Is v2.4 a beta release? Lots of problems found ! :-/

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Is v2.4 a beta release? Lots of problems found ! :-/

Postby LaughingBoy » Fri Mar 07, 2008 7:53 am

Main Issue:

This is similar to the Not Smooth topic, but there's more in here to report.

The v2.4 client has vastly different effects / behaviour when connecting to v2.3 servers or v2.4 / v2.4+pro servers. When connecting to v2.4 servers, the client is shocking with the smooth frame rate. As with the poster in the afore-mentioned thread, I am looking at a FPS counter showing 300-400 fps, yet incur moments of a portion of a second where nothing moves. This can be quite frequent, yet is mostly observed when playing against a v2.4 or v2.4-pro server. Using the 2.4 client to play against a v2.3 server it's not as noticeable. These are always against dedicated servers, mind you.

I've tried playing with the dedicated server on the local machine, and on a different machine connected by a Gigabit LAN. No difference.

I've tried compiling my own nexuiz dedicated server for my 64-bit Fedora 7 system, and using the supplied 686 dedicated server on the separate system. No difference.

The server reports between 0.1% and 4.8% CPU usage when I rcon into it and issue the command "status", so it's unlikely to be a not-powerful-enough server.

I tried running at 640x480 with everything turned to "LOW", and the frame rate went sky high - but the stuttering was still there. I tried running at 1152x864 with graphics at medium and despite frame rates dropping to 50-70fps the stuttering was no better or worse.

It's better with a v2.3 server, so is there a communications difference with the newer server :?: I assume there is, as v2.3 clients don't get rocket explosions on a v2.4 server. Different protocol means additions that perhaps aren't fully tested :?:

If anyone has any suggestions on what else to try in an effort to solve this, I'm willing to help, as we have a few machines here and some gamers with spare lunch hours.

Issue #2:
Occasionally, buttons appear to "get stuck" during the pauses observed above. This results in repeated button events, or cessation of events. Some examples include:
  • Walking forward prior to event, but now despite the button remaining down, the player stops.
  • Typing after pressing 'T' to chat, results in repeated letters on screen, or missing words.


Issue #3:
When a server is configured with the minplayers parameter (to introduce bots as soon as someone joins), that is the same as the maxplayers parameter, additional players are unable to join. When the minplayers parameter is less than the maxplayers parameter, other players are able to join and a bot is booted to maintain the number of players. Shouldn't this behaviour be mimicked when a human player joins and the num_players includes bots is at maxplayers :?: ie: At the moment, we have (pseudo code ):
Code: Select all
#Player join request
if( num_players == max_players )
{
   request.report_server_full();
   request.drop();
}
How about this, instead:
Code: Select all
#Player join request
if( num_human_players == max_players )
{
   request.report_server_full();
   request.drop();
}
elsif( min_players > 0 )
{
   # Then minplayers is set - check to see if the number of bots is > 0 so we can boot one.
   if( num_bots > 0 )
   {
      active_bots.remove(1);
      request.accept();
   }
   else
   {
      request.report_server_full();
      request.drop();
   }
}
else
{
   ///...
}


Issue #4:
Every now and then, the server screen (pick a server to connect to) for servers on the local LAN reports a ping of 9999. Just some times... Even the server on localhost. Strange.

Issue #5:
I would like the ability to manually connect to a server that's not listed. ie: A server that's on a non-standard port. If I'm running a v2.3 server on the standard port (26000), I can't run a v2.4 server on the same machine on a default port - so I select 26001. The client can't see it (because it's a non-standard port?) and there's no way to connect without resorting to the CLI and appending a +connect localhost:26001 to it. Minor annoyance, but it means getting other players to do the same if they want to try out the new v2.4 sever...

Issue #6:
Default compiled clients on my 64-bit Fedora 7 system are abismal. On the same map, with the same client in the same location, I observed the following differences in frame rate:
32-bit GLX client (supplied) - 15 fps
32-bit SDL client (supplied) - 9-11 fps
64-bit GLX client (supplied) - N/A (won't load)
64-bit SDL client (supplied) - N/A (won't load)
64-bit GLX client (compiled from source) - 100-120 fps.

That's a significant difference, I thought...

System specs? Athlon X2 5000+ with a GeForce 7600GS and 4GiB DDR2-800 RAM.. Not flash, but enough to give great game play on the 2.3 client.

I would have reported this in a Bugzilla if I could find one, but I couldn't. Hope this makes it's way to the developers in some way. If there's a more appropriate place for it, please let me know.

