2022-02-05_17.04.37

Update 1.5.5: Wetwork

Hello all,

Happy February! Today, we have added a new map, Wetwork, to the server. Since the 2022 New Year update, builders can now configure the spawns and objectives in maps, so we will start individually adding maps in the form of minor updates.

Wetwork is a fairly large map from COD4 that takes place on a transport ship. It is available on Team Deathmatch and King of the Hill. You can choose to fight between the sprawling shipping containers in the middle of the map or stay back for a sniper war against the other team.

The map is built by CrishTheCreator, with help from pale1.

SCREENSHOTS

2022-01-10_09.40.12

Update 1.5.4: Heavy Firepower

Hello all,

In this update we are adding ammo modifications to the heavy .30-06 Springfield caliber, as well as the modern 5.45x39mm, and bringing back three weapons that feature these calibers. We have also added performance improvements following profiling that should significantly lower the CPU usage of the server once again.

RETURNING WEAPONS

M1919A4

A heavy tripod-mounted machine gun firing .30-06 Springfield. It is both powerful and accurate, giving the user a huge advantage over the opponent if properly positioned, and allowing for effective suppressing fire. However, due to the tripod, the ADS speed and movement speed of this weapon is very slow and makes the user an easy target when caught off guard. It also has a high supply cost.

AN-94

A long-range assault rifle chambered in 5.45x39mm. It has a two-round hyperburst feature that can deliver accurate bursts down range at a cyclic rate of 1800 RPM in-game. It also has low recoil and excellent accuracy in full-auto, especially for the first few shots. However, it has a slightly lower rate of fire, lower mobility, and higher supply cost than the AK-74M.

RPK-12

A prototype AK-12 fitted with long barrel and 60-round casket magazine to serve in a machine gun mode. It features a three-round burst that has higher rate of fire than the normal full-auto mode for quickly dispatching an enemy at closer ranges. Otherwise, it is best suited to longer ranges. Like the L86 LSW, its stats are midway between LMGs and assault rifles.

To obtain this weapon, link your Minecraft account with the Discord server.

NEW MODIFICATIONS

We’re almost done with rifles and can soon move into pistol calibers!

We have added 4 new ammo modifications to the 5.45x39mm caliber.

  • Tula Civilian Ammo: similar stats to the Tula Civilian Ammo for the 7.62x39mm caliber.
  • 7N10 AP Ammo: a basic AP ammo that allows 4-hit-kill chest shots to armored opponents at the cost of additional recoil.
  • 7T3M Ammo: a tracer round with a lightweight bullet that leads to higher velocity and accuracy at the cost of damage range.
  • 7N24 AP Ammo: so called “super-armor-piercing” ammo that uses a heavy bullet and tungsten penetrator for maximum armor and block penetration. Increases range and recoil, reduces base damage and velocity.

Another 4 ammo types were added to the .30-06 Springfield caliber.

  • M1906 Ammo: The original .30-06 ammo. Decreases cost by 2 Supply, hurts damage, velocity, and range.
  • M1922 AP Ammo: A heavy armor piercing ammo. Increases block penetration significantly and armor penetration slightly, with a small downside to velocity and recoil.
  • M1917 Ammo: Early expanding ammo that increases headshot damage at the cost of velocity and range.
  • M2 AP Ammo: High velocity armor piercing ammo that allows a 1-shot-kill to the chest of armored opponents at any range with the Szecsei, alongside other benefits, but comes at a hefty penalty to recoil and flinch.

BALANCE CHANGES

  • AKS-74U: headshot multiplier decreased from 2.8 (semi)-2.1 (auto) to 2.7-2.05
    • This change matches the AK74M’s headshot multiplier, as the AKS-74U has a higher rate of fire than the AK74M. It has minimal effect on shots-to-kill. The AKS-74U should still be a strong PDW and worthy of its price.

DISCORD CHANGES

  • Changed Trainee role color from green to yellow to not be confused with other players.

PERFORMANCE IMPROVEMENTS

Yesterday, we reached an almost-full PVP lobby, yet the server was holding a stable 20 TPS with roughly 30 ms tick times. We are very proud of these performance results made possible by the changes in the Mob-Arena Tweaks Update.

Additionally, we have additionally taken advantage of the full lobby and done a profiling and optimization pass for the server. Today’s changes should eliminate remaining inefficiencies in the code and allow each game server to support significantly more than 24 players before any lag starts to appear, while increasing the number of servers that can be hosted on the same hardware.

