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2023 Updated Ultimate Offline Jump Pack

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AI

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I understand this is also a viable workaround (including running a 32-bit dedicated server), however in the local listen server mode, isn't there a performance hit for client from running in 32-bit mode vs. 64-bit?

There should not be significant performance changes to the 32-bit game compared to before the release that included the 64-bit version.  If you are referring to the performance benefits of 64-bit not being present in the 32-bit version, then yes that would be expected.

However, the choice is being able to run the plugins, or not at all.  There is currently no silver bullet that enables 32-bit plugins and extensions to suddenly work perfectly under 64-bit without significant time investment on part of the developers.

Also, is it possible to force a listen server to be created in 32-bit while the client stays in 64-bit mode?

Listener servers run on the same game executable, not a separate one.

If you launched the game as 32-bit, the listener server is also 32-bit.
« Last Edit: August 09, 2024, 04:04:20 AM by AI »


Larry

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You should use srcds in any case unless you need client side mods like TAS. MM:S/SM listen server support has always been flaky since it's not an official use-case afaik.

Also, the latest beta version of TAS doesn't need MM:S, but is still 32-bit for now. I'll ask nolem if that can be posted on the forums...


aesthet_ic

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Thanks for the info everyone.

The only plugin I guess is absolutely necessary to have working in 64-bit at the moment is rampbug fix plugin.

It may be possible to just swap out DHooks for DynoHooks which does support 64-bit according to the Sourcemod Github issue thread. I wonder if it's an easy replacement in this regard?

Also, a specific issue for dedicated servers, I seem to get around 20 real ping (not sure why, the server is running sv_lan 1 and on the same machine as my client), compared to 0 ping on listen servers. It makes jump timing, especially syncs, quite different. Is this to be expected as well?
« Last Edit: August 10, 2024, 11:40:27 AM by aesthet_ic »


AI

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The additional CPU and network overhead may be contributing to that ping.

Are you able to connect through the 127.0.0.1 loopback address rather than going through your LAN first?
« Last Edit: August 12, 2024, 10:36:12 PM by AI »


aesthet_ic

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The additional CPU and network overhead may be contributing to that ping.

Are you able to connect through the 127.0.0.1 loopback address rather than going through your LAN first?

Unfortunately, it does not allow me to connect to 127.0.0.1:27015, only my LAN IP works (192.168.x.x:27015).

I have not forwarded any ports as yet, so maybe that is why there is an issue with this?


AI

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Port-forwarding is on the router side for external connections outside of LAN.  This sounds more like a performance issue like with a firewall or something routing your local traffic around unnecessarily.