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1
The Lounge / Re: Map voting gap too bad
« Last post by Flenser on Yesterday at 23:14 »
What probably happened is that:
The server allows voting for any map for some number of rounds, but then
The server only allows voting from (what I think is) the NEW map list for one round

So you can end up voting for the same map twice in a row. You can end up playing the same map 3 or more times if you throw in a vote for “random” on either side of the new/regular votes as well, and get “lucky”.
2
The Lounge / Re: Map voting gap too bad
« Last post by Gruxly on August 09, 2026, 22:38 »
Will try something else for a bit.

More frequent of force to choose less played maps but also allowing the repeat of more played ones more often too.

It seems the map vote count has been removed entirely. The same map got voted twice in a row tonight and my polite request to force vote was ignored. Please can you increase it again as I don't get much time in the evening and would prefer not to play the same maps. Many thanks  :)
3
Helpdesk / Re: UT2004 Patch 3374 - Preview 23 quick segfault vtcf-tankwars
« Last post by Piglet on August 09, 2026, 11:04 »
Thanks. I've created https://github.com/OldUnreal/UT2004Patches/issues/534 - this is the place to report things.
4
Technology Area / How to optimise your internet connection.
« Last post by Right on August 08, 2026, 13:19 »
Internet connection explained or how to get the most out of your connection:

1: The physical connection (home / modem landline).

- The internet enters your home at a single point (FPE or MPOE: First point of Entry).  <--- this is important to know
-- Location: Building basement, utility closet, or exterior wall.
- From there, it goes via a modem to your computer.

Ideally, your modem is located as close as possible to the FPE and directly at this point.
This applies to ADSL or Cable (TV).

Historically, multiple telephones or TVs could be connected in the home.
(So an extra TV or phone in the bedroom is an indication that this is the case in your house.)

These had their own cables running through the house for most this is not in use for TV or Telephone any more but it has an impact on your internet.

The explanation:
Internet enters at the first point and goes looking for the modem.
If the modem is connected to one of the multiple connections in your house, you have "noise" on the cable.
If one of these cables is defective, there is an even greater chance of interference.
Think of damaged Ethernet / TV cable or loose ends.

If this is the case, you will be constantly bothered by this.
The internet signal keeps visiting every cable every time to see if there is a modem (yes even if there is no modem at the end of that cable).
There is no active equipment or protocol preventing this.


So place the modem directly or as close as possible to your home's FPE (and if not in use disconnect every other cable which is going in the home), and run an Ethernet cable from the modem to your PC.


WiFi:
Why is it a disadvantage:

Wi-Fi communication between a device (like your phone) and a router/modem is fundamentally sequential.
Because Wi-Fi uses a shared radio frequency, devices generally cannot transmit upload and download data at the exact same millisecond on the same channel unlike wired internet which is full-Duplex.
This is known as half-duplex communication.

Technical Disadvantages (shameless AI copy)
- Higher Latency (Ping):
Wireless data transfer naturally takes longer to travel between your device and the router, creating an input delay that can put you at a disadvantage in fast-paced games.
- Packet Loss:
Wireless signals can easily drop or become corrupted, forcing your system to re-send data. This results in missing actions, stuttering, or your character "teleporting" around the screen (rubber-banding).
- Signal Interference:
WiFi uses radio waves that are easily disrupted by household appliances (like microwaves), cordless phones, walls, floors, and competing wireless signals from neighbours.
- Bandwidth Competition:
If other people or smart devices on the same wireless network start streaming video or downloading files, your gaming performance will immediately suffer from network congestion.
Distance Degradation:
Connection speeds and stability drop sharply the further away your gaming console or PC is located from the wireless router.

For Hotspot: Connect your Phone with a (USB) cable to your PC use it as modem not as hotspot and when possible place the phone on the best receiving spot in your location.

Please correct me if I'm wrong and any additions are welcome.
Most of this is a known for a lot of players.