  • Added a library for weak, referential-equality hash maps to further increase the performance of the weapon data caching system by eliminating the need to compare ItemStack data when getting the weapon data instance
  • Significantly improved performance of checking whether players have a specific Perk by using the same data caching system as weapons
  • Additionally improved performance of getting the type of the weapon in case no cached value is available
  • Added caching for the item in the player’s hand to ensure the same weapon data instance can be reused over multiple ticks, dramatically improving overall gun system performance once again
  • Enabled OpenJ9 string compression to improve performance and reduce memory usage for string operations
  • Enabled OpenJ9 concurrent garbage collection option for “gencon” collector
    • Pause times are now usually imperceptible and allows for the smoothest gameplay possible while avoiding the overhead of more complex garbage collectors
  • Fixed a bug that caused map loading to be much slower in Domination and KOTH modes

OTHER CHANGES

  • Tweaked the Mob-Arena ammo refill amount for Light Machine Guns to more closely match assault rifles of the same caliber
  • Changed ViaVersion configs to eliminate console spam from sound effects being converted back to older versions

BUG FIXES

  • Fixed a bug where the loadout sign and item in the Competitive lobby opened PVP loadouts instead
  • Disabled anti cheat for the first second after respawning to hopefully fix rubberbanding issues

Hotfix January 11th, 2022:

  • Possibly fixed a new memory leak caused by the weapon data caching system (it is probably a JVM bug so we can only try to find workarounds)
  • Decreased AN-94 burst rate of fire from 90% to 85% of full-auto rate of fire, and increased recoil very slightly
  • Decreases the backup ammo capacity of the RBB-451 in Zombie Siege from 400 to 125 (seriously, why was it that high before?)
2022-01-03_03.03.49

Update 1.5.3: Mob-Arena Tweaks

Hello all,

This is a minor update designed to improve the server’s performance and address some balance issues in Mob-Arena.

MOB-ARENA CHANGES

Made a few changes and bug fixes to make Endless more difficult. Players should not be able to become immortal simply by getting blown up by a few Creepers!

  • Reduced the duration of Creeper explosion potion effects by half to 1-10 minutes instead of 2-20 minutes
  • Fixed a bug where there was a 10% chance of the Creeper effect being permanent rather than the stated 5%
  • Fixed a bug where Creepers could still receive Regeneration levels higher than 1 in Endless
  • Fixed a bug where mobs in Endless were not receiving Netherite equipment
  • When a mob has more than 20 armor points, any additional armor point now ignores weapon Armor Penetration and instead decreases weapon damage exponentially by a flat 30% per 10 armor points
    • As a result, weapons with armor penetration less than roughly 90% will now deal more damage than before to mobs with >20 armor points
    • This prevents low armor penetration weapons from becoming even more underpowered in Endless due to the addition of Netherite armor to mobs
    • Netherite equipment still counts as 1 more armor point than diamond per piece
    • Protection enchantment still counts as 1 armor point per piece (mobs will never have protection enchantment higher than level 1)
  • Increased the frequency of boss skills in Expert difficulty by roughly 20%
    • This helps make boss fights feel more like boss fights and less like hitting a bullet sponge over and over
    • Bosses are the hardest waves in Expert difficulty. Use your equipment and items from the Shop to aid you in boss fights!
  • The Hunger effect now sets players’ hunger to 6
    • This means that sprinting and regenerating health is disabled
    • This makes Husks more dangerous instead of just a reskin of the Zombie

PERFORMANCE IMPROVEMENTS

  • Changed some old methods to use new weapon stat accessors to greatly improve performance
  • Improved the performance of applying multiple modifications on weapon stats of “double” and “int” types
  • Fixed a performance issue where some data about PVP maps was not properly cached, causing constant MySQL querying
  • The current fire mode of a player is now cached and updated once per tick, increasing the performance of checking conditional modifiers when retrieving weapon stats
  • Various new caching methods were added to the weapon data system. This should dramatically increase performance throughout the gun system
    • Item NBT querying in weapon data is now cached. The NBT of the item is now only reloaded a single time per weapon data instance, as long as no setters in the weapon data class are called
    • The weapon data instance of an ItemStack is now stored in a thread-local cache and can be reused between different parts of the code that uses the same item
    • The weapon type of an item is now cached inside the weapon data object, making it much faster to find the weapon type

TEMPORARY SERVER MEASURES

  • Increased the maximum RAM allocation of PVP and Competitive to 9GB temporarily until the memory leak is fixed. This should ensure that these servers no longer lag or crash due to the memory leak from now on

BUG FIXES

  • Fixed another memory leak bug on the PVP server due to the scoreboard system