[bf1942] New Build ... now w/ Bots.

Joe crazyace at ourreality.net
Sun Jan 19 00:55:53 EST 2003


Dedicated P4 2GHZ 1GB RAM RH8 on a T3 cannot yet run 9 players on wake
without connection probs with the latest build. Bad game to be porting
to linux.... no wonder they passed it off.

GL

-----Original Message-----
From: Zachary Williams [mailto:admin at ztnet.com] 
Sent: Saturday, January 18, 2003 11:17 PM
To: bf1942 at icculus.org
Subject: Re: [bf1942] New Build ... now w/ Bots.


Ping times according to ryan are going to be off slightly until some
other things get dealt with.  Also, a 450mhz system is simply
underpowered for this game, at least at this point.

Zach

----- Original Message -----
From: "Travis_Adams" <Travis_Adams at hotmail.com>
To: <bf1942 at icculus.org>
Sent: Saturday, January 18, 2003 11:02 PM
Subject: RE: [bf1942] New Build ... now w/ Bots.


> Ok point and laugh at my server a dual 450 mhz with 386 MB of ram 
> running redhat 8.0, I ran it with 16 players and I get at the least a 
> ping of 235 any help besides upgrade the server?:)
>
> -----Original Message-----
> From: Udo Held [mailto:udo at udoheld.de]
> Sent: Saturday, January 18, 2003 9:09 PM
> To: bf1942 at icculus.org
> Subject: Re: [bf1942] New Build ... now w/ Bots.
>
> Hi!
>
> On Sat, Jan 18, 2003 at 05:41:45PM -0500, Ryan C. Gordon wrote: [..]
> > Bots use a lot of CPU. Please don't complain about this.
>
> Well. My box 1300 MHz AMD TB. Enough RAM. I'm alone on my lan and I
> would wish the server would eat up more than 30-40% of CPU and
therefore
> the bots would be more intelligent.
>
> I can run through a big group of bots and they don't even recognize
me.
>
> Is there a chance for more intelligent bots like the Windows ones I'm
> used to? :)
>
> My server-cfg:
> game.serverName "anybody's BF-Server"
> game.serverDedicated 1
> game.serverGamePlayMode GPM_COOP
> game.serverGameTime 20
> game.serverMaxPlayers 16
> game.serverScoreLimit 0
> game.serverInternet 0
> game.serverNumberOfRounds 2
> game.serverSpawnTime 10
> game.serverSpawnDelay 3
> game.serverGameStartDelay 10
> game.serverGameRoundStartDelay 10
> game.serverSoldierFriendlyFire 100
> game.serverVehicleFriendlyFire 100
> game.serverTicketRatio 100
> game.serverAlliedTeamRatio 1
> game.serverAxisTeamRatio 1
> game.serverCoopAiSkill 100
> game.serverCoopCpu 70
> game.serverPassword ""
> game.ServerBandwidthChokeLimit 64
> game.ServerMaxAllowedConnectionType CTLanT1
> game.ServerAllowNoseCam 1
> game.ServerFreeCamera 0
> game.ServerExternalViews 1
> game.ServerAutoBalanceTeams 0
> game.ServerNameTagDistance 50
> game.ServerNameTagDistanceScope 300
> game.ServerKickBack 0.000000
> game.ServerKickBackOnSplash 0.000000
> game.setServerSoldierFriendlyFireOnSplash 100
> game.setServerVehicleFriendlyFireOnSplash 100
> game.setServerIP 192.168.0.1
> game.setServerPort 14567
>
>
>
> > The server is still single threaded, and still gives a 30+ ping on
the
> LAN
> > (since it's doing network updates each tick...30 ticks per second.
Do
> the
> > math). This will be corrected in a later build, either by returning
to
> > threads, or doing packet handling outside of the server tick code. I
> am
> > aware of it.
>
> My ping on the lan is 30-120 while the server doesn't even eat up 50%
of
> my CPU.
>
> > Ok, everyone, please test. The bots were the last glaringly obvious
> > problem, so now I can focus on the less obvious problems (the
crashes,
> > memory leaks, network desync, etc). If you had a stack trace you
> posted
> > before, please post it again for this build so we see where things
> stand
> > at this point.
>
> My first test was pretty good beside the bots intelligence. For coop
> playing I will prefer a Windowslistenserver. :)
>
> > Next build (assuming nothing really embarassing pops up tonight)
will
> be
> > after LinuxWorld.
>
> hf
>
> Udo
>




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