View Full Version : Ace v7
Protos
7th May, 2010, 10:52 AM
Info request.
Looking forward to the performance benefits.
Xenoscythe
7th May, 2010, 11:05 AM
http://utgl.unrealadmin.org/ACE/changes.txt
madrixis
7th May, 2010, 12:26 PM
which status will the package have, beta or release?
Genecom
7th May, 2010, 12:32 PM
Next public release is v0.7e. Will still be labeled as a beta, but it's a very good release and far from broken as 0.6q.
qwerty
7th May, 2010, 04:40 PM
<3<3<3<3<3<3<3<3
Letylove49
7th May, 2010, 05:18 PM
I 'looking forward to most because of the bug with the screenshot is a gap so annoying.
AnthraX
7th May, 2010, 07:48 PM
v0.7e is being tested right now. Changelist updated (http://utgl.unrealadmin.org/ACE/changes.txt).
Letylove49
7th May, 2010, 09:02 PM
[ADDED] The ACE AutoConfig actor now also detects nexgen hud extensions
it will not prevent us from using it? such as EUT, which blocks it ?
Genecom
7th May, 2010, 09:10 PM
it will not prevent us from using it? such as EUT, which blocks it ?
Not at all. What it means is that ACE autoconfig actor will also detect and automaticly add nexgen+addons to the servers internal whitelist for each map.
madrixis
8th May, 2010, 12:46 PM
would be nice if theres a release version available before the next cb cups.
http://clanbase.ggl.com/news_league.php?nid=340078&lid=10435
-={SDA}=-Beast
8th May, 2010, 09:36 PM
been playing ACE 7 on snipermania alot lately, i can definitely notice many performance improvements. nice work guys!
AnthraX
9th May, 2010, 03:54 PM
would be nice if theres a release version available before the next cb cups.
http://clanbase.ggl.com/news_league.php?nid=340078&lid=10435
It will still have the beta label. Reason is that the current ACEv0.7 dll requires SSE instruction support (so it doesn't work on older Athlons). I have to make a few big modifications to NPLoader to support multiple versions of the same dll.
Other than that the next version should be pretty solid.
madrixis
9th May, 2010, 09:53 PM
sounds promising.
thats why i asked ;-)
ACE isn't fully released yet. It's still a beta, which is why it won't be officially supported by CB rules.
Letylove49
9th May, 2010, 10:54 PM
the next release will be ACE0.7e or ACE0.7f ?
i see the version f on the tammy's servers
Genecom
9th May, 2010, 10:59 PM
the next release will be ACE0.7e or ACE0.7f ?
i see the version f on the tammy's servers
v0.7f as a few small bugs were discovered in version v0.7e.
SoNY_scarface
10th May, 2010, 11:06 AM
v0.7f as a few small bugs were discovered in version v0.7e.
I've also noticed that alot of clients seem to be timing out more in v07f. It seems to be extremely similar to the timeouts during v6n & v6p which were fixed in v6q. I've submitted a few people to Anth once more to troubleshoot these issues. Strangely it does seem to be the same people so it is definetly something in common. I also submitted a servercrash which we experienced yesterday twice. Both logs look similar, apart from this though I must say though, v7f is very nice indeed.
I do have one suggestion, if ACE was more configurable by the serveradmin. By this I mean, the admin having control over the config of ACE to check the Fire, UnrealI and UnrealShare files set to true or false.
Greatly appreciate your guys work and if I can assist any further, I'd be glad to :thumbup:
face
10th May, 2010, 11:32 AM
7f is running very smoothly on my servers.
No crashes or what so ever. Finaly shots working perfectly for me here.
The only thing i have is the kick for core.dll and unrealshare and e few other files. When they relog most can get in some can't.
So i provided a download link with the right files for these guys since i never have been kicked for it.
[DANISH]TheDane
10th May, 2010, 01:48 PM
It would be a good idea to whitelist your betaversions in AnthChecker, two of my clanm8's are expiriencing this:
http://img199.imageshack.us/img199/5008/shot0125t.png
They picked it up at: FBT BUNNYTRACK 2 server ? but since it's not been released i think it's ok to say this is a false kick?
LeeBe
10th May, 2010, 03:26 PM
TheDane;154686']They picked it up at: FBT BUNNYTRACK 2 server ? but since it's not been released i think it's ok to say this is a false kick?
they just need to restart UT when they change servers and they wont be kicked
dodgethis
10th May, 2010, 03:50 PM
they just need to restart UT when they change servers and they wont be kicked
If mod authors would take care of proper unloading of files the end user wouldn't have to restart every server change.
