Newest version of DWRPG
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- 1337 Haxor
- Posts: 321
- Joined: Wed Jul 09, 2008 11:00 pm
There seems to be a new glitch with the MWM and the freezing magic type. Earlier today, when the MWM made a freezing weapon, it made only freezing+3, sometimes even twice in a row. I checked the ~ log in case I was seeing things but sure enough there were two identical lines in a row like this:
It didn't matter which weapon I was rolling. The freezing damage modifier was always +3 and the above "twice in a row" scenario happened more than once.
Code: Select all
You got a freezing shock rifle +3.
You got a freezing shock rifle +3.
I have a new issue here. I am wondering if this is the proper behavior or to be considered a bug.
A lot of time when I use the magic weapon maker to roll a new weapon, it takes away my ammo. So if I have a MP5 with 1000 ammo and roll it to a new one, I end up with something like 180 or very low ammo.
Another thing is if I die, a lot of times when i respawn the next round with my recalled weapon, it does not get the end of round ammo bonus, so if when i died i had 100 ammo and die, next round when i respawn i still have 100 ammo, but the end of round ammo bonus(which i always get if i live) will always put my ammo up much higher.
the behavior isn't always the same, if i am remembering this right, sometimes when i roll my ammo stay the same, and sometimes when respawning next round my ammo receives the bonus.
thanks for all your hard work on this mod, i think the server is getting better and better and it's much fun.
on another note, i notice you fixed the issue with WM having their weapon randomly change on them to some other type. i can testify that this is working great and wow it's nice to be able to roll a weapon and then keep it the rest of the match. a big THANK YOU for that one!! :banana:
A lot of time when I use the magic weapon maker to roll a new weapon, it takes away my ammo. So if I have a MP5 with 1000 ammo and roll it to a new one, I end up with something like 180 or very low ammo.
Another thing is if I die, a lot of times when i respawn the next round with my recalled weapon, it does not get the end of round ammo bonus, so if when i died i had 100 ammo and die, next round when i respawn i still have 100 ammo, but the end of round ammo bonus(which i always get if i live) will always put my ammo up much higher.
the behavior isn't always the same, if i am remembering this right, sometimes when i roll my ammo stay the same, and sometimes when respawning next round my ammo receives the bonus.
thanks for all your hard work on this mod, i think the server is getting better and better and it's much fun.
on another note, i notice you fixed the issue with WM having their weapon randomly change on them to some other type. i can testify that this is working great and wow it's nice to be able to roll a weapon and then keep it the rest of the match. a big THANK YOU for that one!! :banana:
Warning: Incoming Warhead!!
Wanted on 1000 planets for mass destruction of alien life forms!
Wanted on 1000 planets for mass destruction of alien life forms!
I hate that too, but just because i can't have a resupply skill. :swondering:warhead2 wrote:I have a new issue here. I am wondering if this is the proper behavior or to be considered a bug.
A lot of time when I use the magic weapon maker to roll a new weapon, it takes away my ammo. So if I have a MP5 with 1000 ammo and roll it to a new one, I end up with something like 180 or very low ammo.
warhead you just said it. It is a new weapon so you loose the ammo that previously went with that gun. AM's have to deal with it while rolling weapons. that is why I am never using the weapon I am rolling. I always change to another weapon while killing so that I can replenish adren because the ammo of the weapon rolled returns to the base for that weapon.warhead2 wrote:I have a new issue here. I am wondering if this is the proper behavior or to be considered a bug.
A lot of time when I use the magic weapon maker to roll a new weapon, it takes away my ammo. So if I have a MP5 with 1000 ammo and roll it to a new one, I end up with something like 180 or very low ammo.
Another thing is if I die, a lot of times when i respawn the next round with my recalled weapon, it does not get the end of round ammo bonus, so if when i died i had 100 ammo and die, next round when i respawn i still have 100 ammo, but the end of round ammo bonus(which i always get if i live) will always put my ammo up much higher.
the behavior isn't always the same, if i am remembering this right, sometimes when i roll my ammo stay the same, and sometimes when respawning next round my ammo receives the bonus.
thanks for all your hard work on this mod, i think the server is getting better and better and it's much fun.
on another note, i notice you fixed the issue with WM having their weapon randomly change on them to some other type. i can testify that this is working great and wow it's nice to be able to roll a weapon and then keep it the rest of the match. a big THANK YOU for that one!! :banana:

No shame, no dishonor, will run away to fight another day!
ACY
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- 1337 Haxor
- Posts: 321
- Joined: Wed Jul 09, 2008 11:00 pm
Note that if you have 2 weapons of the same type, you do NOT lose your ammo when you re-roll those weapons. :swink:warhead2 wrote:A lot of time when I use the magic weapon maker to roll a new weapon, it takes away my ammo. So if I have a MP5 with 1000 ammo and roll it to a new one, I end up with something like 180 or very low ammo.
Wail,
I'm new here and I don't know the history of this server but i'm gonna share a couple things because perhaps they might help. If not, fine, but i don wanna take the chance of holding onto info that might help.
As I said, I got mucho experience with ut coding and i've been a part of server setups too. I notice that your server (1) has a regular occurance of things like all monsters and weapons disappearing, or you lose all your weapons but one, and other strange things. People on the server generally call this Packet Loss. This is not always correct. I live by Fort Wayne, Indiana and have a great ping and generally have a great connection with any UT server, so packet loss is not a great accessment for me.
