matso · Master of Patches
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The meaning of the ServerPerformanceData is documented in ... ServerPerformanceData.lua :-)
In short, the Score is "time spent idle - network update delivery penalty".
Network update delivery penalty is when the server delive… -
During sales, steam has always failed to respond to requests to download mods.
Pre 272, the server and client always tried to verify with steam that they had the correct version of the mod, and if steam failed, then the server/client did… -
What r_sync does is to force the game to wait until the number of buffered frames in the GPU is <= r_sync. So setting r_sync to 0 forces the game to wait until the GPU is done with all frames worth of data (bad for fps), while 1 waits until it ha…
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In violent agreement, there, actually. It's mostly a resource thing though - there are so many things to do that things that mostly work don't get much attention. Squeaky wheel and all that.
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The reason it opens it during the game is because it fails to load it; normally all model files used in the game and the map are loaded during the dreaded map load time ("Preaching..." etc).
But because it fails to load it then, it will … -
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Mmm... I misremebered how the f_critlog behaves ... simpler to just turn on complete filesystem logging.
Try "f_log" instead. "f_log" to turn on, "f_log off" to turn off.
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Hmm.. seems like the rendering thread is opening files, which it is not supposed to do. Use the console command "f_critlog on" to turn on file logging; it will write opened files on the log (and which thread opened them; ignore threads other than "M…
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How many cores are used by a program depends on the program. The NS2 client was designed to use two cores, because that was the target platform. Considering how small the UWE NS2 team was and how difficult it has been to get it to … -
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The client on average uses about 2.5 cpu. It makes use of upto 4 cores with physics multithreading on, but only in short bursts. Most of the time, the speed of the game will increase linearly by Ghz. Performance will improve by a l… -
NS2 has a somewhat complex performance profile.
Main sequence of steps in generating a frame:
1. Check if the GPU is overloaded (has too many outstanding frames of data) , waiting until the GPU catches up
2. Setup for renderi… -
You could use it for a simplified inverse-kinematics driven animation of legs : change the leg joints to move the feet so they touch the ground the skulk is clinging on ... the current animation driven one just assume the skulk is hanging on a flat …
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Gotten a bit sidetracked, but it will get there ... in a much simplified form.
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Make sure that people are actually complaining about low fps rather than hitching/rubberbanding.
It is difficult to get a server to lower client-side fps - it is pretty much only dependent on the number of players/action going on in the … -
Regarding that Rifle/Marine script error - must be a zombie marine picking up a rifle after he has been marked as destroyed, or something... can't see how that can happen unless there is some very Voodoo Lua code around, but obviously...
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Actually, onos riding. Like babblers on a gorge, but with skulks instead :-)
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Yea, I have also noticed that Woozas and Ticks servers are actually not having server performance issues (well, they are running really close to full, but from what I have seen, they do manage to stay on the right side of the line)… -
Hmm.. commanders are a pure Lua level thing ... so they are not treated any differently than other players by the engine.
They do consume more bandwidth in general because they jump around the map a lot - when they do, the new entities n… -
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Effectivly, it means that Fades sucks against structures with armor, but can take down structures without armor as effectively as a skulk.
Which is why all marine buildings got up-armored in the patch.
The n… -
Yea, we debated going for a hotfix - but a hotfix takes about 4 working days to do, which is a significant amount of time compared to when we hope to release 268.
So 268 it is.