Topic: Vista users.. Need testers to verify Vista Fix for Dynaverse  (Read 47308 times)

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Offline Bonk

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Re: Vista users.. Need testers to verify Vista Fix for Dynaverse
« Reply #80 on: November 24, 2008, 10:32:57 am »
Just re-read, your post above, I admire your persistence Pestalence. Good work. :thumbsup:

I suspect that the NetLIB setting in the ini file may be most related, as well as the block size and packet queue in the gf.

I will try those in combination tonight. It seems to me the there was a logging setting for the netlib in the ini as well? I used to use it on XP and it consistently logged a single directx error if I recall correctly.

The dlls thing is just a hunch, but since OP was compiled against earlier versions of the libraries, it just makes sense to give it a try.

Offline Pestalence_XC

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Re: Vista users.. Need testers to verify Vista Fix for Dynaverse
« Reply #81 on: November 24, 2008, 01:36:49 pm »
OK, I think I got it now.

In the SFC.INI file

Syncwait=60

Changed to Syncwait=10

also since I am launching from Game Explorer with the Modified SFCOP.exe file (the renamed StarfleetOP.exe), I turned off XPSP 2 compatibility mode.. but kept administrator checked.

Just played 3 missions with 0 lag on return.

Had a doozy of a mission .. no delay on repairs, map movement, supply, coming out of battle, going into battle.

Need for someone to verify my configuration on their end..


Welp time for some screen shots from my last battle..

3 Roms in Neb

R-SHR, R-BHR, and R-SKL

Me I'm in a F-CB (not the suped up one.. just a regular one)

Phaser boating in a Neb with 3 plas chucking Roms.. killed all 3 in about 50 Min.

Twas much fun.. I thought NW was going to make the scripts hard .. lol

« Last Edit: November 24, 2008, 01:57:03 pm by Capt_Pestalence_XC »
"You still don't get it, do you?......That's what he does. That's all he does! You can't stop him! It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely will not stop, ever, until you are dead!"

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Offline FCM_SFHQ_XC

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Re: Vista users.. Need testers to verify Vista Fix for Dynaverse
« Reply #82 on: November 24, 2008, 01:58:15 pm »
I'll try some of these setting shortly.. just need to finish eating lunch here.. :)
Starfleet Headquarters out.

Fleet Commodore, XenoCorp, ISC Fleet.

Offline Pestalence_XC

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Re: Vista users.. Need testers to verify Vista Fix for Dynaverse
« Reply #83 on: November 24, 2008, 02:25:28 pm »
See, for months I have been working with OP and vista from the stand point that the problem was in Vista..

It may just be the way the game configures in the SFC.ini and putting the built in compatibility of the SFCOP.exe game file onto the StarfleetOP.exe game file.. by duplicating the StarfleetOP.exe game file and renaming it and replacing the original SFCOP.exe game file.

Game Explorer I think enables those compatibility settings because I get a different result when I try to launch the file directly.
"You still don't get it, do you?......That's what he does. That's all he does! You can't stop him! It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely will not stop, ever, until you are dead!"

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Offline FCM_SFHQ_XC

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Re: Vista users.. Need testers to verify Vista Fix for Dynaverse
« Reply #84 on: November 24, 2008, 02:35:37 pm »
OK, bit of positive news, is that for the times I didn't lag in movement, I did seem to move a bit faster between hexes, but

still a majority of the time, I still got the usual ammount of lag in moving and out of mission lag
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Fleet Commodore, XenoCorp, ISC Fleet.

Offline Bonk

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Re: Vista users.. Need testers to verify Vista Fix for Dynaverse
« Reply #85 on: November 24, 2008, 03:47:14 pm »
Did you leave your previous edits to the sfc.ini in place Pestalence? Or reset them and just changed the syncwait? Are the gf edits still in place?

Too many variables changing at once here, it would be nice to pin it down to one or two things that make the difference. Or more accurately put, it would be good to know what settings are making the difference if it is reproducible. (This is scientist Bonk speaking...)

