Jump to content

BlatMan

Members
  • Content Count

    5794
  • Joined

  • Last visited

Community Reputation

732 Excellent

4 Followers

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I haven't been on but I know what you mean. I can't pinpoint the issue, but it's between their ddos protection and the physical server. You can't troubleshoot it, because the /fps in-game stats only show download packet loss. Trace route only shows the route up to public facing side of their ddos protection, and even that might not be the same route APB's traffic takes. The in-game latency is also inaccurate. It's related to the total player count in the district, and doesn't count the tickrate. If you run /latencytest in the chat window, it will output a file, to APB's log folder, that has the real district latency. It will show you just how bad the tickrate can be. The trace route part used to only trace to a west coast server, but it's still somewhat useful to see if you have an ISP problem or not.
  2. Interesting. If you group with other players, does it still not find missions? There was a bug where if someone, maybe just the group leader, went AFK, the rest of the group wouldn't get put in missions. When they removed the unopposed missions, I had a hard time getting missions. A few times I sat in district for 30 minutes and nothing happened. I haven't played much since then, and now I can't even edit my characters because of the anticheat. Also, if the person saying this game works in a virtual machine is correct, then that means this anticheat is useless. I'm not for VM restrictions, I'm just pointing out the hipocracy of restricting what OS you use, but you're allowed to run it in VM. The anticheat can't see what's running on your host, so why even have a client sided anticheat at that point, especially if they're doing behavior based shadowbans server sided.
  3. Trace route uses ICMP packets. They're lowest priority on most network devices, and many devices don't respond to them. That's also only the public facing side. You're most likely not reaching APB's servers themselves. The server provider's internet connection might be perfect, but their internal local network might be having problems. While in game, type "/latencytest" in chat and it should run a test for 10 minutes and output the results to APB's log folder. The traceroute is probably going to the wrong server, so only go by the district latency and tickrate. I forget what it's specifically called. You can import this data to excel or another spreadsheet software and make fancy graphs if you feel like it. Also, the in-game overlay, that shows fps and packet loss, isn't accurate. The latency is an average and it's unrealistically low when the player population is low. Packet loss is only for the download (server to client). It doesn't show upload packet loss (client to server).
  4. It's the only alternative to the STAR when you're new, and people are reluctant to change what they're used to even if it's not the best. At some point it's not the weapon if you keep dying to it after many nerfs. Besides, it not like you don't have access to it.
  5. Good job screwing legit players then. Then again, I rarely buy anything and most players think I cheat, including nullsec and chiting, so I'm probably more of a leech than a customer.
  6. Same issue for me on Arch Linux when launching through Steam with Proton. No errors. APB requests to exit. ... 23:29:10 - Log: GConfig::LoadFile has loaded file: ..\APBGame\Config\APBEditor.ini 23:29:10 - Log: GConfig::LoadFile has loaded file: ..\APBGame\Config\APBEditorUserSettings.ini 23:29:10 - Log: GConfig::LoadFile has loaded file: ..\APBGame\Config\APBCompat.ini 23:29:10 - Log: GConfig::LoadFile has loaded file: ..\APBGame\Config\APBEngine.ini 23:29:10 - Log: GConfig::LoadFile has loaded file: ..\APBGame\Config\APBGame.ini 23:29:10 - Log: GConfig::LoadFile has loaded file: ..\APBGame\Config\APBInput.ini 23:29:10 - Log: GConfig::LoadFile has loaded file: ..\APBGame\Config\APBUI.ini 23:29:10 - Log: GConfig::LoadFile has loaded file: ..\APBGame\Config\APBMachineOptions.ini 23:29:10 - Init: Init signal handers... 23:29:10 - Init: Init Terminate and Unexpected handlers... 23:29:10 - Init: ...done 23:29:10 - Init: Computer: ARCHLINUX 23:29:10 - Init: User: steamuser 23:29:10 - Init: CPU Page size=4096, Processors=12 23:29:10 - Init: CPU Detected: GenuineIntel 23:29:10 - Init: Using smoothed QPC for timing. 23:29:10 - Init: High frequency timer resolution =10.000000 MHz 23:29:10 - Init: Memory total: Physical=23.5GB (23GB approx) Pagefile=27.5GB Virtual=131072.0GB 23:29:10 - Init: APB game exe identifier: Release_USER 1-32-0_FUEL@849642 Inst:0 23:29:10 - Init: Presizing for 200000 objects not considered by GC, pre-allocating 31457280 bytes. 23:29:10 - Init: Presizing for 400000 objects in StaticMap, pre-allocating 94371840 bytes. 23:29:10 - Init: Object subsystem initialized 23:29:11 - Log: appRequestExit(0) 23:29:11 - Exit: Exiting. 23:29:11 - Log: Log file closed, 02/08/25 19:29:11
  7. So now if a player attempts to enter a blocked vehicle, they won't know for 1.7s if they're going to enter the vehicle or not. Meh, can't play anyway. Server downtime, and now APB won't launch on Linux. I'm not installing anything LO codes that requires administrative rights. I don't play some games due to them having too many different anti-cheats that can conflict with each other. It's bad enough when I get a call for work saying all the servers are down because a bad update was pushed out, but at least I'm getting paid for it. If you can't write a basic 'if then' statement to detect if a player is running too fast, then there's no way you can handle writing your own kernel level anti-cheat.
  8. DXVK better utilizes the CPU cores. Sadly it's not longer working with this fake anti-cheat. Then again, there's too many other "features" that make the game currently unplayable, like lack of unopposed missions and cross-district loading screens. And that video about cheating is garbage at best. They can't even use a normal person to talk.
  9. It's useless if LO ignore the low hanging fruit on Twitch and Youtube. What does GFAC stand for? Get Facked?
  10. They got a taste of Tasty Burger and opened their 3rd eye.
  11. Are they still using Path Network Inc. for DDoS protection? I swear all these issues is their DDoS solution, or lack of solution. I'm not blaming Path, I'm blaming the APB devs for not configuring it correctly. Maybe they're just being cheap and don't get the best routes. When Reloaded first added the DDoS protection, the hitreg was terrible with it enabled. When disabled, it felt like a different game. I could aim at the edge of a player's hitbox and still hit them. With it enabled, I have to put most of my crosshair on the wall they're leaning behind. Sometimes a player moves weirdly and I subconsciously aim where they really should be and get the kill.
  12. Most games use 44.1K or 48K for their audio. A lot of professional audio doesn't support > 192K sampling rate. It's not needed since we can't hear into the ultrasonic range. The garbage collection freezes are a problem. Idk how those can be fixed. All the content added over the years has made it worse.
  13. Will this kernel level anti-cheat run in userspace on Linux? I don't trust an in-house kernel driver, mainly from a system stability standpoint. I was one of many who had to fix servers when Crowdstrike released that broken driver. Removal of instantly getting into blocked doors is going to feel really awkward. Why bother? I guess fixing things that didn't need fixing is to be expected, and this is why I don't trust your kernel driver.
  14. He can't even figure out how to post important info on the official forums. Do you really think they have a working up and coming anti-cheat?
  15. This isn't APB's fault. It runs on Nvidia and AMD's latest GPUs. It runs on Windows and Linux. It doesn't need DX12. It barely utilizes DX9. The only graphics intense part of APB is the particles, and that's because APB overuses them, going against Epic's best practices for Unreal Engine 3. It will be far less work if they reworked a few particles like vehicle explosions, muzzle flash, and blood.
×
×
  • Create New...