Quote: |
[Kill]
JackpotBountyPercent = 0 FixedKillReward = 0 BountyRewardPercent = 0 BountyIncreaseForKill = 0 [Prize] MultiPrizeCount = 0 PrizeFactor = 0 PrizeHideCount = 0 MinimumVirtual = 0 UpgradeVirtual = 0 PrizeMaxExist = 0 PrizeMinExist = 0 DeathPrizeTime = 0 EngineShutdownTime = 0 [Misc] SeeEnergy = 0 SpecSeeEnergy = 0 SpecSeeExtra = 0 [Net] MaxOutlistSize = 500 [Warbird] PrizeShareLimit = 0 InitialBounty = 0 AttachBounty = 0 [Javelin] PrizeShareLimit = 0 InitialBounty = 0 AttachBounty = 0 [Spider] PrizeShareLimit = 0 InitialBounty = 0 AttachBounty = 0 [Leviathan] PrizeShareLimit = 0 InitialBounty = 0 AttachBounty = 0 [Terrier] PrizeShareLimit = 0 InitialBounty = 0 AttachBounty = 0 [Weasel] PrizeShareLimit = 0 InitialBounty = 0 AttachBounty = 0 [Lancaster] PrizeShareLimit = 0 InitialBounty = 0 AttachBounty = 0 [Shark] PrizeShareLimit = 0 InitialBounty = 0 AttachBounty = 0 |
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That is because the default SVS settings do not give you anything initially. |
L.C. wrote: | ||
I guess I will just simply copy and paste over Subgame's server.cfg. Good to know about this anyway for a future project of repackaging ASSS Subgame2-style. |
Quote: |
Bot0:pwd:0:AI:admin
Bot1:pwd:0:AI:admin Bot2:pwd:0:AI:admin Bot3:pwd:0:AI:admin Bot4:pwd:0:AI:admin Bot5:pwd:0:AI:admin Bot6:pwd:0:AI:admin Bot7:pwd:0:AI:admin Bot8:pwd:0:AI:admin Bot9:pwd:0:AI:admin |
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ASSS restarts because that's how the deadlock module is setup. If you don't want it to detect deadlocks, then remove the module. |
Quote: |
to prevent them from being silenced, add the line 'unlimitedchat' |
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The reason why ASSS is crashing is probably because it's trying to handle the flood influx coming from your 50 or so bots. I'm not sure how badly designed Bjorn's bot is, but chances are its requesting far more information from the server and all the players than it needs. Hyperspace and Hockey Zone certainly don't have a problem hitting the 70 bar with regular users. |
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Unrecoverable error (5): Error in loading module 'unlimitedchat'
asss cannot start. error loading modules. |
Hakaku wrote: |
unlimitedchat isn't a module, it's something you add in your groupdef files. Click the link I provided, I explain everything in step by step detail. |
L.C. wrote: |
and I still can't get into spectator mode. |
Hakaku wrote: |
[..]Do you have fm_normal loaded? It also needs to be attached to the arena for normal frequency handling. |
Code: Show/Hide server.ini
[Arena] ArenaMaxPlayers=250 // This is the max amount of players per arena ArenaDesiredPlayers=0 // ??? ArenaMinimumPlayers=0 // ??? [Misc] MaxPlayers=1023 // This is max amount of players for the whole zone server.cfg [Misc] MaxPlaying=250 // Maximum number of players that can be playing at one time (does not count spectators, 0=limited only by maximum allowed in arena (not a user setting)) MaxPlayers=250 // This is max amount of players in this arena. Will override the .ini max arena setting Notes * Each public arena will contain 250 players (controlled by MaxPlayers via server.cfg and ArenaMaxPlayers via server.ini) * The absolute maximum population supported per arena is 250 players * FYI: Not sure what ArenaDesiredPlayers and ArenaMinimumPlayers in server.ini do + Setting it to 251 and 250 will cause subgame2.exe to crash when you launch the 6th instance of MERVBot (225-269) + Setting it to 250 and 250 will not yield any abnormal results (works fine) - Cannot join arena of 250 while logged in as SysOp, or subgame2.exe will crash + Setting it to 250 and 251 will not yield any abnormal results (works fine) - Cannot join arena of 250 while logged in as SysOp, or subgame2.exe will crash + Setting it to 100 and 0 (defaults) will not yield any abnormal results (works fine) - Cannot join arena of 250 while logged in as SysOp, or subgame2.exe will crash + Setting it to 0 and 0 will not yield any abnormal results (works fine) - Cannot join arena of 250 while logged in as SysOp, or subgame2.exe will crash + Other notes - Right before I started writing this notes section, I somehow managed to get inside one of the 250-player arenas without crashing Subgame2 - Then I got the idea of "!go 0" and went to one of the other arenas to send over some bots; subgame2.exe crashed upon sending the 252nd bot - I am unable to replicate this > Or perhaps I was already in the arena as it filled up to 250 players and thought I was the 251st player? * MaxPlaying in server.cfg will allow you to have this many players in a PLAYABLE SHIP + Network-wise, Subgame2 is unable keep my client up to date with movement packets from 249 bots in !follow or !attach * MaxPlayers from server.ini + 1024 is the absolute maximum players per instance of subgame2.exe + Setting this value to 1025 will not change anything + SysOp cannot get inside the zone if 1024 is reached + Some spawns are unable to login in 585-629, 630-674 |