The other thing to be aware of is that the serverkit sees clients on the lan differently, and that the gf blockwait and ini syncwait may work well locally, but not necessarily so over the internet. Also, if these settings make the difference, we'll want to evaluate the effect on the serverkit load.

I'm not trying to rain on your parade, but I just want to be systematic about this and figure out exactly what is going on (if possible), and get the simplest reproducible fix possible.

I will try to duplicate your results after dinner tonight, doing so by adding one or two settings at a time until I see improvement.

This is encouraging, it sounds like we might just nail this down soon.

Offline FCM_SFHQ_XC

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Re: Vista users.. Need testers to verify Vista Fix for Dynaverse
« Reply #86 on: November 24, 2008, 03:52:39 pm »
Just so it is known,
Quote
Under 3D I altered Wireframe=1 to Wireframe=0, Driver=1 to Driver=0, zbuffer=0 to zbuffer=1
When I went to my sfc.ini file, mine was already set to
Wireframe = 0
Driver = 0
zbuffer = 1

from the start
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Fleet Commodore, XenoCorp, ISC Fleet.

Offline Bonk

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Re: Vista users.. Need testers to verify Vista Fix for Dynaverse
« Reply #87 on: November 24, 2008, 05:01:13 pm »
That is the normal, depends on the video drivers present. (as enumerated by directx, 0=first driver, 1=second... etc.)

It would be nice to know exactly what this GameUX compatibility shim does, I cannot seem to find it documented anywhere, and everytime I google it I keep hitting this thread! (that drives me nuts...  >:()

I'm off to start my trials, will report results soon.

Offline Bonk

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Re: Vista users.. Need testers to verify Vista Fix for Dynaverse
« Reply #88 on: November 24, 2008, 05:37:59 pm »
Pestalence, for reference, what do you have the movement rate set to on Hardcore?

Using these ini setttings:
Code: [Select]
[Network]
NetDebug=1
NetLib=0
SimProtocol=0
MulticasterServer=0
NetDbgFile=1
SynchWait=10

[Meta]
TestPatchUtility=0

... and these gf settings:
Code: [Select]
BlockSize = 1000 // How many micro-seconds to spend on server side stuff before doing page flip
DelayMultiple = 1.0 // What multiple of time to wait before going back to server side stuff
PacketQueLimit = 125 // What

I seem to be getting consistently good serverlist and server login results (for the first time), but still slow movement. I have not applied any other "fixes" aside from installing to C:\SFC\* (no sfcop.exe renames or game explorer launch, nor admin, nor xp compat)
edit: and windows firewall still on and SSDP and UPnP services still running and Network discovery still on...

Enabling the net debug to file gives me this in dpnetdbg.txt:
Quote
Windows API Call Failed
A single entry for one Dyna session. I saw the same thing on XP as I recall.

I'm curious about the SimProtocol=0 ini setting, have not played with that, I think I'll set it to one and see what, if anything, happens.

Offline Bonk

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Re: Vista users.. Need testers to verify Vista Fix for Dynaverse
« Reply #89 on: November 24, 2008, 05:50:25 pm »
Setting SimProtocol=1 did not seem to do anything.

Still one entry in dpnetdbg.txt for the session - same as last.

Going to try the sfcop.exe rename thing to see if it seems to have an effect on my install as well.

Offline Bonk

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Re: Vista users.. Need testers to verify Vista Fix for Dynaverse
« Reply #90 on: November 24, 2008, 05:52:32 pm »
It occurs to me perhaps we should try increasing blocksize in the gf, I think I'll try that before the sfcop.exe rename thing.

Offline Bonk

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Re: Vista users.. Need testers to verify Vista Fix for Dynaverse
« Reply #91 on: November 24, 2008, 06:01:55 pm »
OK... setting:
Code: [Select]
BlockSize = 100000(0.1 seconds)

seems to have given me smooth map movement for the first time. Looks like you have movement set to the standard of 3 seconds?

This make sense, spend a little more time on serverside stuff, allow longer packet queue...

Still no other compatibility settings or Vista adjustments....

