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    onesizefitsall

    @onesizefitsall

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    Posts made by onesizefitsall

    • RE: Remote server admin and Organized play support

      Okay, I’m really willing to support once again a better RCON tool for mirage, but please add some simple features to the protocol:

      1.Send the FULL server current status of the players(K/D/Assists/TK (kills AND total damage), either on connect, preferably have a specific command. This was the cause of a lot of my frustration while developing the old RCON tool

      2.Send the correct map that is being currently played, and the next one, add commands to change current and next map.

      3.Full map list on server, not only those on the current rotation, add an Index on the rotation if the map is currently on it.

      1. Make an option of full verbosity (Similar to what you get on console with the verbose option on console today on chivalry) remotely, so detailed statistics could be gathered and shown on a web site. And on that point, don’t name different skins as different weapons like it’s today (Ex: NorseSword NorseSword_Variant)

      2. Add an option to send a command directly to the server, like pause or unpause or something along that line, this could help a lot the extensibility so new features that would be available via console would be available instantly on the tool also.

      6.Maybe an extra verbose option of sending damage updates, so as soon as someone is hit you get the info.

      7.Use a different method of encoding the data, maybe using protobufs, would help a ton.

      8.Set the visible player slots, so reserved slots are a possibility that doesn’t interfere too badly the player experience.

      9.Implement the say_big and maybe another type of communication so you could tell apart Admin/Server announcements.

      I think that’s about it.

      posted in Mirage: Arcane Warfare
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      onesizefitsall
    • RE: Chivalry server - Web communication

      @Retsnom:

      So what RCON tool are you using? It is quite impressive use of stats and putting it web based. Surely there is a simple user friendly tool for remote admin and stats for server owners to emplament without needing a degree in programming.

      Honestly, I DO have a degree in something similar, as far as I’m aware, it’s either do it yourself, or nothing at all since Chivalry’s RCON protocol is completely custom and follows no standard whatsoever, but the documentation for developing something is not so bad.
      https://tornbannerjira.atlassian.net/wiki/display/CHIVCOM/RCon+Protocol

      (Check my name and the RCON tool thread, I’m the original developer, I redid most of the tool but I’m not releasing, the web part depends on licensed controls that I can’t distribute, and the tool itself is quite a pain to configure the first time and I don’t have time to do a documentation on how to do it)

      posted in Server Operator's Hub
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      onesizefitsall
    • RE: Chivalry server - Web communication

      @Alphonse:

      Brazil servers have some similar implementation with lots of cool details. AFAIK Coldfir3 (server owner and dev of a set of RCON tools) uses a 3rd party tool to read the kill feed and post it elsewhere. It’s got pretty cool features and you can even poll your stats in-game with some custom RCON commands.

      http://coldfir3.net/Default.aspx

      And for example, these are the recorded stats for a rank 60 BR guy: http://coldfir3.net/player.aspx?id=76561198028796153

      There’s no third party tool, everything is done via RCON, added a plugin on my rcon tool (that will not be released, way too much work to make it stable enough) that saves the kills, deaths and so on to a DB, the killfeed just queries the last 25 kills recorded, the most complex thing on that site is the server stats that’s updated via SignalR.

      But other than that it’s pretty much vanilla Asp .net, some Telerik Controls (graphs, grid and menu) and SignalR for the updating of the server status.

      The rank info is queried from the steam API and converted using the equations posted some time ago on this forum.

      posted in Server Operator's Hub
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      onesizefitsall
    • RE: Native Linux server available

      Having the same problem downloading. Tried downloading using the -beta switch on windows and it just downloads the regular windows version, same thing when trying to choose the beta on the steam client itself.

      posted in Server Operator's Hub
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      onesizefitsall
    • RE: Chivalry: Medieval Warfare Mac and Linux Port Testing!

      Is this client only or the server will be available on linux also?

      posted in Official News
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      onesizefitsall
    • RE: [Help] How to reduce ghost hits, desyncs, stuttering?

      Nope, the lag spikes (the pings remained stable but the server process was frozen so was everyone, including me, and I’m sitting just a switch away from the server) happened on every map.

      posted in Server Operator's Hub
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      onesizefitsall
    • RE: [Help] How to reduce ghost hits, desyncs, stuttering?

      The config on my servers (COLDFIRE) (I had that username on this forum, forgot the password and the email LONG time ago, before AoC CR2) on theses settings are:

      [IpDrv.TcpNetDriver]
      AllowDownloads=True
      AllowPeerConnections=False
      AllowPeerVoice=False
      ConnectionTimeout=30.0
      InitialConnectTimeout=200.0
      AckTimeout=1.0
      KeepAliveTime=0.2
      MaxClientRate=50000
      MaxInternetClientRate=30000
      RelevantTimeout=10.0
      SpawnPrioritySeconds=1.0
      ServerTravelPause=4.0
      NetServerMaxTickRate=60.0
      LanServerMaxTickRate=35
      DownloadManagers=IpDrv.HTTPDownload
      DownloadManagers=Engine.ChannelDownload
      NetConnectionClassName=IpDrv.TcpipConnection

      I also have

      [Engine.Engine]
      bAllowRelevancyAutoAdjust=TRUE
      bNoComplexPawnRelevancy=TRUE

      Enabled, this is supposed to help with high cpu usage, but on the latest patches I think that it’s doing more harm than good.

      The server itself is a i5 3570 running Hyper-V, and here is where the settings gets a little weird. I was only able to run this server on Windows Server 2k3, on 2k8 and above it gives me random lag spikes where EVERYONE locks up and de cpu use goes to 0 on the server. I’m using the 32bits binaries.

      One problem that happens semi frequently is the lag spike that increases the pings for everyone and the server ms climbs, but since changing the server folder to an SSD I’m yet to see that happen (fingers crossed)

      The internet connection is a business fiber with 100/50 mbps running behind a pfsense firewall (also virtualized).

      posted in Server Operator's Hub
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      onesizefitsall
    • RE: Just some stats before the patch

      @Evil:

      Those statistics merely show the popularity of the weapons. The server was probably a pub - here you can only say that unpopular weapons might need a buff.

      Thats why I asked for Kills/TK - its a bit better as an estimate for weapon strength because weapons picked more often also tend to tk more often. Thats still not quite a good one because some weapons (e.g. Bardiche) just naturally teamkill more often than others (e.g. Thrusting Dagger).

      For true weapon performance you need competitive picked/won stats - and even those tend to be noisy.

      Yeah It’s a pub server. These numbers are merely to see if the recent patch changes might change the general weapon choices, not really a statistical source for balancing purposes.

      Will post an update after the same period has passed to see if something changes. (My guess: it won’t)

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
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      onesizefitsall
    • RE: Just some stats before the patch

      @Toll:

      Lol at Sword of War being less for kills than firepots on that server.

      As I said, that’s probably the RCON bug, don’t really expect it to be fixed since the RCON is not really a popular item. (It was really badly implemented IMHO, the protocol breaks completely in some cases (packet > MTU) , only one connection allowed and no query command to get the actual stats in case you connect after the start of the map).

      And the Sword of War is near the halberd in the graph, that at the bottom is a weird outlier that happened once.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
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      onesizefitsall
    • RE: Just some stats before the patch

      There’s a bug in chivalry RCON that kills with Sword+shield and Enviromentals (Catapult, Balista, etc) does not report the weapon that was used to kill the opponent.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
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      onesizefitsall