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PostPosted: 09.26.09 
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Hmm modifying the server script is a nice idea, because solving the problem on the server side without recompiling the binary is clearly the best solution. I don't know enough about Q3 protocol to be sure it would change anything : what is the sv_maxping parameter exactly ? I thought it only was a threshold beyond which you receive the message "Server is for low ping only", but maybe it has other uses ?
Anyway, maybe I will have a look at the server code rather than the client one. Only problem is that it's hard to test if modifications are effective hehe...

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PostPosted: 09.26.09 
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Hi SvaRoX,

don't worry about testing the server because I can do it for you! You can send me (my email is emanuelebruno@gmail.com) the compiled file or only the modified code (I can compile it by myself) and do test in my environment (85.197.98.131:27960).

sv_maxping should be a setting to prevent client connection with a too high ping (for example, if you don't want that a player connects to your server if his latency connection is bigger than 500, you must set sv_maxping=500, and he will not be able to enter in your server...)

the idea is simple...

at the first, all the user with minus 50 ping can reach the server...
after 1 second, all the user with minus 60 ping can reach the server...
after 1 another second... 70 ping.. ecc..

in this way at the first only 10 player will connect to the server (without the error)
... after 1 second, 5 player will be able to connect to server (without the error) even if they have seen the warning message about the ping... but it is only for 1 second...
after another secondo, other 3 player connect to the server even if they have seen the warning message about the ping.. but it is only for 2 second...
and so on ...
but it is only an idea...



 


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PostPosted: 09.27.09 
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emanuelebruno wrote:
at the first, all the user with minus 50 ping can reach the server...
after 1 second, all the user with minus 60 ping can reach the server...
after 1 another second... 70 ping.. ecc..

Ok I get the idea now, clever :). Only thing is, sv_maxPing is used when someone connects whereas cycled out happens on map loading, so I'm not sure it would have some effect, but it sure is worth a try. We wait your report ;)
I especially hope someone will find the solution to the cycled out bug since I get this error a lot...

I joined your server this afternoon but there was a cheater online :/ What people do usually ? Recording a demo, asking for an admin on your website to ban him ? (seems there is nobody on your IRC channel...)

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PostPosted: 09.27.09 
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SvaRoX wrote:
sv_maxPing is used when someone connects whereas cycled out happens on map loading


the cyclemap is the more important "event" in wich more than 32 player reconnect to play the new map and not all them know that it is possibile to "recconect" to the server using this simple console command:

Code:
reconnect


...and so most of them go away after "the cycle out error" but the worst thing is that gametracker isn't able to register the maximum number of player (if you see my gametracker statistic, it says that my server never reach 64 players... but I can dimostrate that it is wrong!)

SvaRoX wrote:
I joined your server this afternoon but there was a cheater online :/


My clan is working to a new website (dedicated to our "Extreme Server") but we are still in progress!; so feel to send any cheater demo in the future directly to the new website...

SvaRoX wrote:
[...]I'm not sure it would have some effect, but it sure is worth a try. We wait your report


Yes, it doesn't work... I'm sorry.

Sincerely,
Emanuele Bruno.



 


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PostPosted: 09.27.09 
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awww too bad
well we'll think of something else and maybe we will find something. Does anyone know if other ioQ3 based projects struggle with the same problem? Maybe it's easier to address this issue upstream or to check how far they are, maybe they even got rid of it. I'm 100% busy today with moving my stuff (including my PC) from my parent's to my new place. If someone has a little time today maybe it's worth a check.

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PostPosted: 09.27.09 
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Unclefragger wrote:
Does anyone know if other ioQ3 based projects struggle with the same problem?

Seems every Q3 based mods or games suffer from this bug : COD4, tremoulous, even the brand new QL...
I read the code a bit, but the best test would be to sniff the traffic just before crossing or subterra loads. Some links about quake protocol :
http://www.gamers.org/dEngine/quake/QDP/qnp.html
http://www.fabiensanglard.net/quakeSour ... etWork.php

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PostPosted: 09.27.09 
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AFAIK Open Arena doesn't have this error, or at least i haven't noticed it. And i played it enough times.

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PostPosted: 09.27.09 
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AimMe wrote:
AFAIK Open Arena doesn't have this error, or at least i haven't noticed it. And i played it enough times.

I play UrT with an openarena binary, and I have this problem... If you never had it, it's probably because you don't play openarena on 32+ slots server I guess.

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PostPosted: 09.27.09 
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SvaRoX wrote:
AimMe wrote:
AFAIK Open Arena doesn't have this error, or at least i haven't noticed it. And i played it enough times.

I play UrT with an openarena binary, and I have this problem... If you never had it, it's probably because you don't play openarena on 32+ slots server I guess.

Probably, sine OA hasn't got so many players...

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PostPosted: 09.29.09 
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Hi, I have post to urban terror forum the question... I hope that they have a solution!
http://forums.urbanterror.net/topic/18313-error-cl-getservercommand-in-64-slots-server/



 


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