Mod Updates

AnniDv6
Posts: 1039
Joined: Mon Dec 12, 2011 3:25 pm

Re: Mod Updates

Post by AnniDv6 »

After reviewing the stats over the last 7 days and checking the machine itself, there are no apparent signs of any performance issues related to the machine. I've enabled High CPU Priority on your server, could you let us know if that makes any difference.
The machine hosting your server has been rebooted. Can you please let us know how the server performs for you now.
They've looked into, but the above doesn't seem to have fixed the problem. I also overwrote the scripts.vol with a backup and looked to see if any other files were changed just before or around the time that this started happening and none were.

You can tell there is an unusual lag by watching how long it takes to switch armors at a station. This is happening even if you're the only person in the server, but the lag does seem to get much worse when there's more people. When I host the server with the same files there's no issue at all.

It could just be a coincidence that this started right when the server came back online on Nov. 7th after being down from the invoice being paid late and if it really isn't the host maybe we've hit some sort of threshold with the number of profiles and or stats that are being recorded. I will look into it deeper tomorrow
User avatar
KILROY
Posts: 1315
Joined: Sat Apr 05, 2014 8:59 pm
Location: Texas

Re: Mod Updates

Post by KILROY »

Noticed a lack of servers listing now. Wonder if the Master servers are having an issue.
User avatar
DaRk
Posts: 1001
Joined: Sat Jul 27, 2013 4:22 pm
Location: ID, USA

Re: Mod Updates

Post by DaRk »

I've noticed the delayed in armor change response and even more the slow response or lack of response in buying favorites that you are talking about Death666.

I thought the same Kilroy, however I don't seem to lag when playing base LT or in Argh's. Even played a 1v1 in Ultra Renegades last night and had no problem sniping and speed capping. Also, adjusting my network setting does nothing or makes it worse.
User avatar
KILROY
Posts: 1315
Joined: Sat Apr 05, 2014 8:59 pm
Location: Texas

Re: Mod Updates

Post by KILROY »

Yeah, I was just checking out some other servers and no latency, so I don't think it's the Masters. It's just this server. It may need to be wiped and completely re-loaded from scratch from the backup.
perrinoia
Site Admin
Posts: 3732
Joined: Sun Jul 01, 2012 7:18 pm

Re: Mod Updates

Post by perrinoia »

Is console logging on or off? And how big is the console.log file?
Image
AnniDv6
Posts: 1039
Joined: Mon Dec 12, 2011 3:25 pm

Re: Mod Updates

Post by AnniDv6 »

Should be fixed now. Console logging always has been on and the file was over a gig, but that alone didn't make a difference when I hosted.

I found that on live in serverconfig_anni.cs

$pref::PacketRate = "4";
and
$pref::PacketSize = "75";

When I tested those settings on my local server the armor change slowdown appeared. I set these back to 30 and 500 respectively and the issue was fixed. I also made a copy of the old console log file for archive, but deleted the one on live so a fresh one will start. I'm sure crow changed those settings for a reason, but it looks like we need to find a better sweet spot so back to default for now. I'll let branzone know it was on our end :blush:

Hopefully we can move on to updates again now. I have some arena and other maps from you guys I need to add and also need to fix being able to jail players when there's no jail. Also hopefully make airbases destroy-able without a server crash.

I did get some newer versions of the ski maps in.
Fixed lap time incorrectly being retained across map change.

Lap time now sets to zero when you spawn as a fail-save, but more importantly sets to zero at the first checkpoint in a lap for much more consistent lap times when trying to push for a better time.

The checkpoint bottom print messages now shows your current time into the lap as well as your speed.

The lap completed message that everyone see's in chat now shows which armor you were in.

Fixed completed laps and total laps not working correctly and always showing the same number. Now when you die from fall damage you will lose a lap under 'laps' to a minimum of 0, while 'total' will always show the total number of laps you've completed regardless of fall damage deaths. All other types of deaths don't count against your laps.

Fixed a lot more deadstops across the four maps and added a few new redirecting walls to help from flying off the tracks when gottagofast
perrinoia
Site Admin
Posts: 3732
Joined: Sun Jul 01, 2012 7:18 pm

Re: Mod Updates

Post by perrinoia »

Oh, I'm glad that's resolved.

