts"), so much for kicking the inactive players.

So it would be good if the server could recognise these players as inactive and kick them automatically, not depending on the admin or the players (most of them just don't know that they still have to kill the process).

Edit: Mission name corrected

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (joltan @ April 29 2002,09:36)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Lt_Dan_Sweden @ April 12 2002,16:21)</td></tr><tr><td id="QUOTE">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.<span id='postcolor'>

Yesterday I had this happen with two public servers (same mission: "... Duell"). One addon ("streetlamp.pbo" - I assure you, the most nescessary addon ever sad.gif ) was missing and of 10 players 9 got thrown out, including the admin. Well, we couldn't vote a new admin (max. 14 players allowed on the server and 8 of them were "ghosts"), so much for kicking the inactive players.

So it would be good if the server could recognise these players as inactive and kick them automatically, not depending on the admin or the players (most of them just don't know that they still have to kill the process).<span id='postcolor'>

Or they cant.

You cannot kill it in win9x sad.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Espectro @ April 29 2002,09:45)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">So it would be good if the server could recognise these players as inactive and kick them automatically, not depending on the admin or the players (most of them just don't know that they still have to kill the process).<span id='postcolor'>

Or they cant.

You cannot kill it in win9x sad.gif<span id='postcolor'>

No, you'd have to restart the computer.

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Great game BIS..we know you guys are working towards a superior product over other FPS's.

1.49 issues for SHoP:

I reboot the server atleast once a day, depending on the amount of ppl that connected and/or amount of memory tied up under Task Manager. I reboot automatically at 400 connections. I reboot automatically when memory crosses over 200mb for a game. We hardly ever crash, and when we do it is due to some erronious data from the clients in most cases.

Example:This past week we had some players join for the sole reason to disrupt the server(no names, we took care of it for the most part). However they were using a marker addon, that when they used it during a game, it caused a majority of the other players to crash out. I do not have the error syntax.

Last week, I built a machine for my partner and ofcourse had to do a burn in for the unit. It was a dual AMD 1900 MP, 1gb/2700 DDR, 18GB 15krpm drives, striped. So we loaded up OFP and let it roll....Left it up to see what would happen.(no reboots) With a dual machine, we only saw about a 5-8 percent increase in fps, perhaps only because the single proc wasnt max'd out...dunno However, we left it up to see what the end results would be. After about 26 hours, there had been over 980 connections, and each game, memory used was in the 250MB mark. For s&g's I decided to put up a second dedicated on the same machine, splitting the procs afinity. I did this without rebooting the machine or downing the other game. Heh...that lasted for about 6 hours. Then the machine just kicked the games and sorta died. No error, so nothing to report for future. However the actual machine had to be hard booted as the keyboard wasnt working(mouse yes). But wouldnt let me navigate.

Why I posted all this is simple...We all know the netcode isn't the greatest for OFP, we all know it doesn't release memory correctly. However I think OFP performed admirably under those conditions. I was thoroughly satisfied with the performance of that machine, which I will say outperformed the standard SHoP server. Here is my net settings for SHoP, these settings may not be for you. But we are connected on a 45mb pipe.

voiceovernet="false";

MaxMsgSend=384;

MaxSizeGuaranteed=512;

MaxSizeNonguaranteed=256;

MinBandwidth=128000;

MaxBandwidth=384000;

According to the monitor function for admins in the game, a full game of 24 players and a heavy scripted map, I see about 1mb-1.6mb out and 500k-800k in. Usually varies with maps and scripting.

Now if we could only get BIS to support multiple procs...

Stoner

www.stone-keep.com

...All the killing, half the calories.

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