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Author Topic: DSM - Derpduck's Server Mod - 2.2.3 - Updated to 2.9.2  (Read 81941 times)

Derpduck

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Re: DSM - Derpduck's Server Mod - 2.2.2
« Reply #435 on: March 08, 2018, 11:41:10 am »

Don't use dedicated? It literally doesn't change anything except excluding the host from the player limit, other than that it just means you don't have to go through the menu.

Spazz

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Re: DSM - Derpduck's Server Mod - 2.2.2
« Reply #436 on: March 08, 2018, 12:05:49 pm »

Chat-v2 and chat_v2_pr suffer from a memory leak, so that at least doesn't help with your testing.
Already known, and have been for years. 1 core from an i5-6500 and 4GB allotted to the exe should provide absolute zero reason for lock-ups or anything else, that is to say within GM boundaries. Also there's a reason to chat_v6: http://www.ganggarrison.com/forums/index.php?topic=33773.msg1286639#msg1286639 which I'll be checking out later if it can find my old copy of it as it's not uploaded to .com/plugins

Check if in vanilla with standard chat it works
Will run a second server to test out, had that planned.

Don't use dedicated? It literally doesn't change anything except excluding the host from the player limit, other than that it just means you don't have to go through the menu.
It is most definitely doing something else, as I've had no reason to reboot after more than 18 hours where if it was =1 it stop responding after give/take 4 hours.

Hold up, think I might have found the issue. Will attempt to force it to happen again.
Damn, forcing a network failing is harder than I remember. What I'm thinking is somewhere in a network loss, the server creates a error that prevents local interaction, except it continues to function as a proper server.

I'll keep a server running until the next network loss because of the shitheads upstairs can't seems to understand limitations.
« Last Edit: March 08, 2018, 12:37:05 pm by Spazz »
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<3 Bustatunez

Derpduck

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Re: DSM - Derpduck's Server Mod - 2.2.2
« Reply #437 on: March 08, 2018, 12:36:37 pm »

It doesn't do anything in terms of features, not that it doesn't have other side effects.

Kevin Kuntz

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Re: DSM - Derpduck's Server Mod - 2.2.2
« Reply #438 on: March 09, 2018, 12:02:28 am »

how do you actually play replays? DSM always crashes when i try to play them
« Last Edit: March 09, 2018, 12:02:49 am by Kevin Kuntz »
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Derpduck

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Re: DSM - Derpduck's Server Mod - 2.2.2
« Reply #439 on: March 09, 2018, 09:41:13 am »

I don't think replays are exactly compatible with server sent plugins, and possibly delta time may also cauae issues but I haven't tried. Replays aren't really a maintained feature so don't expect them to work.

Kevin Kuntz

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Re: DSM - Derpduck's Server Mod - 2.2.2
« Reply #440 on: March 09, 2018, 09:45:28 am »

I don't think replays are exactly compatible with server sent plugins, and possibly delta time may also cauae issues but I haven't tried. Replays aren't really a maintained feature so don't expect them to work.
aww man, i had replays with deltatime :z7:
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Derpduck

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Re: DSM - Derpduck's Server Mod - 2.2.2
« Reply #441 on: March 09, 2018, 11:16:55 am »

I don't think replays are exactly compatible with server sent plugins, and possibly delta time may also cauae issues but I haven't tried. Replays aren't really a maintained feature so don't expect them to work.
aww man, i had replays with deltatime :z7:
Watching 30 fps replays while running 60 fps or vice versa messes them up, but doesn't break them from what I recall, but delta time is different so I'm still not sure. SSPs are still a more likely candidate.

Kevin Kuntz

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Re: DSM - Derpduck's Server Mod - 2.2.2
« Reply #442 on: March 09, 2018, 12:08:28 pm »

well if you can't fix them there's no possible way to document the best moments in gg2 history
every happy moment we have will never be seen again
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Derpduck

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Re: DSM - Derpduck's Server Mod - 2.2.2
« Reply #443 on: March 09, 2018, 12:13:00 pm »

As a host only*

PrOF

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Re: DSM - Derpduck's Server Mod - 2.2.2
« Reply #444 on: March 09, 2018, 12:38:34 pm »

I mean adjusting it for deltatime wouldn't be hard at all, but it's too much effort for a forgotten(?) feature
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MedO

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Re: DSM - Derpduck's Server Mod - 2.2.2
« Reply #445 on: April 03, 2018, 05:36:23 am »

I tried to apply all the code changes in vanilla since 2.8.5 to DSM to bring it up to date. I don't really have time to test it right now, so maybe you all can do that instead ;)

@Derpduck: Since you said you won't have time to look into this soon, I hope you don't mind me filling in.

Download: http://static.ganggarrison.com/DSM%20beta%20(gg2%202.9).zip
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Quote from: Alfred North Whitehead
It is the business of the future to be dangerous; and it is among the merits of science that it equips the future for its duties.

Quote from: John Carmack
[...] if you have a large enough codebase, any class of error that is syntactically legal probably exists there.

Derpduck

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Re: DSM - Derpduck's Server Mod - 2.2.2
« Reply #446 on: April 03, 2018, 06:53:27 am »

I'll have to take a look at some of the changes as there will undoubtedly be some issues, but thanks for this, should speed things up a lot.

Derpduck

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Re: DSM - Derpduck's Server Mod - 2.2.2
« Reply #447 on: April 04, 2018, 07:01:20 am »

Everything looks ok to me. I have some small changes I want to make and some things I was working on to add after merging, but otherwise there shouldn't be any issues with using this version.

Perci

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Re: DSM - Derpduck's Server Mod - 2.2.2
« Reply #448 on: May 24, 2018, 10:48:05 am »

The two working servers nowadays use the client "DSM 2.9.0". Isn't 2.2.2 the most up-to-date? I am lost.
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Derpduck

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Re: DSM - Derpduck's Server Mod - 2.2.2
« Reply #449 on: May 24, 2018, 11:11:55 am »

The two working servers nowadays use the client "DSM 2.9.0". Isn't 2.2.2 the most up-to-date? I am lost.
2.9.0 is the GG2 version.
https://www.ganggarrison.com/forums/index.php?topic=38069.0
« Last Edit: May 24, 2018, 11:12:12 am by Derpduck [LORD] »
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