Mod authors, what's your take on this?

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Imaginos
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Mod authors, what's your take on this?

Post by Imaginos »

Here's a link to a thread about server problems: http://forums.gameservers.net/showthrea ... adid=16014

Not being a uscript programmer, I don't know what Epic did with the changes from 2003 to 2004, so how valid this might be is nothing I know about.

Would really love to get a better idea about what is going on with this.
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makush
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Post by makush »

I don't know what's going on with the server, but clients can make map loading faster by doing a simple .ini tweak.

Open up Deathball\System\Deathball.ini

Find variable bNeverPrecache (Ctrl+F -> bNeverPrecache). It should be under [Engine.LevelInfo], e.g:

---- CUT ----
[Engine.LevelInfo]
PhysicsDetailLevel=PDL_Medium
MeshLODDetailLevel=MDL_Medium
bLowSoundDetail=False
DecalStayScale=1.000000
bNeverPrecache=False
---- CUT ----

Replace bNeverPrecache=False with
bNeverPrecache=True

It might be possible that precaching causes heavy stress on server, thus, this tweak might help server too.

Disclaimer: 1) I only tested this offline. 2) I don't really know what I'm talking about. 3) I'm not sure what having no precaching means to clients.
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Imaginos
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Post by Imaginos »

Actually, that was one of the things I tried when this problem first started happening in the 2.0 release. From the other thread I refer to, I respect ProAsm's experience and opinion. I was hoping for a little clarification on what he's suggesting and how the changes have impacted the deathball mod as it transitioned from UT2003 to UT2004. It could be that it needs some additional tweaking.
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