If the server log is over a gig, clearly no one is reading it.
We should either disable logging, or install a program that will archive the log on a daily basis, so the console.log file only ever contains today's logs, and older logs can easily be browsed by a date in the filename.
Image
User avatar
Firelord
Posts: 123
Joined: Thu May 21, 2015 11:08 pm

Re: Mod Updates

Post by Firelord »

Death666 wrote:Should be fixed now. Console logging always has been on and the file was over a gig, but that alone didn't make a difference when I hosted.

I found that on live in serverconfig_anni.cs

$pref::PacketRate = "4";
and
$pref::PacketSize = "75";

When I tested those settings on my local server the armor change slowdown appeared. I set these back to 30 and 500 respectively and the issue was fixed. I also made a copy of the old console log file for archive, but deleted the one on live so a fresh one will start. I'm sure crow changed those settings for a reason, but it looks like we need to find a better sweet spot so back to default for now. I'll let branzone know it was on our end :blush:

Hopefully we can move on to updates again now. I have some arena and other maps from you guys I need to add and also need to fix being able to jail players when there's no jail. Also hopefully make airbases destroy-able without a server crash.

I did get some newer versions of the ski maps in.
Fixed lap time incorrectly being retained across map change.

Lap time now sets to zero when you spawn as a fail-save, but more importantly sets to zero at the first checkpoint in a lap for much more consistent lap times when trying to push for a better time.

The checkpoint bottom print messages now shows your current time into the lap as well as your speed.

The lap completed message that everyone see's in chat now shows which armor you were in.

Fixed completed laps and total laps not working correctly and always showing the same number. Now when you die from fall damage you will lose a lap under 'laps' to a minimum of 0, while 'total' will always show the total number of laps you've completed regardless of fall damage deaths. All other types of deaths don't count against your laps.

Fixed a lot more deadstops across the four maps and added a few new redirecting walls to help from flying off the tracks when gottagofast

Thanks again for helping fix the server. I really appreciate your hard work keeping Anni alive.
User avatar
DaJ4ck3L
Crow{OZ}
Posts: 3375
Joined: Thu Jul 22, 2010 11:51 pm
Contact:

Re: Mod Updates

Post by DaJ4ck3L »

Death666 wrote:Should be fixed now. Console logging always has been on and the file was over a gig, but that alone didn't make a difference when I hosted.

I found that on live in serverconfig_anni.cs

$pref::PacketRate = "4";
and
$pref::PacketSize = "75";

When I tested those settings on my local server the armor change slowdown appeared. I set these back to 30 and 500 respectively and the issue was fixed. I also made a copy of the old console log file for archive, but deleted the one on live so a fresh one will start. I'm sure crow changed those settings for a reason, but it looks like we need to find a better sweet spot so back to default for now. I'll let branzone know it was on our end :blush:

Hopefully we can move on to updates again now. I have some arena and other maps from you guys I need to add and also need to fix being able to jail players when there's no jail. Also hopefully make airbases destroy-able without a server crash.

I did get some newer versions of the ski maps in.
Fixed lap time incorrectly being retained across map change.

Lap time now sets to zero when you spawn as a fail-save, but more importantly sets to zero at the first checkpoint in a lap for much more consistent lap times when trying to push for a better time.

The checkpoint bottom print messages now shows your current time into the lap as well as your speed.

The lap completed message that everyone see's in chat now shows which armor you were in.

Fixed completed laps and total laps not working correctly and always showing the same number. Now when you die from fall damage you will lose a lap under 'laps' to a minimum of 0, while 'total' will always show the total number of laps you've completed regardless of fall damage deaths. All other types of deaths don't count against your laps.

Fixed a lot more deadstops across the four maps and added a few new redirecting walls to help from flying off the tracks when gottagofast
lol no i never changed them values to that (as i know that would ruin the server). id guess someone with a little know how and high admin exported them values to the file. that's very weird though.
Image
perrinoia
Site Admin
Posts: 3732
Joined: Sun Jul 01, 2012 7:18 pm

Re: Mod Updates

Post by perrinoia »

Sounds like you've got a revolving door policy in the back-end, my friend.
Image
Post Reply