Cheers,

L.B.
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Postby esteel » Fri Mar 07, 2008 10:58 am

Well first of all there is a hotfix available that will be released as 2.4.1 after enough testing if no further problems arise.. http://forums.alientrap.local/viewtopic.php?t=2824

2.3 clients do not get rocket explosions as the simply do not have the necessary graphic files :P it has nothing to do with protocol changes. In fact there were NONE!! However the timing and number of packets send to the server and the internal clientside movement has changed, which seems to lead to the current 'lagness' problems people report. The hotfix contains fixes in that area so it should be better/ok with it.
In 2.4 the following setting also seem to make it better:
Code: Select all
cl_netinputpacketsperserverpacket 4


regarding #2 i never heared of such problems.. but there are some multithreading changes in the hoxfix. Maybe it helps?!?

#3 Will take a look into it later

#4 strange indeed, but could be a collision on the net swallowing the ping reply

#5 there is.. just open the ingame console with shift-escape and type connect IP(:PORT)
Maybe a input line for direct connect would be nice. Adding to TODO

#6 i guess the problems arise from 32/64 bit libs being stored in dfiferent places on different distributions.. i doubt we can fix this for everone!

And to answer your question in the topic.. Fucking No! 2.4 is not beta! :P
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Postby divVerent » Sat Mar 08, 2008 7:43 am

As for the library issue - it has been solved. The reason was that the old build machine died the Athlon XP heat death, and we used what we could get. Unfortunately, that used a "too high end" distribution (ArchLinux), and stone age distros like your Fedora version (Fedora 8 is out and CAN run it) simply don't have the required libraries. My Ubuntu at home CAN run these binaries...

However, after getting reports on this, we moved the build system elsewhere (namely, on a CentOS machine for the 64bit build with a 32bit Debian stable chroot - both should have old enough libraries to not make such problems).

As for "beta status" - we were indeed surprised after the number of issues found even though I provided betas ALL THE TIME on my server, and they DID get posted on the forum. The reason why we have such issues is that none of you tests my betas. I know that nobody will test them anyway, but I'll soon upload a new version of the hotfix to http://emptyset.endoftheinternet.org/~p ... iz/builds/ which is where I had always put the betas.

And yes, we do lack testers. We don't have ANYONE with a Mac in our team, and neither do we have ANYONE with a Fedora system. We basically have no choice but to test on our own few systems, and when it works for us, release it. What else can we do when nobody volunteers to test the betas?

As for #3 - that's an issue we simply can't fix. Bots are ACTUAL clients to the engine, and the engine can't simply drop one when a new client connects. They are managed by the game code, which only can see clients AFTER they have connected.

As for the "status" line - the interesting number is not the CPU load, but the percent "lost". If that is anything other than zero, the server IS overloaded (maybe by other processes). The CPU load number is just the CPU load the Nexuiz server USES, not the TOTAL load on the server! There had been reports of servers running too much processes, which causes EXTREME lagginess. Other than that, apply the cvar change esteel posted.
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby HarryButt » Wed Mar 19, 2008 3:28 pm

And yes, we do lack testers. We don't have ANYONE with a Mac in our team [...] What else can we do when nobody volunteers to test the betas?

I can do it.
If it means, that the upcoming versions could become cleaner, I wanna do it.

My machine is an Alu-iMac using a 256MB Radeon HD2600. MacOS X 10.5.2.

What am I supposed to do? Just download the newest SVN and play around?
I'M BATMAN!
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Postby esteel » Wed Mar 19, 2008 6:20 pm

Currently the hotfix and svn are very close.. there is no need to setup all that just now. Just testing the hotfix might be ok. But reporting stacktraces and meaningful crashdumps would be nice beside ofcourse reporting bugs. In the longrun checking svn regulary would be nice unless mac people wanna loose Nexuiz because of lack of testing..
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Postby HarryButt » Mon Mar 24, 2008 3:52 am

But reporting stacktraces and meaningful crashdumps [...]

I'd do it if I'd know how. :oops:
I'M BATMAN!
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Postby Bonta » Mon Mar 24, 2008 4:35 am

I have a first gen intel powered iMac and also a version of XCode. Ill also do some testing.
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Postby esteel » Mon Mar 24, 2008 10:06 am

[GF]HarryButt wrote:
But reporting stacktraces and meaningful crashdumps [...]

I'd do it if I'd know how. :oops:

I think i really need to get a mac to be able to answer all this stuff.. :(
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