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  #921  
Unread 15th November, 2014, 05:36 AM
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The latest version of ACE is ACEv08h.

Can be downloaded here.
http://www.ut-files.com/index.php?di...h_UT_TO_FV.rar

Some ACE tools downloads and stuff can also be found here.
http://www.ut-files.com/index.php?dir=Anticheat/ACE/
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Last edited by Chamberly : 15th November, 2014 at 05:38 AM.
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  #922  
Unread 15th November, 2014, 05:42 AM
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Thank you Chamberly.
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  #923  
Unread 16th November, 2014, 06:31 AM
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You are welcome.
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  #924  
Unread 17th November, 2014, 08:40 PM
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Is this "newer" ACE compatible with Windows 8.1 or would it matter?
Having a majority of my players freezing up when trying to join.
Runs great/no problem/no freeze without ACE.

I am also getting kicked for using Open GL instead of Direct 3D.
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  #925  
Unread 17th November, 2014, 10:15 PM
medor medor is offline
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Quote:
Originally Posted by Hidden View Post
Is this "newer" ACE compatible with Windows 8.1 or would it matter?
Yes



Quote:
Having a majority of my players freezing up when trying to join.
Runs great/no problem/no freeze without ACE.
1/Have you set a minimum net-speed clients (with pure or newnet) ?

2/ here is settings for ACE.
Code:
[ACEv08h_S.ACEActor]
InitialCheckLinger=5.000000
InitialCheckTimeout=120.000000
PeriodicCheckInterval=90.000000
PeriodicCheckTimeout=120.000000
SShotTimeOut=40.000000
bSShotWhenKick=True
SShotPath=../Shots/
SShotPrefix=[ACE]
SShotQuality=85
bAutoConfig=True
AutoConfigPackage=ACEv08_AutoConfig
bAutoUpdate=True
bExternalLog=True
LogPath=../Logs/
LogPrefix=[ACE]
bExternalLogJoins=True
JoinLogPath=../Logs/
JoinLogPrefix=[ACEPLAYERS]
AdminPass=befr
bAllowCrosshairScaling=True
bShowLogo=True
LogoXPos=10
LogoYPos=300
ExcludedPorts=
bAutoFindWANIp=true
bCacheWANIp=true
WANQueryServer[0]=utgl.unrealadmin.org/ip.php
ForcedWANIP=
BAllowUnknownPackages=True
UPackages[0]=
NativePackages[0]=


Quote:
I am also getting kicked for using Open GL instead of Direct 3D.
If you have the last it may be not wight listed
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  #926  
Unread 17th November, 2014, 11:28 PM
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The newer ace, V09c, shouldn't be used because it is a beta and from what I heard, it was discontinued due to poor operation for other peoples because of incompatibility against other OS and a few other problem. Unless Anth approve... v09c shouldn't be out and public as Anth only gave it out to a few peoples for beta testing. Just a tip...
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  #927  
Unread 17th November, 2014, 11:48 PM
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Will give it a look...thx admin.
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  #928  
Unread 2nd December, 2014, 04:38 PM
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Here is where I am when I try to use ACE.


