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  • Founders
8 minutes ago, Mister J said:

Unfortunately it crashed twice today. Once at Bremen (Nov 19 2019 at 17:11). I noticed it occurred right at the *click* of an Axis field-ops throwing an airstrike marker.

The server as not crashed today, I have had a client on all day with no issues and the uptime is correct, since the scheduled restart at 04:45hrs, do you mean your client crashed?

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1 hour ago, MrMuppet said:

The server as not crashed today, I have had a client on all day with no issues and the uptime is correct, since the scheduled restart at 04:45hrs, do you mean your client crashed?

I mistakenly called it crashes, we rather bugged. Froze in an odd position looking up or an other random direction. Second time my Thompson emptied 30 bullets in 5 seconds.

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only this:

44342750 ^7^b°^xP^yund^xA^b°^7: ^2reee
44342800 WARNING: bad command byte for client 20
44342800 WARNING: bad command byte for client 20
44342800 WARNING: bad command byte for client 9
44342800 WARNING: bad command byte for client 20
44342800 WARNING: bad command byte for client 9
44342800 WARNING: bad command byte for client 34
44342850 WARNING: bad command byte for client 9
44342850 WARNING: bad command byte for client 20
44342850 WARNING: bad command byte for client 34
44342850 WARNING: bad command byte for client 20
44342850 WARNING: bad command byte for client 9
44342850 WARNING: bad command byte for client 34
44342850 WARNING: bad command byte for client 9
44342850 WARNING: bad command byte for client 20
44342850 WARNING: bad command byte for client 34
44342850 WARNING: bad command byte for client 9
44342850 WARNING: bad command byte for client 20
44342850 WARNING: bad command byte for client 34
44342850 WARNING: bad command byte for client 20
44342850 WARNING: bad command byte for client 9
44342850 WARNING: bad command byte for client 34
44342900 WARNING: bad command byte for client 9
44342900 WARNING: bad command byte for client 34
44342900 WARNING: bad command byte for client 20
44342900 WARNING: bad command byte for client 9
44342900 WARNING: bad command byte for client 20
44342900 WARNING: bad command byte for client 34
44342900 WARNING: bad command byte for client 9
44342900 WARNING: bad command byte for client 34
44342900 WARNING: bad command byte for client 20


...and tons of that "Possible DRDoS attack to address xxx.xxx.xxx.xxx:7783, ignoring getinfo/getstatus connectionless packet" messages ...

 

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...interesting ...  hapened only few times (and now too) when player with 'strange' nickname (with spec. char in nicname) saying something ...
 

63309300 ^7^b°^xP^yund^xA^b°^7: ^2no?
63309350 WARNING: bad command byte for client 10
63309350 WARNING: bad command byte for client 10
63309350 WARNING: bad command byte for client 20
63309350 WARNING: bad command byte for client 10
63309400 WARNING: bad command byte for client 10
63309400 WARNING: bad command byte for client 20
63309400 WARNING: bad command byte for client 10

@ryven any idea pls ?

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CONFIRMED!

64103250 ^7^0<=^3TM^0=>^3EAGLE^0_^3CZ^7: ^2punda, can u say anything on the main pls ?
64104100 Item: 8 item_health
64104550 Item: 20 weapon_magicammo2
64115500 say: ^7^b°^xP^yund^xA^b°^7: ^2i agree
64115500 ^7^b°^xP^yund^xA^b°^7: ^2i agree
64115550 WARNING: bad command byte for client 20
64115550 WARNING: bad command byte for client 20
64115550 WARNING: bad command byte for client 20
64115550 WARNING: bad command byte for client 10
64115600 WARNING: bad command byte for client 20
64115600 WARNING: bad command byte for client 10
64115600 WARNING: bad command byte for client 20
64115600 WARNING: bad command byte for client 10
64115600 WARNING: bad command byte for client 20
64115600 WARNING: bad command byte for client 20
64115600 WARNING: bad command byte for client 10
64115600 WARNING: bad command byte for client 20
64115650 WARNING: bad command byte for client 20
64115650 WARNING: bad command byte for client 10
64115650 WARNING: bad command byte for client 20
64115650 WARNING: bad command byte for client 10

 

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  • Founders

Lol, that's one for the developers, that's a good find and explains why I saw nothing for two days.

We did have a DDOS attack yesterday, around 12:15 but it was mitigated straight away and finished less that 10 mins later. 

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12 hours ago, MrMuppet said:

@Eagle_cz can you check the logs for this? We are at work so won't be able to do this, I streamed the log live Saturday and Sunday all day whilst watching the rugby and didn't see one bad byte issue

 

Just asking .. can we see in logs where multiple players use /reconnect command in server? That could hint that *stutter bug* @Mister J was describing.

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What that SR actually counts.. I have it mostly like 12-14 and my kills are like 4-8kills 25-32 deaths.. something like that.. So it cant be killing ratio.. Or does using rg grow up the ratio if rg hits but doesnt kill.. Example take half of medics hp..

