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Can it be that the actual gpp-engine is buggy?

Started by zybork, August 20, 2010, 10:31:35 PM

zybork

Hejo, people, is it just me who has problems since the last vm-update? I have lagspikes I didn't have before, and sometimes I just freeze for 10 seconds or so, no matter which server I am on.

Developers, what did you do? Tried to improve that lag problem and made it worse still? ;)
I have retired from Tremulous. Definetely. If you play a game just because it has become a habit, but u'r only feeling like a kindergarten teacher - well, maybe I am just getting too old (hell, I was a teenager when DukeNukem3D was *new*) - it's probably not a bad idea to just let it be. And I do.

Don't take this personally. Have fun, guys.

SlackerLinux

http://svn.icculus.org/tremulous/trunk/
to view changes

list of changes since last update:

  • Increase DC heal rate 3 -> 4 - hmm cant see this one lagging
  • (bug 4688) Fix locational damage being applied backwards from the front versus the back (thanks F50, kevlarman) - ohh bugfix but doesn't create lag
  • Cancel ghost buildables upon selling weapons to prevent minor bugs when people switch weapons more quickly than pmove can keep up with - hmm no no lag here it is just setting a variable
  • Fix "overmind has awakened" CP from being sent at the incorrect time - code was moved prob not source of lag here
  • Fix target_print entities with private spawn flag 4 from messaging everyone when triggered by a non-player. - doesn't really change much just separates an if into 2
  • Increase granger spit slow time 1000->2000 - tremulous.h changes has no effect on lag safe to rule this out
  • Fix teleporters so that they once again telefrag players (broken by r2020) - moves code around shouldnt lag so no go here
  • Indentation fix - well unless if we are coding in Whitespace i dont see an issue here .... ohhhh can we please adopt http://en.wikipedia.org/wiki/LOLCODE before whitespace
  • Centerprint message for Overmind awakening (thanks Lakitu7) - another if and a cp doubtful that it will lag unless if your running a 286
  • Don't give funds for damage done by non-players (thanks Lakitu7) - last change must be it but wait it merges 2 variables oh we luck out again

in other words its not the update either the server has gotten worse the connection from you to the server has gotten worse or you have screwed your settings maybe try deleting your autogen so it uses default settings because the update shouldn't lag at all although i have noticed official US1 has started to get the EndOfGame lag thing and random lag during game but those are server issues(and the random lag me being so far away from the server)
Slackware64 13.1
SlackersQVM/

zybork

Sorry, buddy, but this is a pure a-hole-response >:( For I definetely HAVE a lag-issue since the last vm-change, I have it on all servers, and as far as I can tell of exchange with other players in teamchat, I am not the only one.

Tremulous generally has a pretty weak code basis, and if you even knew the first thing about programming, you'd know that strange errors may come from the most unexpected sources.

Thanks for your detailed information about the changes, but nonetheless, concerning the "ohhh"s - stick it >:(
I have retired from Tremulous. Definetely. If you play a game just because it has become a habit, but u'r only feeling like a kindergarten teacher - well, maybe I am just getting too old (hell, I was a teenager when DukeNukem3D was *new*) - it's probably not a bad idea to just let it be. And I do.

Don't take this personally. Have fun, guys.

SlackerLinux

well codewise there's nothing substantial and i also know that weird things can happen also some servers will be using older QVM versions or more likely AArdvarkQVM(running a older version of the svn) so the likely cause is your end check your connection try removing your autogen so default values are used maybe you installed something lately or maybe your OS updated itself but if it was a code issue i would expect alot more people having issues
Slackware64 13.1
SlackersQVM/

zybork

Autogen has been removed several times lately, however, interestingly, I also get an error-message where the system complains something about "ioquake probably was compiled with a buggy compiler" or something... ??? Strange things are happening.
I have retired from Tremulous. Definetely. If you play a game just because it has become a habit, but u'r only feeling like a kindergarten teacher - well, maybe I am just getting too old (hell, I was a teenager when DukeNukem3D was *new*) - it's probably not a bad idea to just let it be. And I do.

Don't take this personally. Have fun, guys.

Aelita

Did you perhaps .. compile it with a buggy compiler? Or maybe your system's shittin out. Run a memtest.

SlackerLinux

for the buggy compiler warning if you update your client it should vanish(unless if you run with developer 1 on)
http://svn.icculus.org/quake3/trunk/code/renderer/tr_scene.c?r1=1595&r2=1753
Slackware64 13.1
SlackersQVM/

Lakitu7

Quote from: zybork on August 20, 2010, 10:31:35 PM
since the last vm-update?

Quote from: zybork on August 21, 2010, 01:47:38 PM
on all servers

Sorry buddy, it's you. All the servers we don't run don't instantly update when we put out a vm update. Some never do. When you're having the issue on all servers, it's not the vm update since most aren't even running it.

zybork

This menas that that update obviously has messed up something on my side >:( Oh great...
I have retired from Tremulous. Definetely. If you play a game just because it has become a habit, but u'r only feeling like a kindergarten teacher - well, maybe I am just getting too old (hell, I was a teenager when DukeNukem3D was *new*) - it's probably not a bad idea to just let it be. And I do.

Don't take this personally. Have fun, guys.

Lakitu7

No, it doesn't work that way either. Pretty much all servers run with the pure setting which means if they aren't running it then while you're connected to them neither are you.