Critical: appError called:
Critical: Can't bind to native class ACEIpDrv.ACETcpLink
Exit: Executing UObject::StaticShutdownAfterError
Critical: UClass::Bind
Critical: (Class ACEIpDrv.ACETcpLink)
Critical: ULinkerLoad::CreateExport
Critical: (ACETcpLink 3411)
Critical: ULinkerLoad::CreateImport
Critical: IndexToObject
Critical: ULinkerLoad::CreateExport
Critical: (ACEDataLink 18187)
Critical: IndexToObject
Critical: ULinkerLoad<<UObject
Critical: (LinkerLoad Transient.LinkerLoad87 18187))
Critical: SerializeExpr
Critical: (20)
Critical: SerializeExpr
Critical: (61)
Critical: SerializeExpr
Critical: (19)
Critical: SerializeExpr
Critical: (2F)
Critical: UStruct::Serialize
Critical: (Function ACEv08h_S.ACEActor.NotifyDestroyed)
Critical: UFunction::Serialize
Critical: LoadObject
Critical: (Function ACEv08h_S.ACEActor.NotifyDestroyed 18187==18187/34887 18134 108)
Critical: ULinkerLoad:reload
Critical: LinkProperties
Critical: UStruct::Link
Critical: UState::Link
Critical: UClass::Link
Critical: UStruct::Serialize
Critical: (Class ACEv08h_S.ACEActor)
Critical: UState::Serialize
Critical: UClass::Serialize
Critical: (Class ACEv08h_S.ACEActor)
Critical: LoadObject
Critical: (Class ACEv08h_S.ACEActor 18187==18187/34887 64 924)
Critical: ULinkerLoad:reload
Critical: PreLoadObjects
Critical: UObject::EndLoad
Critical: UObject::StaticLoadObject
Critical: (Core.Class ACEv08h_S.ACEActor NULL)
Critical: UObject::StaticLoadClass
Critical: ULevel::Listen
Critical: Listen
Critical: UGameEngine::LoadMap
Critical: LocalMapURL
Critical: UGameEngine::Browse
Critical: UGameEngine::Init
Critical: UServerCommandlet::Main
Exit: Exiting.
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  #929  
Unread 2nd December, 2014, 06:41 PM
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Quote:
Originally Posted by admin View Post
1/Have you set a minimum net-speed clients (with pure or newnet) ?
Where can I find this?
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  #930  
Unread 2nd December, 2014, 08:07 PM
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Been playing around with it and just noticed a couple people playing on my server.
ACE might be working again for me.
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  #931  
Unread 2nd December, 2014, 09:52 PM
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Quote:
Originally Posted by Hidden View Post
Where can I find this?
Have you set utpure or newnet .... for ZP ?

MinClientRate=
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  #932  
Unread 3rd December, 2014, 03:09 AM
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Quote:
Originally Posted by admin View Post
Have you set utpure or newnet .... for ZP ?

MinClientRate=
Guessing it's in my UT.ini flie?
No I have not.
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  #933  
Unread 3rd December, 2014, 09:41 PM
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So you have not put antilag system.

Here some visual explanations
http://unrealtournament.99.free.fr/f....php?f=9&t=377
http://unrealtournament.99.free.fr/f...c.php?f=9&t=85

A server ready for exemplar http://unrealtournament.99.free.fr/f...php?f=9&t=2305
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  #934  
Unread 4th December, 2014, 01:55 AM
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This is what I currently have.
Guessing this is what I set years ago or it came this way.
I max out at 10 players put average about 5 players a game.

[IpDrv.TcpNetDriver]
MaxClientRate=6000
NetServerMaxTickRate=20
LanServerMaxTickRate=35

[Engine.DemoRecDriver]
MaxClientRate=25000
NetServerMaxTickRate=60
LanServerMaxTickRate=60

Last edited by Hidden : 4th December, 2014 at 02:01 AM.
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  #935  
Unread 4th December, 2014, 12:48 PM
medor medor is offline
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To read http://unrealtournament.99.free.fr/u...te_by_TNSE.mht

Better all the same for run demo after
Your server is windows or linux ?

If windows you need ti fix tickrate http://unrealtournament.99.free.fr/u...ickFix%202.rar

[IpDrv.TcpNetDriver]
MaxClientRate=6000 to low 15000 minimum 20000 maximun may be to high if you have not nice bandwidth so 15000
NetServerMaxTickRate=40
LanServerMaxTickRate=40

[Engine.DemoRecDriver]
MaxClientRate=25000
NetServerMaxTickRate=40
LanServerMaxTickRate=40



For the minirate you need
a ZP http://unrealtournament.99.free.fr/u...?dir=Zeroping/
or newnet ( ZP+movement correction ) http://unrealtournament.99.free.fr/u...roping/Newnet/

What gametype you have ?
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  #936  
Unread 4th December, 2014, 04:01 PM
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Windows yes so I plan to do some adjusting to help with my sniper/redeemer game play.
As for ZP I think I ran it back in 2008 or 09 and didn't see the results
I was looking for. (trying to help players from Europe with higher pings)
But I'll give it another look.
Plus I never really read much about newnet but guessing it's similar to ZP?