Me: atm I got FTTH Modem(FPE)100/100 --> Modem --> 2 switches --> PC, all connected with Ethernet cable.
I can confidently say that my home internet environment is good and trouble-free.
5
Helpdesk / UT2004 Patch 3374 - Preview 23 quick segfault vtcf-tankwars
« Last post by ROGER on August 07, 2026, 19:03 »
Hi All,
Linux amd64 binary I assume. U24 with Nvidia 595 driver. let me know if I should submit something somewhere else

utaccount@localhost:~$ cat ~/.ut2004/System/UT2004.log
Log: Log file open, Fri Aug  7 13:50:27 2026
.....
Init: Build label: Abbreviation Build UT2004_v3374_[2026-07-18_18.42]_d1b145e1
Init: Object subsystem initialized
...
Log: Garbage: objects: 48234->48234; refs: 644664
ScriptWarning: OdinHoverTank VCTF-Tankwars-RezQ-Rev-V6.OdinHoverTank#48766 (Function Onslaught.ONSVehicle.TeamChanged:00B0) Accessed array 'SpawnOverlay' out of bounds (2/2)
ScriptStack: OdinHoverTank'OdinHoverTank#48766'.Function.HoverTank.TeamChanged -> Function.ONSVehicle.TeamChanged
ScriptWarning: OdinHoverTank VCTF-Tankwars-RezQ-Rev-V6.OdinHoverTank#48766 (Function Onslaught.ONSVehicle.TeamChanged:00B0) Accessed array 'SpawnOverlay' out of bounds (2/2)
ScriptStack: OdinHoverTank'OdinHoverTank#48766'.Function.HoverTank.PostNetBeginPlay -> Function.ONSHoverCraft.PostNetBeginPlay -> Function.ONSVehicle.PostNetBeginPlay -> Function.HoverTank.TeamChanged -> Function.ONSVehicle.TeamChanged
Log: Precaching: VCTF-Tankwars-RezQ-Rev-V6.LevelInfo0
Log: Created FBO 1 - color attachment 2
Log: Static mesh batches: 3244464 vertex bytes, 439230 index bytes
Log: Allocating dynamic index buffer.
Dev: Preprocessing VertMesh XGame_rc.FlagMesh:  Vertex stream total vertices: 542 Orig wedges: 542
Log: Allocating dynamic vertex buffer.
Log: Finished precaching geometry in 0.025 seconds
Log: Created FBO 2 - color attachment 10
Log: Created FBO 3 - color attachment 11
Log: Created FBO 4 - color attachment 14
Log: Created FBO 5 - color attachment 15
Log: Finished precaching textures in 0.090 seconds
Log: ALAudio: Using ALC_EXT_capture to record audio.
Log: Created FBO 6 - color attachment 431
Log: Created FBO 7 - color attachment 432
Log: Created FBO 8 - color attachment 433
Log: Created FBO 9 - color attachment 434
Log: Created FBO 10 - color attachment 435
Log: Created FBO 11 - color attachment 436
Log: Created FBO 12 - color attachment 437
Log: Created FBO 13 - color attachment 438
Log: Created FBO 14 - color attachment 439
Log: Created FBO 15 - color attachment 440
Log: Created FBO 16 - color attachment 441
Log: Created FBO 17 - color attachment 442
Log: Created FBO 18 - color attachment 443
Log: Created FBO 19 - color attachment 444
Log: Created FBO 20 - color attachment 445
Log: Created FBO 21 - color attachment 446
Log: Created FBO 22 - color attachment 451
Log: Created FBO 23 - color attachment 452
Log: Created FBO 24 - color attachment 453
Log: Created FBO 25 - color attachment 454
Log: Created FBO 26 - color attachment 455
Log: Created FBO 27 - color attachment 456
Log: Created FBO 28 - color attachment 512
Log: Created FBO 29 - color attachment 513
Log: Created FBO 30 - color attachment 518
Log: Created FBO 31 - color attachment 519
Log: Created FBO 32 - color attachment 521
Log: Created FBO 33 - color attachment 522
Log: Created FBO 34 - color attachment 526
Log: Created FBO 35 - color attachment 527
