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UT - Server (alle) Was man so alles brauch für einen UT-Server. UT99, UT2003/4, UT3, UT(4)

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Alt 20.03.2015, 08:21   #41
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3 - I will try to install myself LinxDedServFix. I'm not sure I'll succeed. If not, maybe someone can help me again. Anyway, I noticed that I already have this mutator in the ''Select Desired Mutators'' list and the .u and .ucl files in the system folder of the server.

Finally, a noob question : where to modify the netspeed ? In the server .ini or in my .ini (client) ?

3. its installed and you only need to add it in the Comline (UT2004.ini first line, add ",LinxDedServFix.LinxDedServFixMut") and in the VotingConfig-Mutatorlist. Thats all

Finally - Netspeed in the UT2004.ini from the Server
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Alt 20.03.2015, 13:45   #42
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I don't understand. Can you be more explicit ?
If people are playing, upload your new maps to a temporary folder, then move the maps to the main folder once they are finished uploading.

If nobody's on, then it doesn't matter.

Geändert von Jefe (20.03.2015 um 13:47 Uhr)
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Alt 20.03.2015, 18:16   #43
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If people are playing, upload your new maps to a temporary folder, then move the maps to the main folder once they are finished uploading.

If nobody's on, then it doesn't matter.
I upload maps, mutators and other stuff when the server is empty. I make changes when nobody is playing. So, no problem, right ? . Thanks for advice !
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Alt 20.03.2015, 23:52   #44
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LinxDedServFix is installed now. I succeeded to edit the ComLine and VotingConfig (yeeeee, it's a miracle !). If I understand well, it works like a mutator, not like a ServerActor. Now I wait to see if it works properly.

Second miracle : I installed myself a new mutator, with no help...

No news about DruidsMutator...

So, to install a mutator I must follow these steps :
1 - Put the files in their folders (system, textures, etc.)
2 - Edit the .ini file, including ComLine (server stopped)
3 - Edit VotingConfig
I forgot something ?

I continue to do tickrate tests, to find the optimal setting.
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Alt 21.03.2015, 07:49   #45
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Alt 05.04.2015, 17:38   #46
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In the last 2-3 days I noticed a high ping on my server. For example, maps where the ping was 64, today was 104. Also, too many packet loss (12,14,23,etc). The ping is also instable, jumping rapidly between 104 and 80. My settings are the same, same internet speed, no modifications on my PC. Any idea why ? Sometimes, I have no weapon in my hand, it is hard to play like this...
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Alt 05.04.2015, 19:14   #47
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I just checked the route between your IP and our network, and there seems to be packetloss at the peering-point from rdsnet.ro (your provider) in Frankfurt. This is something you provider has to handle. Most likely they have to much traffic since it's Easter, all people are at home using the internet.

Can't fix this, sorry.
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Alt 08.04.2015, 21:36   #48
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I did some tests today. Easter is gone. Ping still high. I played the same map, same server settings (20 tickrate), same weapon, same type of game, everything was same. 84-88 ping on my server, 60-64 on COPT server (located in Frankfurt too). I noticed that the ping is higher now than 1 month ago. Maybe it is something wrong. I dont know. I am sure that something was changed, I tested this for 3-4 days.
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Alt 08.04.2015, 21:58   #49
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We need further information since it looks fine from our side.

I'd like to ask you to download the tool WinMTR (http://winmtr.net/download-winmtr/). All it does is to do a traceroute between your PC and our server, recording ping times and packet loss. Just start the tool, enter the server IP and start it. Keep it running for about 1000 cycles, then export the results as Text File and attach it to a posting in this thread. This way we can precisely analyse at which point it goes sideways.

You also need to know that although one would think a connection between your pc and our server follows one specific route through the internet (like two ends of a wire), it's possible that there are multiple routes to distribute network load on multiple devices. There are also different routes for "PC -> Server" and "Server -> PC". This system of routes and routetables can be rather complex, it's totally possible that serverX with ip X goes on the fastest route possible, while serverY with ip Y only got crappy pings for some users although it's located in the very same rack, connected to the same router etc.

To give you an idea how it looks from our side, here is the mtr from the server to the IP you are using right now.

Code:
                               My traceroute  [v0.82]
babe2666 (0.0.0.0)                                          Wed Apr  8 22:53:08 2015
Keys:  Help   Display mode   Restart statistics   Order of fields   quit
                                            Packets               Pings
 Host                                     Loss%   Snt   Last   Avg  Best  Wrst StDev
 1. 95.156.232.1                           0.0%   502    2.4   1.3   0.2  30.2   4.5
 2. 109.230.212.129                        0.0%   501    8.9   3.1   0.2  85.8  10.3
 3. br01.frankfurt.rdsnet.ro               0.0%   501    0.5   0.9   0.5  27.2   2.3
 4. cr01.bucuresti.rdsnet.ro               0.0%   501   35.2  43.8  24.5  74.6  10.2
    213-154-128-222.rdsnet.ro
 5. qr90.bucuresti.rdsnet.ro               0.0%   501   50.0  44.7  29.5  85.5   8.2
    dr00.bucuresti.rdsnet.ro
    213-154-128-73.rdsnet.ro
 6. 172.19.220.97                          2.8%   501   64.5  54.5  45.0 274.7  14.6
 7. 172.19.220.100                         0.0%   501   41.0  43.7  40.0  46.6   2.1
 8. 81-196-136-234.cable-modem.hdsnet.hu   1.0%   501   36.5  36.4  30.7  49.2   3.3
Important are the Average Ping (Avg) and the PacketLoss (Loss%).

I hope i didn't spam you with useless information, all we want is to provide the best possible gaming experience for our customers and players, but this can be a very difficult task - even on a national scope. Debugging international routing issues is another story.
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Alt 09.04.2015, 20:19   #50
Ovidiu1969
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OK, no problem, here I find very nice people who want to help. Test result :
Angehängte Dateien
Dateityp: txt Test server.txt (1,3 KB, 62x aufgerufen)
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