Thanks again for all your help admin.
I wasn't a math major but I am finally getting the idea of Tick rate.
Plus sorry about getting off topic with tick rates and stuff.
My ACE seems to be working fine now. Had a buddy run a cheat for me and ACE caught it.
Luckily I mostly get regulars playing so I don't worry all that much that someone is cheating.

Last edited by Hidden : 4th December, 2014 at 04:09 PM.
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  #937  
Unread 4th December, 2014, 05:34 PM
medor medor is offline
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Ok

So if you use a normal redeemer for Europe players.

Use Newnet Euro and US can play on.
Info http://www.globalunreal.com/forums/v...php?f=4&t=1025
Download http://unrealtournament.99.free.fr/u...realv0_9_2.zip

After install go to bottom UT.ini and add

[NewNetUnrealv0_9_2.UTPure]
EnforcerDamagePri=17
EnforcerDamageSec=17
BioDamagePri=20
BioDamageSec=200
ShockDamagePri=40
ShockDamageSec=55
ShockDamageCombo=165
PulseDamagePri=20
PulseDamageSec=4
RipperDamagePri=30
RipperDamageSec=34
MinigunDamagePri=9
MinigunDamageSec=14
FlakDamagePri=16
FlakDamageSec=70
RocketDamagePri=75
RocketDamageSec=80
SniperDamagePri=45
HeadshotDamage=100
SniperSpeed=1.000000
bUTPureEnabled=True
Advertise=1
AdvertiseMsg=1
bAllowCenterView=False
CenterViewDelay=1.000000
bAllowBehindView=False
TrackFOV=2
bAllowMultiWeapon=True
bFastTeams=True
bUseClickboard=True
MinClientRate=15000
bAdvancedTeamSay=True
ForceSettingsLevel=2
bNoLockdown=True
bWarmup=True
bCoaches=False
bAutoPause=False
ForceModels=1
ImprovedHUD=1
bDelayedPickupSpawn=False
bTellSpectators=False
PlayerPacks[0]=BP1
PlayerPacks[1]=BP4
PlayerPacks[2]=
PlayerPacks[3]=
PlayerPacks[4]=
PlayerPacks[5]=
PlayerPacks[6]=
PlayerPacks[7]=
DefaultHitSound=2
DefaultTeamHitSound=3
bForceDefaultHitSounds=False
TeleRadius=210
ThrowVelocity=750
bForceDemo=False


For newnet set the tickrate to 65
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  #938  
Unread 4th December, 2014, 06:15 PM
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Thanks for the fast reply.
I will play around with it later today.
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  #939  
Unread 4th December, 2014, 07:47 PM
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I don't get why newnet uses 65 tic rate? shoot.. I cant even get newnet work.. its missing two files b1 and b4handler_9_2 or whatever.

so we are still using zp103
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  #940  
Unread 4th December, 2014, 07:53 PM
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Quote:
Originally Posted by admin View Post
To read http://unrealtournament.99.free.fr/u...te_by_TNSE.mht

Better all the same for run demo after
Your server is windows or linux ?

If windows you need ti fix tickrate http://unrealtournament.99.free.fr/u...ickFix%202.rar

[IpDrv.TcpNetDriver]
MaxClientRate=6000 to low 15000 minimum 20000 maximun may be to high if you have not nice bandwidth so 15000
NetServerMaxTickRate=40
LanServerMaxTickRate=40

[Engine.DemoRecDriver]
MaxClientRate=25000
NetServerMaxTickRate=40
LanServerMaxTickRate=40



For the minirate you need
a ZP http://unrealtournament.99.free.fr/u...?dir=Zeroping/
or newnet ( ZP+movement correction ) http://unrealtournament.99.free.fr/u...roping/Newnet/

What gametype you have ?

why tic rate 40?
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