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BlatMan

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Everything posted by BlatMan

  1. He's running on the hamster wheel. I hope secrets remembers to feed him.
  2. The connection to US East is screwed up internally. This is obviously not routing to a US East location. Did you start the district server in the wrong datacenter? Regardless, that doesn't explain the +70ms variance and these random +200ms latency spikes. District: Missions-Financial-1-US-East IP Address: 205.220.229.40 In-game Latency: 30ms to 90ms Edit. Added Cloudflare traceroute to prove it's not an ISP issue. Obviously traceroutes don't show the whole picture, but they do show that both my ISP and Cloudflare WARP VPN are functionally the same. Both route to gtt.net on the west coast and then to 205.220.229.40. Cloudflare Trace Route: 1 9 ms 12 ms 11 ms 104.28.0.0 2 9 ms 11 ms 12 ms 104.29.106.1 3 20 ms 17 ms 8 ms 162.158.156.2 4 11 ms 11 ms 12 ms ae5.cr2-nyc4.ip4.gtt.net [208.116.240.225] 5 69 ms 70 ms 85 ms ae12.cr4-lax1.ip4.gtt.net [89.149.128.174] 6 * * * Request timed out. 7 72 ms 70 ms 69 ms 205.220.229.40 Home Trace Route: 2 4 ms <1 ms 5 ms lo0-100.CMDNNJ-VFTTP-325.verizon-gni.net [72.82.234.1] 3 11 ms 7 ms 7 ms B4325.NWRKNJ-LCR-22.verizon-gni.net [100.41.3.252] 4 * * * Request timed out. 5 12 ms 13 ms 11 ms customer.alter.net [152.193.0.114] 6 63 ms 64 ms 62 ms ae12.cr4-lax1.ip4.gtt.net [89.149.128.174] 7 * * * Request timed out. 8 63 ms 63 ms 64 ms 205.220.229.40 /latencytest District_Server: Line 5: 26/08/2023 18:59:09,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,25 Line 17: 26/08/2023 18:59:10,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,25 Line 26: 26/08/2023 18:59:11,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,25 Line 29: 26/08/2023 18:59:12,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,25 Line 38: 26/08/2023 18:59:13,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,25 Line 43: 26/08/2023 18:59:14,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,25 Line 46: 26/08/2023 18:59:15,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,25 Line 55: 26/08/2023 18:59:16,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,25 Line 60: 26/08/2023 18:59:17,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,25 Line 63: 26/08/2023 18:59:18,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,25 Line 72: 26/08/2023 18:59:19,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,25 Line 77: 26/08/2023 18:59:20,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,25 Line 80: 26/08/2023 18:59:21,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,25 Line 89: 26/08/2023 18:59:22,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,26 Line 94: 26/08/2023 18:59:23,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,26 Line 99: 26/08/2023 18:59:24,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,26 Line 106: 26/08/2023 18:59:25,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,26 Line 111: 26/08/2023 18:59:26,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,26 Line 115: 26/08/2023 18:59:27,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,26 Line 123: 26/08/2023 18:59:28,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,26 Line 128: 26/08/2023 18:59:29,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,26 Line 132: 26/08/2023 18:59:30,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,26 Line 140: 26/08/2023 18:59:31,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,26 Line 145: 26/08/2023 18:59:32,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,26 Line 152: 26/08/2023 18:59:33,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,26 Line 157: 26/08/2023 18:59:34,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,26 Line 162: 26/08/2023 18:59:35,DISTRICT_SERVER,,,253,,Packet loss:,0,CCU:,25,26 Line 169: 26/08/2023 18:59:36,DISTRICT_SERVER,,,253,,Packet loss:,0,CCU:,25,26 Line 174: 26/08/2023 18:59:37,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,26 Line 179: 26/08/2023 18:59:38,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,26 Line 186: 26/08/2023 18:59:39,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,26 Line 191: 26/08/2023 18:59:40,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,26 Line 196: 26/08/2023 18:59:41,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,26 Line 203: 26/08/2023 18:59:42,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,26 Line 208: 26/08/2023 18:59:43,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,26 Line 213: 26/08/2023 18:59:44,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,26 Line 220: 26/08/2023 18:59:45,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,26 Line 225: 26/08/2023 18:59:46,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,26 Line 230: 26/08/2023 18:59:47,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,27 Line 237: 26/08/2023 18:59:48,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,27 Line 242: 26/08/2023 18:59:49,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,27 Line 247: 26/08/2023 18:59:50,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,27 Line 253: 26/08/2023 18:59:51,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,27 Line 259: 26/08/2023 18:59:52,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,27 Line 264: 26/08/2023 18:59:53,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,27 Line 271: 26/08/2023 18:59:54,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,27 Line 276: 26/08/2023 18:59:55,DISTRICT_SERVER,,,66,,Packet loss:,0,CCU:,25,27 Line 281: 26/08/2023 18:59:56,DISTRICT_SERVER,,,66,,Packet loss:,0,CCU:,25,27 Line 288: 26/08/2023 