New TT-server test event! [message #442466] |
Tue, 11 January 2011 14:33 |
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EvilWhiteDragon
Messages: 3751 Registered: October 2005 Location: The Netherlands
Karma: 0
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General (3 Stars) |
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During the previous test it became obvious that there were some issues remaining with the TT server scripts. It caused a way too high CPU load, which led to much lag with around 40 players.
After the test we have identified several reasons for the high CPU usage. First, some objects were updated ridiculously frequently, but even more importantly: the priority management was broken, which caused objects that were far away to be updated just as frequently as nearby objects. This led the server to send many unnecessary packets, which altogether took quite a large amount of processing power and high bandwidth usage.
We believe the TT Renegade server should perform much better now that these two issues have been fixed. In order to be able to test how stable the current server scripts are, a test will be held on Sunday the 16th of January around 22.00 CET. Similar to the previous test, we will start off with a limit of 40 players and see how things progress. The limit will be gradually increased depending on the perceived stability and demand. Although the crashes that occurred last time are fixed, other crashes are still to be expected.
We will give status updates both in our IRC channel (#TT on irc.n00bstories.com or irc.blackintel.org) and on TeamSpeak (ts3.blackintel.org). It will probably be fun to try and get an organized game going while testing the server.
If this test is successful we will compile a release for server owners as soon as possible. The client is not ready to be released yet.
Server info:
Date/time: Sunday the 16th of January around 22.00 CET
WOL/XWIS hostname: a000000 (might be subject to change)
WOL/XWIS title: [TT] BlackIntel Test Server
Direct connect IP: 95.211.124.215
Direct connect port: 4880
IRC channel: #ttmain
Teamspeak 3: ts3.blackintel.org
Player count: 40 or more
Duration: depends, but the current goal is 2 hours.
The server will remain passworded until the event starts.
We hope that, just like last time, server owners are willing to cooperate by shutting their servers down during the test. It was of great help to get people active in the TT test server. Thanks in advance!
BlackIntel admin/founder/PR dude (not a coder)
Please visit http://www.blackintel.org/
V, V for Vendetta | People should not be afraid of their governments.
Governments should be afraid of their people.
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Re: New TT-server test event! [message #442505 is a reply to message #442504] |
Wed, 12 January 2011 04:22 |
Caveman
Messages: 2476 Registered: July 2005 Location: Wales, UK
Karma: 0
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General (2 Stars) |
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I clicked on the link and it returned with 00:00GMT
Edit;
Now its saying 9pm. I should beable to make it then.
CarrierII wrote | BLUEHTHEN YOU AR NOT JUST A BIG CHEATAS AND YOU THE BIG HEAD JUST YOU USE FLY H4X FUCK YOU BIG CHEATAS YOUR CHEATZ IS BAD YOU WANT I WRAUGHT THIS YOUR CHEATZ IS BAD HEY IS 1 YEAR YOUR PROMESS A FLY HAX IN MULTIPLAYER AND IS DONT JUST TROOPRM02 I TELL IT ALL WHO REPLYER IN THIS FORUM YOU CHEATZ
Please don't make me type something like that again, not using puntuation is annoying.
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[Updated on: Wed, 12 January 2011 04:23] Report message to a moderator
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Re: New TT-server test event! [message #442530 is a reply to message #442467] |
Wed, 12 January 2011 11:26 |
Pyr0man1c
Messages: 186 Registered: April 2009
Karma: 0
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Recruit |
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Can't make it, too busy.
"Sapere Aude- Dare to be wise"
AmunRa | and its all this "drama" that will one day end renegade...
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Quotesv00d00 | A question regarding RenGuard. Because it's a client/server application, what will stop the legions of people who cheat, and can crack apps, from reverse engineering it down to it's core protocol / encryption (which I'll assume it has), and duplicating it, so that they have their own client which responds to the server with all the correct info for an unpatched Renegade, but in fact is patched.
Personally, I think you should write a server-side only anti-cheat, which hooks the networking routines in Renegade. From there, using either the help of your staff who worked on creating Renegade, or from knowledge aquired while working with the network code in Renegade, create a system to monitor hit locations (did they REALLY hit, based on calculations by the anti-cheat (stopping BH)), how much damage are they claiming, vs how much damage their currently selected weapon really does, etc.
Then, add rate-of-fire checking, complete w/ lag tolerance (since lagged client will of course, upon delag, seem to fire faster, etc), and option to simply "edit" the incoming packets, to filter out the cheat (reduce damage, stop bullets, etc), or kick-ban the cheater (admins decision, based on anti cheat config).
Is it just me, or does that make more sense?
The flaw to Renegade of course, which is the core to the cheats, is that unlike most other games, Renegade lets the CLIENT decide hit locations, damage, RoF, etc. Vs others which say, "ok, the client fired their pistol along this trajectory. Did they hit something? How much damage did they do to that target if so. Report findings to clients".
My only concern, is that there will be alot more teams of people ripping apart the hard work of your small team, and undoing what you have done. Can you keep up writing fixes / completely rewriting the protocol to counter them once they have created their OWN complete anti-RenGuard client? If not, consider the server-side only method, and solve it once and for all, with the only version changes being to fix bugs, and not complete rewrites which will really piss admins off (if it takes this long for the initial, how long after the cheaters create their own client to counter it will your rewrite take to do?).
- v00d00
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ELiT3FLyR | ill say this again to all the TT people actually working on the patch. all you have to do is fix the bugs in the game. This is your role. dont get involved in a pointfix debate that you can never win (spoony has never managed to win one and hes a decent player) nor bother suggesting solutions for the faults in pointfix. just fix the damn bugs and you will all be remmebered as renegade heroes.
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[Updated on: Sun, 16 January 2011 09:29] Report message to a moderator
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Re: New TT-server test event! [message #442534 is a reply to message #442524] |
Wed, 12 January 2011 11:51 |
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Deadpikle
Messages: 4 Registered: May 2007
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Recruit |
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Hitman wrote on Wed, 12 January 2011 12:15 | oh LOL
well still, might be out anyways so cant guarantee
ps: wtf deadpikle i thought u were ... dead!
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Oh, I've always been around... long time no see yourself.
I'm the testing director for Bluehell Productions.
[Updated on: Wed, 12 January 2011 11:55] Report message to a moderator
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