Genecom
10th May, 2010, 04:11 PM
If mod authors would take care of proper unloading of files the end user wouldn't have to restart every server change.
Ouch! :)
AnthraX
10th May, 2010, 04:37 PM
whitelisted
LeeBe
10th May, 2010, 04:57 PM
If mod authors would take care of proper unloading of files the end user wouldn't have to restart every server change.
well its not just mod authors, remember when some dumb admins added fake cheats to their serverpackages to cause mismatches for cheaters? those were also carried over to other servers
and restarting UT really isnt that hard :)
[DANISH]TheDane
10th May, 2010, 04:58 PM
If mod authors would take care of proper unloading of files the end user wouldn't have to restart every server change.
WORD!!
issues like these will not help bringing new players to UT!!!
AnthraX
10th May, 2010, 05:03 PM
I'm already making a big effort to properly unload ACE. Besides the module itself, no traces are left behind in the memory. The only exception is an API hook that might be visible while ACE is unloading. In the next version (most likely v0.8) I'll switch to another unloading method that will clean up the module completely.
[DANISH]TheDane
10th May, 2010, 05:20 PM
whitelisted
thank you for taking fast action m8!
[DANISH]TheDane
10th May, 2010, 05:21 PM
I'm already making a big effort to properly unload ACE. Besides the module itself, no traces are left behind in the memory. The only exception is an API hook that might be visible while ACE is unloading. In the next version (most likely v0.8) I'll switch to another unloading method that will clean up the module completely.
I'm pleased to hear that you are not as narrow minded as Leebe .... Rewind time ... the problem with having to restart UT first arise when developers from THIS community started messing with clients native side.
The fault is ALL on the coders, not on the clients.
LeeBe
10th May, 2010, 05:52 PM
TheDane;154696']I'm pleased to hear that you are not as narrow minded as Leebe .... Rewind time ... the problem with having to restart UT first arise when developers from THIS community started messing with clients native side.
The fault is ALL on the coders, not on the clients.
the problems were around long before 'this' community were making native ac's
and you will notice I never said the fault was with the clients, I told them how to fix the problem, or do you think restarting UT is really so hard to do?
talk about narrow minded, I offer you a solution to your problem that takes literally seconds to do and you act as though I caused the problem in the first place
but coming from you I am really not surprised, though I was expecting some fake logs to go with it..
[DANISH]TheDane
10th May, 2010, 05:58 PM
the problems were around long before 'this' community were making native ac's
and you will notice I never said the fault was with the clients, I told them how to fix the problem, or do you think restarting UT is really so hard to do?
talk about narrow minded, I offer you a solution to your problem that takes literally seconds to do and you act as though I caused the problem in the first place
but coming from you I am really not surprised, though I was expecting some fake logs to go with it..
it's ok i laugh isn't it? or .... yes, it's ok to laugh :)
At least Anthrax did what it took to remove this error :)
"clients should reboot UT before changing servers" B.S. ... coders should be more aware about what they release on public servers!
PizzaMan
10th May, 2010, 06:37 PM
TheDane;154698']
"clients should reboot UT before changing servers" B.S. ... coders should be more aware about what they release on public servers!
I guess you dont understand the words that are coming out of his.. fingers :rolleyes:
Any admin can get a player on his server in trouble when that player goes somewhere else, even if the server has no ac's or mods at all. That alone is good enough reason for players to restart UT before switching server. Good thing that ACE will be unloaded properly, of course.. but I would still restart UT.
[DANISH]TheDane
10th May, 2010, 08:59 PM
tsk tsk it's not just AC's and native code that gets unloaded incorrect. You restart UT every time, good for you. I Don't, and don't have any trouble by it any of my servers.
SoNY_scarface
10th May, 2010, 10:00 PM
talk about narrow minded, I offer you a solution to your problem that takes literally seconds to do and you act as though I caused the problem in the first place
but coming from you I am really not surprised, though I was expecting some fake logs to go with it..
LMFAO lol lol lol
[DANISH]TheDane
11th May, 2010, 06:29 AM
naa I'll let Lebee do the fake logs.
SoNY_scarface
11th May, 2010, 10:13 AM
TheDane;154705']naa I'll let Lebee do the fake logs.
Not stirring the pot here but nice come back lol
Let's get back on topic please :)
dodgethis
11th May, 2010, 01:19 PM
I'm already making a big effort to properly unload ACE. Besides the module itself, no traces are left behind in the memory. The only exception is an API hook that might be visible while ACE is unloading. In the next version (most likely v0.8) I'll switch to another unloading method that will clean up the module completely.