Going to repeat this trial a few times to see if I get consistent results, if so, then I'll start putting settings back to the defaults (the ancialliary ones) I think the key settings here are:

WONServerSetup.gf:
Code: [Select]
BlockSize = 100000 // How many micro-seconds to spend on server side stuff before doing page flip
PacketQueLimit = 125 // What

sfc.ini:
Code: [Select]
[Network]
NetLib=0
SynchWait=10

[Meta]
TestPatchUtility=0

Though I left SimProtocol=1 on for that last trial, which was the first "normal" Dynaverse session I have experienced on Vista.

Offline Bonk

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Re: Vista users.. Need testers to verify Vista Fix for Dynaverse
« Reply #92 on: November 24, 2008, 06:09:59 pm »
Second trial on these settings:

Got firewall message ... back button .. try again.. got login button... server countdown...  poop.

Going to try setting SimProtocol back to 0 and try again... (all else same).

Offline Bonk

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Re: Vista users.. Need testers to verify Vista Fix for Dynaverse
« Reply #93 on: November 24, 2008, 06:22:21 pm »
Third try, firewall message on three attempts. I'll try the sfcop.exe rename thing and launching through the game explorer now.

Offline FCM_SFHQ_XC

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Re: Vista users.. Need testers to verify Vista Fix for Dynaverse
« Reply #94 on: November 24, 2008, 06:37:36 pm »
Ohhhh, now here is some improvement:

On Dyna login, got the login "gamespy check complete" button at XP speed(almost immediatly)( I do need to try this a couple of more  times, it could have been completly random, but that was the fastest it ever has done for me)
No change on Server Countdown
No lag a couple of time on initial loading of map
Movement speeds greatly increased EXCEPT FOR when you move into a hex you haven't been in before and as such causes the game to lag while it works to display the AI ship markers in the surrounding hexes you now have LOS in, but once that is done, and until the next turn comes along moving the AI markers, greatly increased movement speeds(steady, not quite to XP speed, but much nicer)
Still some lag coming out of mission though
Starfleet Headquarters out.

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Offline Bonk

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Re: Vista users.. Need testers to verify Vista Fix for Dynaverse
« Reply #95 on: November 24, 2008, 06:43:04 pm »
Tried the SFCOP.exe rename/replace thing - not present in game explorer - launched SFCOP.exe directly - got firewall message - exited - unblocked SFCOP.exe at firewall prompt - game now present in game explorer - launched from there - logged in OK - slow supply and slow movement.

Will now try adding in the XP compat and run as admin on exes...

Offline Bonk

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Re: Vista users.. Need testers to verify Vista Fix for Dynaverse
« Reply #96 on: November 24, 2008, 06:49:14 pm »
Got firewall... will try setting Blocksize to 1000 again.

Offline Bonk

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Re: Vista users.. Need testers to verify Vista Fix for Dynaverse
« Reply #97 on: November 24, 2008, 06:54:44 pm »
Got past firewall on second try, then countdown on sserver login. On more trial for tonight: I'll turn off the windows firewall, stop it's service, stop the SSDP and UPnP services and turn of network discovery. Otherwise all my settings should be as Pestalence outlined on page 3 of this thread.

Offline Pestalence_XC

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Re: Vista users.. Need testers to verify Vista Fix for Dynaverse
« Reply #98 on: November 24, 2008, 07:03:06 pm »
OK.. everything I have done.

I have been doing all of this with Firewall Turned off and Anti-Virus turned off.

SSDP, UPnp, and Firewall services sitll automatic and turned on.. however I have Vista's 3 firewall disabled in the Windows Firewall with Advanced Security snap in.. all firewalls disabled.

Also have UPnP in Router enabled.

Installed the game from exploring the CD (not autorun)... by finding the setup.exe and setting the properties on it to XPSP 2 compatibility and run as administrator.

I said no to DirectX 8.0a and said no to Gamespy Arcade.

I set security permissions on the Taldren Software Inc and the Starfleet Command Orion Pirates folders for Full Access to all users and installers.

I removed Read only from the Taldren Software Inc and Starfleet Command Orion Pirates folders.

I patched using OPE v5.1, but all that basically does is put a bunch of installers into the Starfleet Command Orion Pirates\Installs folder so you can install them manually or allow the Batch fule I created install them in correct order.

the install method that OPE does installs the installers to the installs folder in the Starfleet Command Orion Pirates directory, when installer exits, black dos window appears..