Code: Show/Hide Notes
* Subbill idle with 0 connections + Process Explorer - Range of 6% to 11% CPU usage - Average of 1.1MB private bytes (memory allocation) - Average of 0 I/O bytes + Task Manager - Core0-2 similar CPU usage to Process Explorer - Core3 range of 18% to 30% CPU usage - All cores range of 18% to 28% CPU usage * Subbill idle with 1 connections + Process Explorer - Range of 6% to 11% CPU usage - Average of 1.5MB private bytes (memory allocation) - Average of 0 I/O bytes * Subgame2 connected to Subbill, 0 players + Process Explorer - Average of 0% CPU usage - Average of 8.5MB private bytes (memory allocation) - Average of 1.5KB I/O bytes + System Statistics (includes other running appications and Windows) - Average of 10.12% memory usage - Total processes of 30 - Average commit charge is 2.13% - Range of 15% to 25% CPU usage (spikes up to 40%) ============================================================== ============================================================== * Subgame2 connected to Subbill, 1 players (human) + Process Explorer - Average of 0% CPU usage - Average of 8.6MB private bytes (memory allocation) - Average of 1.5KB I/O bytes * Subbill idle with 1 connections of 1 players (human) + Process Explorer - Range of 6% to 11% CPU usage - Average of 1.5MB private bytes (memory allocation) - Average of 0 I/O bytes ============================================================== ============================================================== * Subgame2 connected to Subbill, 1 players (merv) + Process Explorer - Average of 0% CPU usage - Average of 8.7MB private bytes (memory allocation) - Average of 1.6KB I/O bytes * Subbill idle with 1 connections of 1 players (merv) + Process Explorer - Range of 6% to 11% CPU usage - Average of 1.5MB private bytes (memory allocation) - Average of 0 I/O bytes * MERVBot (merv) connected to Subgame2 on Subbill (1 spawn) + Process Explorer - Average of 0% CPU usage - Average of 1.8MB private bytes (memory allocation) - Average of 0 I/O bytes ============================================================== ============================================================== * Subgame2 connected to Subbill, 45 players (merv) + Process Explorer - Average of 0% CPU usage - Average of 11.5MB private bytes (memory allocation) - Average of 3.7KB I/O bytes * Subbill idle with 1 connections of 45 players (merv) + Process Explorer - Range of 6% to 11% CPU usage - Average of 1.5MB private bytes (memory allocation) - Average of 0 I/O bytes * MERVBot (merv) connected to Subgame2 on Subbill (45 spawns) + Process Explorer - Average of 0% CPU usage - Average of 58.3MB private bytes (memory allocation) - Average of 0 I/O bytes ============================================================== ============================================================== * Subgame2 connected to Subbill, 1 players (ai) (idle) + Process Explorer - Average of 0% CPU usage - Average of 8.6MB private bytes (memory allocation) - Average of 1.6KB I/O bytes * Subbill idle with 1 connections of 1 players (ai) (idle) + Process Explorer - Range of 6% to 11% CPU usage - Average of 1.5MB private bytes (memory allocation) - Average of 0 I/O bytes * MERVBot (ai) connected to Subgame2 on Subbill (1 spawn) (idle) + Process Explorer - Average of 0% CPU usage - Average of 16.1MB private bytes (memory allocation) - Average of 0 I/O bytes ============================================================== ============================================================== * Subgame2 connected to Subbill, 1 players (ai) (playing) + Process Explorer - Average of 0% CPU usage - Average of 8.6MB private bytes (memory allocation) - Average of 1.6KB I/O bytes * Subbill idle with 1 connections of 1 players (ai) (playing) + Process Explorer - Range of 6% to 11% CPU usage - Average of 1.5MB private bytes (memory allocation) - Average of 0 I/O bytes * MERVBot (ai) connected to Subgame2 on Subbill (1 spawn) (playing) + Process Explorer - Average of 0% CPU usage - Average of 16.1MB private bytes (memory allocation) - Average of 0 I/O bytes ============================================================== ============================================================== * Subgame2 connected to Subbill, 9 players (ai) (idle) + Process Explorer - Average of 0% CPU usage - Average of 9.2MB private bytes (memory allocation) - Average of 1.8KB I/O bytes * Subbill idle with 1 connections of 9 players (ai) (idle) + Process Explorer - Range of 6% to 11% CPU usage - Average of 1.5MB private bytes (memory allocation) - Average of 0 I/O bytes * MERVBot (ai) connected to Subgame2 on Subbill (9 spawns) (idle) + Process Explorer - Average of 0% CPU usage - Average of 198.3MB private bytes (memory allocation) - Average of 0 I/O bytes ============================================================== ============================================================== * Subgame2 connected to Subbill, 9 players (ai) (playing) + Process Explorer - Average of 0% CPU usage - Average of 9.1MB private bytes (memory allocation) - Range of 2.0KB to 2.5KB I/O bytes * Subbill idle with 1 connections of 9 players (ai) (playing) + Process Explorer - Range of 6% to 11% CPU usage - Average of 1.5MB private bytes (memory allocation) - Average of 0 I/O bytes * MERVBot (ai) connected to Subgame2 on Subbill (9 spawns) (playing) + Process Explorer - Average of 0% CPU usage - Average of 198.3MB private bytes (memory allocation) - Average of 0 I/O bytes ============================================================== ============================================================== * Subgame2 connected to Subbill, 1024 players (merv) + Process Explorer - Average of 0% CPU usage - Average of 73.4MB private bytes (memory allocation) - Range of 27KB to 36KB I/O bytes + System Statistics (includes other running appications and Windows) - Average of 46.30% memory usage - Total processes of 54 - Average commit charge is 13.05% - Range of 20% to 35% CPU usage * Subbill idle with 1 connections of 1024 players (merv) + Process Explorer - Range of 6% to 11% CPU usage - Average of 2.4MB private bytes (memory allocation) - Average of 0 I/O bytes * MERVBot (merv) connected to Subgame2 on Subbill (45 spawns, 1 random instance) + Process Explorer - Average of 0% CPU usage - Average of 60.7MB private bytes (memory allocation) - Average of 0 I/O bytes * MERVBot (merv) connected to Subgame2 on Subbill (5 spawns, instance 1023-1030) + Process Explorer - Average of 0% CPU usage - Average of 5.6MB private bytes (memory allocation) - Average of 0 I/O bytes ============================================================== ============================================================== * Subgame2 connected to Subbill, 72 players (ai) (idle) + Process Explorer - Average of 0% CPU usage - Average of 13.5MB private bytes (memory allocation) - Range of 2.5KB to 3KB I/O bytes + System Statistics (includes other running appications and Windows) - Average of 99.96% memory usage (decreasing at 0.01% per second) - Total processes of 38 - Average commit charge is 42.44% - Range of 19% to 23% CPU usage * Subbill idle with 1 connections of 72 players (ai) (idle) + Process Explorer - Range of 6% to 11% CPU usage - Average of 1.5MB private bytes (memory allocation) - Average of 0 I/O bytes * MERVBot (ai) connected to Subgame2 on Subbill (9 spawns per instance, 8 instances) (statistics on all instances) (idle) + Process Explorer - Average of 0% CPU usage - Average of 675.55MB private bytes (memory allocation) > Only one instance had 676.1MB - Average of 0 I/O bytes ============================================================== ============================================================== * Subgame2 connected to Subbill, 72 players (ai) (playing) + Process Explorer - Average of 0% CPU usage - Average of 13.6MB private bytes (memory allocation) - Range of 10KB to 35KB I/O bytes + System Statistics (includes other running appications and Windows) - Average of 85% memory usage (increasing at 0.01% to 0.05% per second) - Total processes of 38 - Average commit charge is 42.45% - Range of 19% to 23% CPU usage * Subbill idle with 1 connections of 72 players (ai) (playing) + Process Explorer - Range of 6% to 11% CPU usage - Average of 1.5MB private bytes (memory allocation) - Average of 0 I/O bytes * MERVBot (ai) connected to Subgame2 on Subbill (9 spawns per instance, 8 instances) (statistics on all instances) (playing) + Process Explorer - Average of 0% CPU usage - Average of 675.55MB private bytes (memory allocation) > Only one instance had 676.1MB - Average of 0 I/O bytes ============================================================== ============================================================== * MERVBot (ai) connected to Subgame2 on Subbill (9 spawns per instance, 7 instances) (statistics on all instances) (killing 1 instance at a time) (playing) + Process Explorer - Average of 0% CPU usage - Average of 607.4MB private bytes (memory allocation) - Average of 0 I/O bytes * Subgame2 connected to Subbill, 63 players (ai) (playing) + Process Explorer - Average of 0% CPU usage - Average of 13.6MB private bytes (memory allocation) - Range of 10KB to 30KB I/O bytes + System Statistics (includes other running appications and Windows) - Average of 55.05% memory usage - Total processes of 37 - Average commit charge is 33.84% - Range of 15% to 23% CPU usage * Subbill idle with 1 connections of 63 players (ai) (playing) + Process Explorer - Range of 6% to 11% CPU usage - Average of 1.5MB private bytes (memory allocation) - Average of 0 I/O bytes ============================================================== ============================================================== * MERVBot (ai) connected to Subgame2 on Subbill (9 spawns per instance, 6 instances) (statistics on all instances) (killing 1 instance at a time) (playing) + Process Explorer - Average of 0% CPU usage - Average of 539.2MB private bytes (memory allocation) - Average of 0 I/O bytes * Subgame2 connected to Subbill, 54 players (ai) (playing) + Process Explorer - Average of 0% CPU usage - Average of 13.6MB private bytes (memory allocation) - Range of 20KB to 27KB I/O bytes + System Statistics (includes other running appications and Windows) - Average of 30.9% memory usage - Total processes of 36 - Average commit charge is 31.09% - Range of 19% to 23% CPU usage * Subbill idle with 1 connections of 54 players (ai) (playing) + Process Explorer - Range of 6% to 11% CPU usage - Average of 1.5MB private bytes (memory allocation) - Average of 0 I/O bytes ============================================================== ============================================================== * MERVBot (ai) connected to Subgame2 on Subbill (9 spawns per instance, 5 instances) (statistics on all instances) (killing 1 instance at a time) (playing) + Process Explorer - Average of 0% CPU usage - Average of 471.05MB private bytes (memory allocation) - Average of 0 I/O bytes * Subgame2 connected to Subbill, 45 players (ai) (playing) + Process Explorer - Average of 0% CPU usage - Average of 13.6MB private bytes (memory allocation) - Range of 7.5KB to 15KB I/O bytes + System Statistics (includes other running appications and Windows) - Average of 26.7% memory usage - Total processes of 35 - Average commit charge is 19.68% - Range of 19% to 23% CPU usage * Subbill idle with 1 connections of 45 players (ai) (playing) + Process Explorer - Range of 6% to 11% CPU usage - Average of 1.5MB private bytes (memory allocation) - Average of 0 I/O bytes ============================================================== ============================================================== * MERVBot (ai) connected to Subgame2 on Subbill (9 spawns per instance, 4 instances) (statistics on all instances) (killing 1 instance at a time) (playing) + Process Explorer - Average of 0% CPU usage > All of a sudden, in amidst the peace, CPU usage range became 15% to 25% > Range of 425MB to 462MB private bytes > Subgame2 and Subbill statistics do not change as a result of this - Average of 402.8MB private bytes (memory allocation) - Average of 0 I/O bytes * Subgame2 connected to Subbill, 36 players (ai) (playing) + Process Explorer - Average of 0% CPU usage - Average of 13.6MB private bytes (memory allocation) - Range of 0 to 13KB I/O bytes > Evened out to about 1KB + System Statistics (includes other running appications and Windows) - Average of 18.4% memory usage - Total processes of 34 - Average commit charge is 14.13% - Range of 19% to 23% CPU usage * Subbill idle with 1 connections of 36 players (ai) (playing) + Process Explorer - Range of 6% to 11% CPU usage - Average of 1.5MB private bytes (memory allocation) - Average of 0 I/O bytes ============================================================== ============================================================== * MERVBot (ai) connected to Subgame2 on Subbill (9 spawns per instance, 3 instances) (statistics on all instances) (killing 1 instance at a time) (playing) + Process Explorer - Range of 20% to 25% CPU usage - Range of 357MB to 387MB private bytes (memory allocation) - Average of 0 I/O bytes * Subgame2 connected to Subbill, 27 players (ai) (playing) + Process Explorer - Average of 0% CPU usage - Average of 13.6MB private bytes (memory allocation) - Range of 