ACE does quite a good job in doing so already and you could easily improve it by removing the .dll's from being seen by AnthChecker.
dodgethis
11th May, 2010, 01:20 PM
well its not just mod authors, remember when some dumb admins added fake cheats to their serverpackages to cause mismatches for cheaters? those were also carried over to other servers
and restarting UT really isnt that hard :)
Maybe someone should make a UT purifier to force unloading of packages except core ones on map change/server change.
face
11th May, 2010, 01:42 PM
I just want to comment with 1 thing.
As far as i can see it, and i am around long enough is that ACE is the best thing i have seen sofar.
V7f runs like a charm maybe a few kicks for some files,but overall its much better then utdc has been i hoipe some players will return now.As far as i can see it on my server they do so.
Anthrax good job nice done and keep it up.
Like i told ya before there will always be a few idiots around that complain a lot about small things but they forget the bigger things which makes it better to play as cheatfree as possible.
Goodjob
back4more
12th May, 2010, 11:29 PM
I guess you dont understand the words that are coming out of his.. fingers :rolleyes:
Any admin can get a player on his server in trouble when that player goes somewhere else, even if the server has no ac's or mods at all. That alone is good enough reason for players to restart UT before switching server. Good thing that ACE will be unloaded properly, of course.. but I would still restart UT.
why not have [ACE] restart UT after leaving [ACE]enabled servers?... seems simple enough.
SoNY_scarface
12th May, 2010, 11:41 PM
why not have [ACE] restart UT after leaving [ACE]enabled servers?... seems simple enough.
In my opinion, that would be bordering intrusive for most clients.
SkullKrusher
13th May, 2010, 12:15 AM
Why not make restarting Ut an option for the server admin and the client with and INI config setting saved to the client
kawaii
13th May, 2010, 07:18 AM
I don't like that a server (or after leaving a server) is able to shutdown a game i am running on my computer. That decision should only be made by me, the user.
AnthraX
13th May, 2010, 07:21 AM
I don't like that a server (or after leaving a server) is able to shutdown a game i am running on my computer. That decision should only be made by me, the user.
Agreed but this whole client restarting problem should hopefully be solved anyway in the next major version of ACE.
-=CoN=-Strych9
18th May, 2010, 05:56 PM
Just wondering if there was any new updates as to when the v0.7 will be release?
Thanks,
Protos
20th May, 2010, 01:58 AM
Ace Dev is currently busy with real life. Probably won't be more than a couple of more weeks and we should finally get Ace 7
destination6
20th May, 2010, 05:50 PM
it would help to just release the latest beta, really sucks playing ut on ace6q with all the performance issues :/
kawaii
20th May, 2010, 09:17 PM
it would help to just release the latest beta, really sucks playing ut on ace6q with all the performance issues :/
And it sucks as well if they release a beta/buggy v7...
destination6
20th May, 2010, 11:40 PM
And it sucks as well if they release a beta/buggy v7...
y? 6q is already bugged, so just make it less buggy (as 7f obviously already is, as its fixed several bugs of earlier versions) dont know whats the problem with that
Genecom
21st May, 2010, 08:50 AM
There are things in the implementation of certain features/coming features that are not ready, + indeed real life things going on which makes it a very bad time to release something that might cause for an emergency fix that can't be sorted.
qwerty
21st May, 2010, 08:57 PM
guys keep up the good work! I patiently await :)
Genecom
14th June, 2010, 12:34 AM
Just a quick update regarding next public release of ACE which also will include the new version of NPLoader.
It's currently in final testing before release so as AnthraX mentioned before, should be released upcoming week as it's defo a solid version he's happy with in comparison to 0.6q.
Again, changes can be found here: http://utgl.unrealadmin.org/ACE/changes.txt
-={SDA}=-Beast
14th June, 2010, 06:05 AM
* [ADDED] ACE now comes in 3 different flavors (normal, SSE optimized
and SSE/SSE2 optimized). NPLoader will automagically install the best version
for your computer.
VERY COOL.. nice one
Chronox
14th June, 2010, 06:36 PM
Ace Dev is currently busy with real life. Probably won't be more than a couple of more weeks and we should finally get Ace 7
Lol i have been reading post like this since the last 2 months....
Genecom
14th June, 2010, 07:53 PM
Lol i have been reading post like this since the last 2 months....
LoL, true - But have you actually seen the change list and properly understood the immense complexity behind it?
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