I go into the installs directory and set all the EXE fiiles to XPSP 2 compatibility and Run as Administrator (except Model Viewer, I set it to Win 2000 compatibility and Administrator).

I go back to the OPE DOS Window.

the installer then runs Patch 2.5.5.2, the Bonus Scripts from Taldren, the DLL files, the community scripts package, The High Resolution Model Package for Fed, Rom and Klink and then Mod Chooser.. I stop right then and there with the DOS Window (don't exit), I set Mod Chooser shortcut to XPSP 2 compatibility and set Administrator.

I continue the installer which will install OP+ 4.0, OP+ 4.0 HC Edition, and helps you configure Mod Chooser in the process of each shiplist just after each is installed, then Shipedit gets installed (and there is a fix that needs to be done with my package because one of the UI's gets fubarred in the install, but the DAT folder is duplicated so it is just a simple Copy paste fix) Set the Shipedit EAW and Shipedit OP to XPSP 2 compatibility and to run as administrator. I also give full access on the EagleEye folder in the security tab to everything listed and I take off Read Only at the same time.

Back in the DOS Window, Co-Op Ace 4.0, Secor Assault (by Mags and Firesoul), Sector Assault by Alpha Centauri, Fleet Pick by Alpha Centauri.. Etc.. the rest of the package.

Basically all it does is installs the stuff you already use plus a crap load of scripts. and the DLL files.

On the desktop Shortcuts, I make sure that the Run and Start In path points to the correct patch for the game install, I also set XPSP 2 compatibility and Run as Administrator on everything except Model Viewer, it needs to be set for Administrator and Win 2000 compatibility. On the ShipEdit shortcuts, I make sure that they are pointing to the EagleEye Software folder.

I then go back to the Taldren Software folder and the Starfleet Command Orion Pirates folder and I double check Security is full access and Read Only is disabled.

Inside the Starfleet Command folder, I find all the EXE files and set them to XPSP 2 compatibility and set Run as Administrator.

I copy the StarfleetOP.exe game file to a different folder, rename it to SFCOP.exe and move the file back and overwrite the one there.

I open the WonServerSetup.gf file and edit

[Settings]

BlockSize = 1000
DelayMultiple = 1.0
PacketQueLimit = 125

and

[WONDirectoryServer]
ServerPath = "/StarFleetCommand2/Game/Release"
//ServerPath = "/StarFleetCommand2/Game/Release"
//ServerPath = "/StarFleetCommand2/Game/Release_Test"

Save file and exit.

I then launch Ez-INI 2.0 in XPSP 2 compatibility and run as administrator ... set resolution, Z buffer, Hide BPV/Race, enable Engine Doubling, set audio to 64 channels, crew sounds max, add GSA name, my common GSA room name, my D2 log in info, set AI to Admiral, Volley info, quick tips, allow screen shots, the rest should already be enabled.

I then go into the SFC.ini file

[Network]
PlayerName=Pestalence_XC
SessionName=Hardcore
SessionType=Starfleet
NetDebug=0
NetLib=0
SimProtocol=0
MulticasterServer=0
NetDbgFile=0
SynchWait=10
AllowEngineDoubling=1
HideRaceFromOthers=1
HideBPVFromOthers=1

[3D]
wireframe=0
windowed=0
zbuffer=1
lowres=3 //(temp due to current monitor)
driver=0
backdrop=1
shipstacking=1
ambientlighting=0.20
luminancetextures=1
luminancedamagetextures=1
spacedust=0



skip to


[UI]
UIType=1
QuickTip=1
Grid=0
OrderDelay=20

[Sound]
voice=3
GlobalVolume=100
MusicVolume=80
VoiceVolume=100
MaxChannels=64
CollisionAlert=0
HeadingDisplay=0
AutoFilm=0
SkipUpsell=1
ASCIICharacterSet=0

[Bonus]
BonusMissions=1

[Debug]
VollyInfo=1
Fps=0
ScreenShot=1

I then find the SFCOP.exe and I take off compatibility mode but I leave Run as Administrator.