However, and here's where I share my own experience:
We did this freaking awsome mutator once which gave all kinds of custom weapons, pickups and abilities and installed it on our server. We then noticed the exact same thing that we see on MM: Weapons and things, after a while, just start disappearing on you. Reconnect of course helps but after a while things get really heavy and then server restart is needed. This server also has the exact same symtom, as we regularly kicked kicked out of maps into DM-Processed.
We found the cause of the problem: object count. I installed a server and client side debug console command to show me the total count of object by Actor and by various other categories, to show the count on both server and client pc. I got a general idea of what the "normal" counts should look like. To my surprise, when the strange things started happening, those counts were going Sky High! And I mean SKY high. Not just on server but also on client, which explains why some people get it and some people don't, it depends on their local pc object count allso.
So I looked in the code and found the problem, objects(Actors) were not being properly disposed of when they were supposed to be. So the server and client pc just kept filling up with undisposed Actors and that stress causes things to disappear. Once I corrected those code flaws, the problems totally went away and never came back. Another thing from my own experience which causes things like this are excessive errors being logged, as the actuall stress by writing all those log messages brings a server down. That of course is ez to check and fix.
The above may not be the problem of course, but since I had the exact same thing happen to me, my hope is maybe some of this helps. If you wanna talk more about it or bounce any ideas off me i'd be glad to.
Cheers and thanks again for this most awsome server you are the best! :salute:
I'm new here and I don't know the history of this server but i'm gonna share a couple things because perhaps they might help. If not, fine, but i don wanna take the chance of holding onto info that might help.
As I said, I got mucho experience with ut coding and i've been a part of server setups too. I notice that your server (1) has a regular occurance of things like all monsters and weapons disappearing, or you lose all your weapons but one, and other strange things. People on the server generally call this Packet Loss. This is not always correct. I live by Fort Wayne, Indiana and have a great ping and generally have a great connection with any UT server, so packet loss is not a great accessment for me.
However, and here's where I share my own experience:
We did this freaking awsome mutator once which gave all kinds of custom weapons, pickups and abilities and installed it on our server. We then noticed the exact same thing that we see on MM: Weapons and things, after a while, just start disappearing on you. Reconnect of course helps but after a while things get really heavy and then server restart is needed. This server also has the exact same symtom, as we regularly kicked kicked out of maps into DM-Processed.
We found the cause of the problem: object count. I installed a server and client side debug console command to show me the total count of object by Actor and by various other categories, to show the count on both server and client pc. I got a general idea of what the "normal" counts should look like. To my surprise, when the strange things started happening, those counts were going Sky High! And I mean SKY high. Not just on server but also on client, which explains why some people get it and some people don't, it depends on their local pc object count allso.
So I looked in the code and found the problem, objects(Actors) were not being properly disposed of when they were supposed to be. So the server and client pc just kept filling up with undisposed Actors and that stress causes things to disappear. Once I corrected those code flaws, the problems totally went away and never came back. Another thing from my own experience which causes things like this are excessive errors being logged, as the actuall stress by writing all those log messages brings a server down. That of course is ez to check and fix.
The above may not be the problem of course, but since I had the exact same thing happen to me, my hope is maybe some of this helps. If you wanna talk more about it or bounce any ideas off me i'd be glad to.
Cheers and thanks again for this most awsome server you are the best! :salute:
Warning: Incoming Warhead!!
Wanted on 1000 planets for mass destruction of alien life forms!
Wanted on 1000 planets for mass destruction of alien life forms!
Thank you for your observance, and your comment will be taken into consideration.
This sounds similar when Choco pinpointed a problem with the vagaries where their projectile actors' life time endures much longer than it needed to be...causing low frame rates by wave 13.
We've been tackling this situation (reducing actor count) since this server started.
One example is our enforcement to mappers to keep channel counts low. 2 small adren pills = 2 channels. 1 medium (combined) adren pill = 1 channel.
Just one of many :)
This sounds similar when Choco pinpointed a problem with the vagaries where their projectile actors' life time endures much longer than it needed to be...causing low frame rates by wave 13.
We've been tackling this situation (reducing actor count) since this server started.
One example is our enforcement to mappers to keep channel counts low. 2 small adren pills = 2 channels. 1 medium (combined) adren pill = 1 channel.
Just one of many :)
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
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- DW Clan Member
- Posts: 1634
- Joined: Wed Dec 28, 2005 12:00 am
Yeah, there have been a couple of particular instances dealing with emitters specifically where the actors were not dying off when they should, resulting in issues for many players. In general I am not sure how much can be done to reduce the actor count - The biggest culprit here I suspect is simply having lots of players, lots of monsters, and consequently lots of projectiles.DW_Ant wrote:Thank you for your observance, and your comment will be taken into consideration.
This sounds similar when Choco pinpointed a problem with the vagaries where their projectile actors' life time endures much longer than it needed to be...causing low frame rates by wave 13.
We've been tackling this situation (reducing actor count) since this server started.
One example is our enforcement to mappers to keep channel counts low. 2 small adren pills = 2 channels. 1 medium (combined) adren pill = 1 channel.
Just one of many :)
Mines in particular are pretty calculation intensive and I know people optimizing maps for ONS will cut back on mines - Invasion only has 20 players but I think mines are much more prominently used in Invasion by players, or even monsters (think the Tony monsters who shoot out like 12 mines at once, or the Green Titans whose rocks split into a bunch of mines).
I also know that there are at least a couple of monsters who write a lot of errors to the log - I'm thinking Queens here but I could be wrong on that. Either way, it doesn't help.