18:59:57,DISTRICT_SERVER,,,62,,Packet loss:,0,CCU:,25,27 Line 293: 26/08/2023 18:59:58,DISTRICT_SERVER,,,62,,Packet loss:,0,CCU:,25,27 Line 298: 26/08/2023 18:59:59,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,27 Line 305: 26/08/2023 19:00:00,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,27 Line 310: 26/08/2023 19:00:01,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,27 Line 315: 26/08/2023 19:00:02,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,27 Line 322: 26/08/2023 19:00:03,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,27 Line 327: 26/08/2023 19:00:04,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,27 Line 332: 26/08/2023 19:00:05,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,27 Line 338: 26/08/2023 19:00:06,DISTRICT_SERVER,,,93,,Packet loss:,0,CCU:,25,27 Line 344: 26/08/2023 19:00:07,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,27 Line 349: 26/08/2023 19:00:08,DISTRICT_SERVER,,,101,,Packet loss:,0,CCU:,25,27 Line 356: 26/08/2023 19:00:09,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,27 Line 361: 26/08/2023 19:00:10,DISTRICT_SERVER,,,70,,Packet loss:,0,CCU:,25,27 ... Ping to 205.220.229.40 from PC, APB client during /latencytest: Reply from 205.220.229.40: bytes=32 time=66ms TTL=118 Reply from 205.220.229.40: bytes=32 time=74ms TTL=118 Reply from 205.220.229.40: bytes=32 time=60ms TTL=118 Reply from 205.220.229.40: bytes=32 time=64ms TTL=118 Reply from 205.220.229.40: bytes=32 time=60ms TTL=118 Reply from 205.220.229.40: bytes=32 time=62ms TTL=118 Reply from 205.220.229.40: bytes=32 time=66ms TTL=118 Reply from 205.220.229.40: bytes=32 time=62ms TTL=118 Reply from 205.220.229.40: bytes=32 time=65ms TTL=118 Reply from 205.220.229.40: bytes=32 time=66ms TTL=118 Reply from 205.220.229.40: bytes=32 time=66ms TTL=118 Reply from 205.220.229.40: bytes=32 time=61ms TTL=118 Ping to 205.220.229.40 from router during /latencytest: Min: 59ms Max: 75ms Avg: 63ms.
  3. I tried using Cloudflare WARP to bypass as much of my ISP's routing as possible. I can login, but I can't connect to any district. Is Cloudflare WARP VPN blocked?
  4. The latency is not the problem. The problem is between APB's servers and the DDoS protection run by Path Network Inc. Also, the in game latency is better described as a server population counter. It's impossibly low when the servers are empty. It slowly goes up as the population grows, but it's always lower than the real latency. There is packet loss or latency jitter on the upload packets from client (our PC) to server (APB District). Sometimes shots do not register, sometimes there's excessive delay, like 2s between shooting and getting a hit marker. Sometimes ghost shot, as in firing client sided but not server sided. Occasionally, the hit registration and firing is perfect. For me, every single time the hit registration was perfect on a US West server, the server went offline within a few hours. My issues are only on US servers. I have no issues on EU servers currently. In-game packet loss always displays 0.00. This counter only counts download packet loss, or server to client. Scanning APB's packets with Wireshark, the incoming packets are in numerical order and appear to be in line with the server tickrate. This means there is most likely no issues with packets going from the server to the client. I had support reach out to me a while ago. They asked to run a trace route. The trace route shows near perfect response time to the server's IP address. I also got no further responses. These are the same symptoms experienced during Reloaded Production's ownership. Back then, the servers were constantly under a DDoS attack. Reloaded would disable the DDoS protection after weekly maintenance. The hit registration was perfect, but the servers would go offline within the same day, sometimes minutes after maintenance. Reloaded would then enable the DDoS protection. The hit registration was terrible, but the servers would stay online. I didn't play much on EU, but I did play the Russian version with little to no issues with hit registration. Support staff created a pinned topic for players to post trace routes. There were no issues with the player's routes, and the problem was never fixed. Running a trace route is pointless for 99% of users. It only shows replies to ICMP packets with their time to live (TTL) value exceeded. APB uses UDP packets to communicate. ICMP can be handled differently than UDP. For example, Path's nodes do not respond to UDP packets with a TTL value of 0. This is most likely part of their DDoS mitigation. ICMP and UDP can be sent to different routers. The router responding to ICMP can be fine, but the one handling UDP can be overloaded. The only way to check is to monitor the game's traffic both client and server sided, with timestamps within the packets to determine if there's extra latency between packets. The in-game /latencytest does not do this. It runs a trace route to a US APB server, checks real latency between client and server, and shows the server's tickrate. The latency shown in /latencytest is always higher than what is displayed in game. Don't get me started on how the servers fail to run at 30tps. That's for another thread.
  5. They're a lot like the old Norton anti-virus. Annoys the crap out of legit players but misses obvious exploits. TBF, it's not EAC's fault game devs refuse to implement basic anti-cheat functions within the game itself, like not allowing modified files, and limit player movement server sided.
  6. They need to get rid of the $0 penalty. It's not your fault you got called into a mission 1000M away from the objective with only 20s on the clock.