Log: Created FBO 36 - color attachment 543
Log: Created FBO 37 - color attachment 544
Log:
Developer Backtrace:
Log: [ 1]  /usr/local/games/ut2004-patch3/System/Core.so(+0x12d353) [0x78da9bf2d353]
Log: [ 2]  /lib/x86_64-linux-gnu/libc.so.6(+0x45330) [0x78da9b645330]
Log: [ 3]  /usr/local/games/ut2004-patch3/System/Fire.so(_ZN13UWaterTexture14CalculateWaterEv+0x15) [0x78da912b2205]
Log: [ 4]  /usr/local/games/ut2004-patch3/System/Fire.so(_ZN11UWetTexture16ConstantTimeTickEv+0x3f) [0x78da912ae06f]
Log: [ 5]  /usr/local/games/ut2004-patch3/System/Engine.so(_ZN8UTexture5PrimeEv+0x34) [0x78da9cbe2b84]
Log: [ 6]  /usr/local/games/ut2004-patch3/System/Fire.so(_ZN15UFractalTexture5PrimeEv+0x7d) [0x78da912ab43d]
Log: [ 7]  /usr/local/games/ut2004-patch3/System/Engine.so(_ZN8UTexture4TickEf+0x1b) [0x78da9cbe282b]
Log: [ 8]  /usr/local/games/ut2004-patch3/System/Engine.so(_ZN8UTexture6UpdateEd+0x4d) [0x78da9cbe2a9d]
Log: [ 9]  /usr/local/games/ut2004-patch3/System/Engine.so(_ZN8UTexture3GetEdP9UViewport+0xd) [0x78da9cbe9cdd]
Log: [10]  /usr/local/games/ut2004-patch3/System/OpenGLDrv.so(_ZN22FOpenGLRenderInterface22HandleCombinedMaterialEP9UMaterialRiS2_19FOpenGLModifierInfoiP7FStringPS1_+0x2ca) [0x78da9139719a]
Log: [11]  /usr/local/games/ut2004-patch3/System/OpenGLDrv.so(_ZN22FOpenGLRenderInterface17SetSimpleMaterialEP9UMaterial19FOpenGLModifierInfoP7FStringPS1_+0xc6) [0x78da91392226]
Log: [12]  /usr/local/games/ut2004-patch3/System/OpenGLDrv.so(_ZN22FOpenGLRenderInterface11SetMaterialEP9UMaterialP7FStringPS1_Pi+0x418) [0x78da913a7f88]
Log: [13]  /usr/local/games/ut2004-patch3/System/Engine.so(_ZN17AFluidSurfaceInfo6RenderEP13FDynamicActorP15FLevelSceneNodeP5TListIP13FDynamicLightEP16FRenderInterface+0x321) [0x78da9ca2aee1]
6
[MiA] Servers / Re: Miasma warfare server forced nickname
« Last post by Piglet on July 29, 2026, 12:22 »
I've had a good look at the code today, and whilst the lookup of IP address has changed, the internal method used for setting the player name did not change.
7
[MiA] Servers / Re: Miasma warfare server forced nickname
« Last post by Gil-galad on July 27, 2026, 17:50 »
Quote from: KoRn
Try this in the game: F7 -> Colored Names -> Delete all Names. Then your nickname should be normal, without the _.
I deleted my colored names in CEONSS and in Miasma Freon1, changed my nick in my install's options to Gil-galad, and I was able to get a colored name without the _(PT) in CEONSS, and my nickname stays as I put it (Gil-galad) in the game's options after I joined Miasma Warfare or Freon1.

I suppose it could be of interest to you, @Piglet.

And thank you for this swift solution, KoRn.
8
[MiA] Servers / Re: Miasma warfare server forced nickname
« Last post by Gil-galad on July 25, 2026, 23:00 »
I always get hit by edge cases, it seems :D
9
[MiA] Servers / Re: Miasma warfare server forced nickname
« Last post by Piglet on July 25, 2026, 20:08 »
AHH no. I had to rewrite it because the old system stopped working. If I have time I'll try and see if I can merge the two mechanisms
10
[MiA] Servers / Re: Miasma warfare server forced nickname
« Last post by Piglet on July 25, 2026, 19:48 »
I'm not sure I've heard of that happening to other people. I don't think it's happened to me. I don't play on other servers that much though.
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