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26th November, 2016, 10:56 AM
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Forum Newcomer
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Join Date: Nov 2016
Posts: 6
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Quote:
Originally Posted by Chamberly
This^
It's part of requirement that these files have to be installed on the client's computer in order to join the server.
If it doesn't install, please provide more detail. Client log will be good.
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Yes i understaind that it needs to be installed, but cant it be automaticly downloaded like the other files np loader and stuff?
So that it is provided by the server?
Now you get a popup and need to install it.
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26th November, 2016, 12:34 PM
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Dominating
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Join Date: Aug 2007
Location: UK
Posts: 100
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Quote:
Originally Posted by Thomasvd
Yes i understaind that it needs to be installed, but cant it be automaticly downloaded like the other files np loader and stuff?
So that it is provided by the server?
Now you get a popup and need to install it.
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It is downloaded from the server but you need to click install all, if you don't click install all then you can't play on that ACE enabled server.
It's an anti cheat you have to click multiple buttons when installing an anti virus product it's kind of the same here!
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26th November, 2016, 07:19 PM
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Holy Shit!!
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Join Date: Mar 2007
Posts: 1,726
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You need the pop up so that the user agrees to the EULA
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26th November, 2016, 08:47 PM
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Godlike
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Join Date: Dec 2011
Location: Tennessee, USA
Posts: 441
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Quote:
Originally Posted by Thomasvd
Yes i understaind that it needs to be installed, but cant it be automaticly downloaded like the other files np loader and stuff?
So that it is provided by the server?
Now you get a popup and need to install it.
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Well, it basically give the client permission to download it and install it.
Now if you want it to be automatic, will have to wait for Anth to make that if you really want this feature. & it would be interesting for sure.
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27th November, 2016, 03:04 PM
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Killing Spree
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Join Date: Apr 2012
Posts: 28
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i am wondering if i am the only one with this "effect" using ace10 :
every time i walk near "walls" i have a kind of stuttering - this occures only using ace10 ...
i have tried 3d3 and opengl - both show this effect - using a hd7950 - its maybe an ATI feature ?
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28th November, 2016, 02:42 AM
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Godlike
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Join Date: Dec 2011
Location: Tennessee, USA
Posts: 441
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Good to know for performance issues to be reported. I do use ATI but I do not have that shuttering. (I do use dual core patch, not sure about you and I'm not too sure how big of details in configuration that Anth want to know to help?)
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28th November, 2016, 08:58 AM
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Holy Shit!!
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Join Date: Nov 2006
Location: France
Posts: 1,845
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Really all walls ... Or it may be that it is mapping error ?
You ave try the same map same server and different ACE ?
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28th November, 2016, 06:48 PM
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Killing Spree
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Join Date: Apr 2012
Posts: 28
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yeah all walls - no problems with ace08 so far they started up with ace10
tried different 3d3 versions ...
maybe i should try the cpu patch using an i 7 ...
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29th November, 2016, 12:21 AM
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Godlike
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Join Date: Dec 2011
Location: Tennessee, USA
Posts: 441
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If you are using more than 1 core on CPU, set CPU to run on 1 core/affinity in task manager and see how that goes.
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29th November, 2016, 05:55 AM
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Killing Spree
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Join Date: Apr 2012
Posts: 28
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setting the process to 1 cpu did not really solve the problem - seems to run a bit smoother now.
i am wondering why it first occured with ace 10...
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29th November, 2016, 12:21 PM
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Forum Newcomer
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Join Date: Nov 2016
Posts: 2
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Quote:
Originally Posted by pica
setting the process to 1 cpu did not really solve the problem - seems to run a bit smoother now.
i am wondering why it first occured with ace 10...
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I have same near-wall-stuttering at all servers with UTPure, when my fps set higher than 90. But i have it regardless of ACE version. Maybe ACEv0_8 make some trick with UTPure for you, but not for me...
Try to disable UTPure or set your fps to 80.
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29th November, 2016, 01:35 PM
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Killing Spree
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Join Date: Apr 2012
Posts: 28
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Since I use a 144hz monitor my refresh rate is 144... I will try it later...
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29th November, 2016, 02:44 PM
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Dominating
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Join Date: Dec 2008
Posts: 149
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I finally was able to put ACEv1.0c on a server and it just says connecting and then kicks me. I did not have the issue with ACEv1.0b. Please let me know if you need any other information.
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29th November, 2016, 04:59 PM
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Killing Spree
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Join Date: Apr 2012
Posts: 28
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Quote:
Originally Posted by attaman
I have same near-wall-stuttering at all servers with UTPure, when my fps set higher than 90. But i have it regardless of ACE version. Maybe ACEv0_8 make some trick with UTPure for you, but not for me...
Try to disable UTPure or set your fps to 80.