  7. EAC does do this for common applications that can be exploited. Examples. - EAC blocks APB from loading if it detects that it's being run inside a virtual machine. - EAC blocks custom directx dll's like NinjaRipper. - EAC blocks AutoHotKey scripts. It's up to the game's devs to decide which applications are allowed. Regardless, I doubt the ban was for this application. I wish I could test that without having to risk infecting hardware.
  8. Thinking about it, most of the audio issues in the 64 bit patch have not been fixed. They're planning on adding more features, but the current features are still broken. - 3D directional audio while in a vehicle is broken. Audio directly behind the vehicle, within about 10 meters, only plays in one ear. - Obeya SLR firing audio is distorted. - Sound is muffled around City Hall in Financial. - Joker vending machine audio track voice lines are still broken, but differently than at 64 bit release. Voice lines randomly play at a slower speed, instead of overlapping. - Stationary objects, like the HVAC units and cranes, play multiple overlapping audio tracks. - Contact voice lines lack post processing effects.
  9. I've abandoned the Obeya SLR. The 64 bit patch broke the firing audio. Its distorted and clips. The Joker Carbine has a similar issue. It's audio is different between the left and right ear, and only from the shooter's perspective. It sounds like someone's hitting a metal trash bin in my right ear.
  10. I wasn't being ironic. There's plenty of scenarios where that car is the best vehicle for the job. It's not as twitchy as the Mikro which makes it easier to navigate through allies. It's low center of gravity makes it less likely to get stuck upside down. It's impossible to get it stuck sideways. I wish the physics box was a little higher so I can drive up more stairs.
  11. You can't see the explosions over 100 meters away. Some buildings aren't rendered correctly at 100M as well, so the rocket could have gone through a gap that's not visible at range.
  12. It's highly unlikely the app hooks into the game. On a forum post from the year 2011, it says to change the graphics settings from full screen to windowed mode. It's written in Russian, but that's what it translates to on Google translate. I won't link it directly since I don't want to provide links to potential malicious applications, but I'll provide screenshots and translations in the spoilers below. I'll also provide Virus Total links to both apps, which is the forum link and the Youtube link. Both apps have the same hash, meaning they're the same app. Where are your claims about the app coming from? Forum Post: VirusTotal results:
  13. I only see 3 warnings on virus total. Where the hell are you seeing 40+?
  14. You'll be stuck on a loading screen before each match starts. Some players will quit based on the mission type and who's in the match. Then you'll call for backup, which will take a minute for the new player to connect. The mission ends before the new player spawns in. That's the best outcome I see.
  15. Not enough shoulder fired rockets. Can't respawn my honda civic for free.
  16. I really don't get this delete account thing. Like, just don't play if you don't want to.
  17. I saw GC notifications in the logs, but memory usage still climbs and performance goes down overtime. Maybe I don't die enough. And to the OP. Yes, it is safe to use. The .ini files are designed to be modified by the end user.
  18. These freezes happen when garbage collection runs. You can reduce how often it occurs or disable it, but it can cause other performance issues during longer play sessions. Open this fire: APB Reloaded\Engine\Config\BaseEngine.ini. Find this at line 85: TimeBetweenPurgingPendingKillObjects=60 This is how often the garbage collection will run in seconds. Increasing it will cause it to run less often. I recommend 120 or 180. Setting it to 0 will disable it, but it will increase memory usage, and cause the game to run poorly after an hour or so, due to all the unused data saved in memory.
  19. So I take it back on East never crashing. Had perfect hitreg on US East for the last hour. Now the district is offline for everyone. Server info from the log file: IP Address | port: 205.220.227.76:10219 District: Waterfront
  20. They need to stop it with all these 'phrase' named weapons. Too much clutter, and I doubt the database is happy about it.
  21. Nice playlist. Maybe we can get a bot to play this 24/7 on the official discord?
  22. I wonder how Premium discounts would be handled? Technically it's the same as "free shipping" when you purchase Prime on Amazon. But what about when Premium is given to everyone free of cost? It's no longer a paid program.
  23. I get your point. There's plenty of talented players who can fix existing content relatively easily. Sadly, I don't see this game going open source. LO have been sued over another game's development.
  24. I mention how their routing or something server sided is screwed up, and now US East is a Charley Foxtrot. Issues: - Players are randomly teleporting. - I'm randomly teleporting. - Most of my shots fired from automatic weapons do not hit. Why I know it's not on my end: - In-game latency is about 20ms. - Packet Loss is 0. - FPS is 150+ when unlocked. 120 fps when locked using config file. - CMD Ping to server IP (205.220.227.76) is at worst 12ms. - Traceroute shows less than 7ms variance. - Waveform.com bufferbloat test is A+. - Devina.io bufferbloat test shows 0ms increase for download and upload. - Wireshark shows all packets incoming from the district server to be in order, going by packet ID. An odd thing is when US West has a good connection with no issues, the server goes offline within a few hours. That might be biased, since I normally don't bother playing if US West is the populated district. Regardless, US West has crashed too many times, while US East rarely crashes.
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