iTweek. Posted August 20, 2015 Share Posted August 20, 2015 I can hardly anticipate english and use Google Translate I am now busy for a while. With Fast Download some and had to try and have noticed the following things if not a good connection (not so fast) has to the server (fast download) he breaks off after 30 seconds and upload it on the server. This works great with fast download, even if you had the map the map has not changed. It simply download the loading screen then. I have a feeling that he ignores the setting [ipDrv.TcpNetDriver]. if I ConnectionTimeout = 30.0 point to 60 or even higher, he breaks nevertheless exactly at 30 seconds. no matter what I set it happened exactly nothing: D Slow internet connection (30 timeout problem) fast internet connection (No 30 seconds problem. As previously done) Can this be fixed or it's ever been built? I think you should go because .. because the customs Maps anyone have any ideas? Quote Link to comment Share on other sites More sharing options...
Agent Posted August 20, 2015 Share Posted August 20, 2015 This issue has been thoroughly looked into by multiple people, and no solution has been found. Auto-download is a UDK feature, and is written in entirely native code, so there's no way we can modify or even really look at the faulty code. This essentially leaves 3 options: 1) Keep messing with client/server config settings, until someone discovers something that works (no solution yet found). 2) Write an entirely separate system from scratch to automatically transfer files (that's a decent bit of work). 3) Keep using the system as-is (buggy). Quote Link to comment Share on other sites More sharing options...
iTweek. Posted August 20, 2015 Author Share Posted August 20, 2015 okay then there is no solution for I thought there was something new found: D thx Agent Quote Link to comment Share on other sites More sharing options...
RoundShades Posted August 20, 2015 Share Posted August 20, 2015 The best solution, is to write into the launcher, to download the map for you if you join a server with them. Or to, failing that, what the launcher is capable of anyway, to include the latest progress on fanmaps into the patches every new patch. Yosh probably wouldn't mind just adding maps to a patch to release it every week or so, without any other applied gamechanges. PA has a fan-made mod-manager that keeps a repository of maps via github that can be submitted and maintained actively, and a server can have a section of serverinfo that the launcher looks for, that references the maps on the repository. The repository itself doesn't have the map, just the link to the maps, and the launcher calls for that download and waits for no further downloads to be required before it starts launching udk. Quote Link to comment Share on other sites More sharing options...
Agent Posted August 21, 2015 Share Posted August 21, 2015 Writing it into the launcher is very, very far from the "best solution". For example, when maps change mid-game, you would still get removed from the game, and users would be left sitting there thinking "wtf just happened?". A player would then have to close their game and try rejoining that server, or just join another server. That said, some sort of map repository accessible via the launcher wouldn't be bad to let people try out new maps, and allow mappers to submit content to the repository. This is an entirely different feature than auto-download, though -- this is essentially just a file browser. The "best" solution would be find a fix for the issue (which seems elusive), or to write a separate system entirely, but I'm not entirely sure how practical/possible such a thing would be. In the mean time, my only real suggestions are to limit map file size, or occasionally push well-made fan maps via patches. Quote Link to comment Share on other sites More sharing options...
RoundShades Posted August 21, 2015 Share Posted August 21, 2015 If the server downloads all custom maps first, the list of 3 or 4 or 20, before joining, the player will have them when they are rotated. Leaves them high and dry from the game browser, but everyone wishes the downloader in unreal works but it is indeed elusive. I am just saying I seen games use a launcher that checks a server for a text-based list of mods it uses, cross-checks a repository to queue all the downloads they will need, and then begins the launch process. While I was thinking about it, I found a little discussion that claimed to get UT3 http-redirect to work. https://forums.epicgames.com/threads/91 ... oad-faster As well as: https://forums.epicgames.com/threads/60 ... is-working! Did you try all the following settings? [ipDrv.TcpNetDriver] AllowDownloads=False ConnectionTimeout=30.0 InitialConnectTimeout=200.0 AckTimeout=1.0 KeepAliveTime=0.2 MaxClientRate=15000 MaxInternetClientRate=10000 RelevantTimeout=5.0 SpawnPrioritySeconds=1.0 ServerTravelPause=4.0 NetServerMaxTickRate=30 LanServerMaxTickRate=35 IdleServerTickRate=30 DownloadManagers=IpDrv.HTTPDownload DownloadManagers=Engine.ChannelDownload NetConnectionClassName=IpDrv.TcpipConnection AS WELL AS: GameName=ut -> This should instead be "GameName=renx" right? Quote Link to comment Share on other sites More sharing options...
Agent Posted August 21, 2015 Share Posted August 21, 2015 That's not a horrible solution, but it would require adding this information to the server list (or adding some entirely new mechanism), and would require transferring a ton of data (several GB) if someone were running a custom maps server with many custom maps. Similar to writing an entirely separate in-game transfer system, this would likely require a substantial amount of code, but would certainly be possible. I do plan to go back to looking at this, once I've finished up some web interface stuff for the ladder; lately, I've been working on some general improvements (i.e: cleaner tokenization) on Jupiter (Stats bot), which may ultimately end up powering the web interface to the ladder as well. Edit: oh look you updated your post, and I'm apparently very slow at typing responses. Pretty much every stupid setting has been toyed with, and nobody has found something that really fixes the issue though. You're more than free to mess with these, and if you find a solution (especially with Engine.ChannelDownload's slow speed), feel free to post about it. GameName should have little to no impact, though. Quote Link to comment Share on other sites More sharing options...
RoundShades Posted August 21, 2015 Share Posted August 21, 2015 That sounds good and you are doing a great job on all that. Note my edits to my last post, was wondering if someone found any documentation like that to try fixing it. Note that it is for ut3 and dated 2012 but still, that is basically the UDK version RenX uses. As well as https://forums.epicgames.com/threads/60 ... is-working! Quote Link to comment Share on other sites More sharing options...
Agent Posted August 21, 2015 Share Posted August 21, 2015 Yeah, I just updated my post to refer to your edits haha. I definitely looked at any/all documentation I could find, and Yosh took a stab at it as well, in addition to several interested server owners. Quote Link to comment Share on other sites More sharing options...
iTweek. Posted August 21, 2015 Author Share Posted August 21, 2015 it already works only with slow internet and large files it breaks exactly at 30 seconds. Despite different setting If you have a fast Internet connection is not a problem then you manage inerhalb 30 seconds. ConnectionTimeout=30.0 to ConnectionTimeout=60.0 makes no difference. [ipDrv.TcpNetDriver] AllowDownloads=True AllowPeerConnections=False AllowPeerVoice=False ConnectionTimeout=60.0 InitialConnectTimeout=200.0 AckTimeout=1.0 KeepAliveTime=0.2 MaxClientRate=15000 MaxInternetClientRate=20000 RelevantTimeout=5.0 SpawnPrioritySeconds=1.0 ServerTravelPause=4.0 NetServerMaxTickRate=30 LanServerMaxTickRate=35 DownloadManagers=IpDrv.HTTPDownload DownloadManagers=Engine.ChannelDownload NetConnectionClassName=IpDrv.TcpipConnection [ipDrv.HTTPDownload] RedirectToURL=http://185.32.124.162/renx/ ProxyServerHost= ProxyServerPort=3128 UseCompression=False otherwise it works Quote Link to comment Share on other sites More sharing options...
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