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no changes for me with 80 fps
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3rd December, 2016, 01:49 AM
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Unstoppable
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Join Date: Apr 2010
Posts: 244
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I think I might have found a minor bug with the autoconfig, from a brief glance it looks like the AddPackage function in ACEAutoConfigActor is only looping up to 32, rather than up to the new limit of 256 in IACEActor.UPackages, so it can detect the packages but can't quite fit them for now. Looks like it should be a fairly straightforward fix though (just bump the loop bounds up to 256 to match the new array size)
(All this is based on the code in the Github repo linked in the Install file. I would make the fix and recompile myself but I'm guessing it's more complicated than your standard .u file)
EDIT: I realised that the AutoConfig is actually fairly separate from the rest of the code so I just recompiled it with the correct bounds. Logs show all 37 packages detected now.
----------------------------------------------------
Edit 2 (to avoid double post):
I've also found a clientside crashing bug on my system, it seems to be an interaction between Nali Weapons 3 and ACEv10c (tested on my main server and on a fresh server).
It's a mix of "UnrealTournament.exe has stopped working" and this error:
UT436:
Assertion failed: GObjLoaded.Num()==0
[File:C:\UTDev\Core\Src\UnObj.cpp] [Line: 2469]
UT451b:
Assertion failed: GObjLoaded.Num()==0
[File:R:\Projects\nacput\Utpg\Core\Src\UnObj.cpp] [Cline: 2526]
History: <- UObject::BeginLoad <- UGameEngine::Tick <- UpdateWorld <- MainLoop
I haven't managed to narrow it down conclusively yet, but if I remove some of the NW3 ServerPackages then it loads fine. It always crashes during NW's precaching stage.
__________________
I'm a learning coder, but my repertoire is expanding. I may be useful for something after all
Last edited by Meindratheal : 3rd December, 2016 at 04:43 PM.
Reason: Compiled a fixed version of the package
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3rd December, 2016, 09:34 PM
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Administrator
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Join Date: Jun 2004
Location: Ghent (Belgium)
Posts: 1,380
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Quote:
Originally Posted by Meindratheal
EDIT: I realised that the AutoConfig is actually fairly separate from the rest of the code so I just recompiled it with the correct bounds. Logs show all 37 packages detected now.
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I intentionally kept the AutoConfig open sourced and separate from the rest of ACE so people could recompile and tweak it. Feel free to send a pull request for this bug!
Quote:
Originally Posted by Meindratheal
Edit 2 (to avoid double post):
...
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Unfortunately, this one seems to trigger when ACE has already unloaded. If ACE was running during this crash, you would see an ACE1 element on that crash stack. Let me know if you find a solid way to reproduce this crash.
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3rd December, 2016, 09:35 PM
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Administrator
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Join Date: Jun 2004
Location: Ghent (Belgium)
Posts: 1,380
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Quote:
Originally Posted by pica
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This is just weird... As far as I know, I did not make any changes that would cause this problem. Have you tried playing with some of the ACE options? mutate ace compattoggle comes to mind... You can list other options using mutate ace help.
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3rd December, 2016, 09:37 PM
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Administrator
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Join Date: Jun 2004
Location: Ghent (Belgium)
Posts: 1,380
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Quote:
Originally Posted by Thomasvd
Yes i understaind that it needs to be installed, but cant it be automaticly downloaded like the other files np loader and stuff?
So that it is provided by the server?
Now you get a popup and need to install it.
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NPLoader is supposed to ensure that everything gets downloaded automatically, but I'm guessing that it might not be working properly for you since you're running a tactical ops server. Unfortunately, I cannot find a store that sells Tactical Ops digitally so I can't test this myself for the moment. Do you know where I can find a copy of TO?
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3rd December, 2016, 10:50 PM
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Holy Shit!!
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Join Date: Nov 2006
Location: France
Posts: 1,845
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4th December, 2016, 12:21 AM
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Godlike
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Join Date: Dec 2011
Location: Tennessee, USA
Posts: 441
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Quote:
Originally Posted by Meindratheal
Edit 2 (to avoid double post):
I've also found a clientside crashing bug on my system, it seems to be an interaction between Nali Weapons 3 and ACEv10c (tested on my main server and on a fresh server).
It's a mix of "UnrealTournament.exe has stopped working" and this error:
UT436:
Assertion failed: GObjLoaded.Num()==0
[File:C:\UTDev\Core\Src\UnObj.cpp] [Line: 2469]
UT451b:
Assertion failed: GObjLoaded.Num()==0
[File:R:\Projects\nacput\Utpg\Core\Src\UnObj.cpp] [Cline: 2526]
History: <- UObject::BeginLoad <- UGameEngine::Tick <- UpdateWorld <- MainLoop
I haven't managed to narrow it down conclusively yet, but if I remove some of the NW3 ServerPackages then it loads fine. It always crashes during NW's precaching stage.
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Have you thought about trying XC_Engine which should prevent this crash? I'm interested to hear how will this goes.
Speaking of NW3, I should try this out.
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