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SR is an implementation of TrueSkill, a Bayesian inference algorithm. It has nothing to do with kill and death, but takes win and loss into account, as well as team performance and time played in each team. It has also been adjusted to add map bias as a parameter. This is why people that switch team, go to spec or disconnect/reconnect before the end of the map can't escape it.

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35 minutes ago, bartmen said:

server crashed again last night the 21th at 22:05

:(

3 hours ago, Spyhawk said:

SR is an implementation of TrueSkill, a Bayesian inference algorithm. It has nothing to do with kill and death, but takes win and loss into account, as well as team performance and time played in each team. It has also been adjusted to add map bias as a parameter. This is why people that switch team, go to spec or disconnect/reconnect before the end of the map can't escape it.

Good to know now! :) But can that SR value start from lets say 100? Right now I guess i have -SR but as we show 0.00 I don't know how many maps do I have to play to get it above 0.00 and have some value. Also - do all 0.00 SR gets counted in !shufflesr command the same way or does that command actually see the negative values also?

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Any value could be used, but we use the standard TrueSkill values in Legacy: a Gaussian going from more or less 0 to 50, centered on 25. Don't focus too much on these negative values, the important bit is that negative values are smaller than 0 or 25. Shuffle handles it correctly, since it does "smaller than/greater than" comparison atm.

To answer your question: you can't know how many maps you need to play, since your score depends not only on your performance, but also on your team and the opposite team performance. The fastest way to improve your rating is to play in the weaker team and win the map, as the algorithm will favour the underdogs. Winning in a very strong team will actually not help much.

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56 minutes ago, Spyhawk said:

Any value could be used, but we use the standard TrueSkill values in Legacy: a Gaussian going from more or less 0 to 50, centered on 25. Don't focus too much on these negative values, the important bit is that negative values are smaller than 0 or 25. Shuffle handles it correctly, since it does "smaller than/greater than" comparison atm.

To answer your question: you can't know how many maps you need to play, since your score depends not only on your performance, but also on your team and the opposite team performance. The fastest way to improve your rating is to play in the weaker team and win the map, as the algorithm will favour the underdogs. Winning in a very strong team will actually not help much.

Yea. Ive seen it. In past, I have joined game - map ends in 3 sec, I don nothing and gain 0.03. Then other map I also play and my team win and i get - SR from that. :)

Just that those 0.00 players dont say anything to me when we try to see if teams are even or not (if we regard SR as the measuring tool) because one can be -0.01 and other one -6.22. There lies big difference if you compare them. Bigger SR usually says for me, that player knows the game, the map and has some good skills (in shooting, in engineerin, in obj stealing/defending - whatever) because you cannot have positive and good (lets say above 10?) SR when you are simply carried around by a strong team.

Its a good analytical tool and makes some sense but not when we dont see full values of all participants.

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  • Founders

Yes, client crash, we need to be clear on the feedback, please use your uptime command when you reconnect to the server to distinguish between the two, the server reboots at 04:45 hours GMT every morning for your information. 

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18 hours ago, Ctrz said:

Yea. Ive seen it. In past, I have joined game - map ends in 3 sec, I don nothing and gain 0.03. Then other map I also play and my team win and i get - SR from that. :)

Just that those 0.00 players dont say anything to me when we try to see if teams are even or not (if we regard SR as the measuring tool) because one can be -0.01 and other one -6.22. There lies big difference if you compare them. Bigger SR usually says for me, that player knows the game, the map and has some good skills (in shooting, in engineerin, in obj stealing/defending - whatever) because you cannot have positive and good (lets say above 10?) SR when you are simply carried around by a strong team.

Its a good analytical tool and makes some sense but not when we dont see full values of all participants.

I'm honestly not sure about what you're trying to say here. If you're saying that people try to gain SR by simply jumping in the winning team in the last seconds, yes, their SR data will eventually increase (through the opposite is possible) but that is statistically irrelevant (statistically is a key word here). That won't help anyone, unless they do it for literally hundred or thousand times. The UI is actually limited so only 2 digits are shown, but under the hood it is much more precise (5 digit if I recall). Anyway, take SR as a very conservative estimate of relative player ability to help winning the map that is inaccurate at a specific point in time, but that eventually converges towards a good estimate on the longer term.

Also, you do see SR values of each players in game, in the scoreboard. In-game ranks are tied to SR values, so you can get sense of who has high SR by looking at their rank icons.

Edited by Spyhawk
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18 minutes ago, Spyhawk said:

Also, you do see SR values of each players in game, in the scoreboard. In-game ranks are tied to SR values, so you can get sense of who has hi SR by looking at their rank icons.

I understand that. But I can only see SR ﹥ 0.00 . Would be more helpful to see if player is for example -0.04SR overall or -27.04 .

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