McGlaspiewww.team156.comJoin Date: 2010-07-26Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
edited January 2014
My guess regarding the lag spikes is two fold.
1) There is too much data associated with or in (directly or indirectly) via Mixins or the Player class(es) itself. To get everything sync'd up when a player joins, the server is doing too much.
2) There are multiple Network and/or Server Event hooks that occur as a result of the player join sequence.
It's also possible that a logical flaw in the Gamerules is causing this issue as well. Knowing the precise steps to cause the issue would be a good start. Then it's going to be a matter of going through the stack trace and comparing that with the performance logs (plog tool). Any bug is solvable, it's just a matter of time and patience.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
To be honest, I feel the only way combat will work properly is through a re-write without using the hooks system.
As for the lag spikes, it is easy to replicate... Join a server, everytime someone joins a server, the game lags. As you have pointed out, I believe the problem is too much hooked code running on top of the base NS2 code.
Yea mod needs tons of rework as pulling so many files from the main mod - really bites but might as well do simple things with the lua like adding strong gorge tunnels LOL
In output/combat_Values.lua change/add values to this:
forgot to quote "These won't take effect on the client side until we import this file into the client side mods" so change to this value on your client also kGorgeTunnelCost = 0
Since the NS2 team has implemented their own teleport_trigger, will the combat team be removing theirs, or continuing to let it override the default? I just need to know if I need to update co_portals or not.
Hopefully someone picks up where the team left off, some of my fondest memories from NS1 were combat games, especially with the extra levels mod ontop of it (I think it had 50 levels?)
As a note, if you guys are working off of the current combat for whatever future projects (:D), I had been doing some work on the cause of current hitches, and might have found a lead on what is causing the problems. There is at least 2 separate issues that I had been working on resolving, and I can let you guys know what I had found if you like... just let me know.
Drop Ship really......REALLY broke this mod! It seems as if you can't kill either the chair or the hive! Plus other problems....I love Combat and play it exclusively. Are you guys still actively working on the mod or is it dead?
Drop Ship really......REALLY broke this mod! It seems as if you can't kill either the chair or the hive! Plus other problems....I love Combat and play it exclusively. Are you guys still actively working on the mod or is it dead?
Drop Ship really......REALLY broke this mod! It seems as if you can't kill either the chair or the hive! Plus other problems....I love Combat and play it exclusively. Are you guys still actively working on the mod or is it dead?
Why don't you read several posts back.
After I posted this I did.....so we'll have to assume they're working on something Combat related.
Hell...I'll pay to play a bugless, non laggy game of Combat....I already feel like I owe them money for all the hours of fun they've provided me.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
edited February 2014
The mod will only be fixed if someone like @SamusDroid does a bug fixing run again. The dev team that are back are not working on this version of the mod, so they will not be creating any fixes for it.
SamusDroidColoradoJoin Date: 2013-05-13Member: 185219Members, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Playtester, NS2 Community Developer, Pistachionauts
edited February 2014
Unless I have logs (which no one can ever seem to bother giving me, it's not that hard) or people give me fixes, nothing is likely to be fixed. I have more important things to do than hunting for bugs in Combat. ANY time you have net_stats on and you see "Server had error: true", hunt down, and stalk whoever you need to and tell them to send me logs by whatever means necessary. Steam, Forums PM, link in forum thread. It's the only way I'm going to be able to fix it, so tell people to quit complaining about now "broken" Combat is and do something about it. And no "just play combat and look at how broken it is!" is not the solution because I don't have the server logs. The only reason gorge spit got fixed is because I had a log.
If only there was a list of every single server admin of every server I could hunt these people down myself...
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
Apart from my one day of frustration the other month, I haven't played combat for about 18months, so I can't help unfortunately, although @ZEROibis runs a server, so maybe logs can be supplied..
Comments
1) There is too much data associated with or in (directly or indirectly) via Mixins or the Player class(es) itself. To get everything sync'd up when a player joins, the server is doing too much.
2) There are multiple Network and/or Server Event hooks that occur as a result of the player join sequence.
It's also possible that a logical flaw in the Gamerules is causing this issue as well. Knowing the precise steps to cause the issue would be a good start. Then it's going to be a matter of going through the stack trace and comparing that with the performance logs (plog tool). Any bug is solvable, it's just a matter of time and patience.
As for the lag spikes, it is easy to replicate... Join a server, everytime someone joins a server, the game lags. As you have pointed out, I believe the problem is too much hooked code running on top of the base NS2 code.
Hopefully some more people pickup combat modding b/c this mod in ns1 was awesome.
In output/combat_Values.lua change/add values to this:
kGorgeTunnelCost = 0
kTunnelEntranceHealth = 1500
kTunnelEntranceArmor = 800
kTunnelEntrancePointValue = 5
kMatureTunnelEntranceHealth = 1600
kMatureTunnelEntranceArmor = 1400
forgot to quote "These won't take effect on the client side until we import this file into the client side mods" so change to this value on your client also kGorgeTunnelCost = 0
Since the NS2 team has implemented their own teleport_trigger, will the combat team be removing theirs, or continuing to let it override the default? I just need to know if I need to update co_portals or not.
Don't worry guys, something big is happening
I wasn't aware either, and I practically live here in the forums! Where's that announcement?
Im sure you could use devour on non jetpack marines too :P
You want to know whats good against jetpack Marines though.... Fades.... Lerks
Why don't you read several posts back.
After I posted this I did.....so we'll have to assume they're working on something Combat related.
Hell...I'll pay to play a bugless, non laggy game of Combat....I already feel like I owe them money for all the hours of fun they've provided me.
If only there was a list of every single server admin of every server I could hunt these people down myself...
I think its safe to say that it will be getting fixed/remade/improved. Unless I misunderstood which team is back and what they plan on doing