3.7KB to 5KB I/O bytes + System Statistics (includes other running appications and Windows) - Average of 18.82% memory usage - Total processes of 33 - Average commit charge is 10.37% - Range of 95% to 99% CPU usage * Subbill idle with 1 connections of 27 players (ai) (playing) + Process Explorer - Range of 12% to 20% CPU usage - Average of 1.5MB private bytes (memory allocation) - Average of 0 I/O bytes ============================================================== ============================================================== * MERVBot (ai) connected to Subgame2 on Subbill (9 spawns per instance, 2 instances) (statistics on all instances) (killing 1 instance at a time) (playing) + Process Explorer - Range of 22% to 25% CPU usage - Range of 289MB to 299MB private bytes (memory allocation) - Average of 0 I/O bytes * Subgame2 connected to Subbill, 18 players (ai) (playing) + Process Explorer - Average of 0% CPU usage - Average of 13.6MB private bytes (memory allocation) - Range of 2KB to 4KB I/O bytes + System Statistics (includes other running appications and Windows) - Average of 14.93% memory usage - Total processes of 32 - Average commit charge is 6.48% - Range of 66% to 70% CPU usage * Subbill idle with 1 connections of 18 players (ai) (playing) + Process Explorer - Range of 12% to 20% CPU usage - Average of 1.5MB private bytes (memory allocation) - Average of 0 I/O bytes ============================================================== ============================================================== * MERVBot (ai) connected to Subgame2 on Subbill (9 spawns per instance, 1 instances) (statistics on all instances) (killing 1 instance at a time) (playing) + Process Explorer - Range of 22% to 25% CPU usage - Average of 294.3MB private bytes (memory allocation) - Average of 0 I/O bytes * Subgame2 connected to Subbill, 9 players (ai) (playing) + Process Explorer - Average of 0% CPU usage - Average of 13.6MB private bytes (memory allocation) - Range of 2KB to 3KB I/O bytes + System Statistics (includes other running appications and Windows) - Average of 13.92% memory usage - Total processes of 31 - Average commit charge is 4.28% - Range of 46.48% to 70% CPU usage * Subbill idle with 1 connections of 9 players (ai) (playing) + Process Explorer - Range of 9% to 15% CPU usage - Average of 1.5MB private bytes (memory allocation) - Average of 0 I/O bytes ============================================================== ============================================================== * MERVBot (ai) connected to Subgame2 on Subbill (9 spawns per instance, 0 instances) (statistics on all instances) (killing 1 instance at a time) (playing) + Process Explorer - No available data * Subgame2 connected to Subbill, 9 players (ai) (playing) + Process Explorer - Average of 0% CPU usage - Average of 13.4MB private bytes (memory allocation) - Average of 1.5KB I/O bytes + System Statistics (includes other running appications and Windows) - Average of 8.10% memory usage - Total processes of 30 - Average commit charge is 2.08% - Range of 17% to 22% CPU usage * Subbill idle with 1 connections of 9 players (ai) (playing) + Process Explorer - Range of 9% to 13% CPU usage - Average of 1.5MB private bytes (memory allocation) - Average of 0 I/O bytes ============================================================== ============================================================== Todo * MERVBot (ai) of 8 instances where 4 instances are hosted on a second machine * MERVBot (ai) of 12 instances where 4 instances are hosted on a second machine, and 4 instances on a third machine * MERVBot (ai) of 14 instances where 4 instances are hosted on a second machine, 4 on a third, and 2 on a fourth machine * MERVBot (ai) of 24-32 instances on a dual-server setup (32GB RAM, 32GHz, 16-cores) * ASSS version |
JoWie wrote: |
I was able to spawn about a 100 bots in ASSS (windows xp). ASSS was only consuming about 10MB at that point. Almost no cpu usage and no crashes.
I unloaded the module log_sysop to prevent each bot receiving red text caused by other bots. However those mervbots..... each mervbot.exe consumes about 200MB and that aimervbot.exe 400MB. I couldn't get any further because I only have 3GB. Which is almost the maximum on windows XP without PAE. |
Samapico wrote: |
200MB or memory for 9 spawns??? That's a lot indeed.
The largest portion of memory would be the map data itself, but that takes only 1MB per spawn. I don't see what else could take that much memory... |
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I ran mervbot.exe btw, not aimervbot.exe |