I open Game Explorer from Windows and make sure that Orion Pirates shows up, check the settings to make sure that the shortcut is configured properly to above, close it all out.


On my networking :

Router set to DMZ with Wireless pretty much disabled.

Network Protocals has QOS and Printer/File sharing disabled, the rest are checked.


Services turned off :

Certificate Propogation
Distributed Link Tracking Client
NetLogon
Offline Files
Remote registry
SNMP Trap
Tablet PC Input Service
TCP/IP NetBIOS Helper
Terminal Services UserMode Port Redirector
WebClient
Windows Remote Management (WS-Management)
WinHTTP Web Proxy Auto-Discovery Service
Windows Search
Microsoft iSCSI Initiator Service

TMP base services (set to Manual)



Windows Features removed (unchecked):

Remote Differential Compression
Telnet Client
Telnet Server
Windows DFS Replication Service
Tablet PC Optional Components
SNMP Feature

these should be unchecked



Tweaks to system / Network:

Elevated Command Prompt (Command Prompt running as Administrator):

netsh int tcp set global chimney=enabled
netsh int tcp set global rss=enabled
netsh int tcp set global ecncapability=disabled
netsh int tcp set global congestionprovider=ctcp
netsh int tcp set global autotuninglevel=normal

Registry Entries :

HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\Tcpip\Parameters\Interfaces\{...}\
MTU=1500
(DWORD, entry does not exist by default)

HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\Tcpip\Parameters\
Tcp1323Opts=1
(DWORD, entry created automatically by Windows when you run the "netsh int tcp set global autotuninglvl=..." command, set to 0 by default)

HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\Tcpip\Parameters
EnableTCPA=1
(DWORD, 1 to enable, 0 to disable NetDMA. Value not present by default in Vista)

HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\Memory Management
SecondLevelDataCache=(ammount of 2nd level cache on your CPU)

DECIMAL---------HEXADECIMAL
256 KB-----------100 (hex)
512 KB-----------200 (hex)
1024 KB (1MB)----400 (hex)
2048 KB (2MB)----800 (hex)
4096 KB (4MB)----1000 (hex)
6144 KB (6MB)----1800 (hex)
8192 KB (8MB)----2000 (hex)
12288 KB (12MB)--3000 (hex)
16384 KB (16MB)--4000 (hex)

and that is about it..

Latest device drivers and every update MS has put out to date, plus Nov 2008 DirectX.

Launching game from Game Explorer using the SFCOP.exe file (renamed StarfleetOP.exe) Only running as Administrator with no compatibility enabled.

Hope that this helps.
"You still don't get it, do you?......That's what he does. That's all he does! You can't stop him! It can't be bargained with. It can't be reasoned with. It doesn't feel pity, or remorse, or fear. And it absolutely will not stop, ever, until you are dead!"

Member :
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SFC 4 Project QA Coordinator
Taldren Beta Test Team
14 Degrees East Beta Test Team
Activision Visioneers SFC 3 Beta Test Team

Offline FCM_SFHQ_XC

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Re: Vista users.. Need testers to verify Vista Fix for Dynaverse
« Reply #99 on: November 24, 2008, 07:05:13 pm »
Increased the following settings:
Code: [Select]
BlockSize = 200000 // How many micro-seconds to spend on server side stuff before doing page flip
PacketQueLimit = 125 // What

no lag on Gamespy login a second time
no lag on initial map load
no lag on moving(but still slightly slower then XP) when not generating or updating Map/AI markers
no lag on shipyard displaying(need to make a bit more prestige before I can test buying a ship though)
Slight lag on coming out of mission, BUT not nearly as bad
lag on logging into server(must do it multiple times still to initilize security and log in)
lag on moving into new hexes you haven't been in before while it generate the AI markers/updates AI markers
lag on news generation
some lag on starting new missions when you first move into a hex, but only when you take it the second you drop into the hex, if you wait a second, then it starts the mission on XP speeds
no problems while in mission

Starfleet Headquarters out.

Fleet Commodore, XenoCorp, ISC Fleet.