Author Topic: TJW's latest game.qvm causing lag issues with clients  (Read 6294 times)

FisherP

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TJW's latest game.qvm causing lag issues with clients
« on: March 12, 2007, 03:01:35 am »
Recently the server I GameOp for upgraded to the latest game.qvm from TJW. Since then players have been complaining about some serious lag spikes. I was wondering if this has been experieced elsewhere and what could be causing this?

A lot of people are blaming unlagged for these spikes however when I set g_unlagged to 0 there doesn't seem to be a noticable improvement. Am I missing something?

Coca-Cola

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Re: TJW's latest game.qvm causing lag issues with clients
« Reply #1 on: March 12, 2007, 04:40:57 am »
Quote from: "FisherP"

A lot of people are blaming unlagged for these spikes


LoL!
f the brain was simple to understand, we'd be too simple to understand it.

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kotoko

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TJW's latest game.qvm causing lag issues with clients
« Reply #2 on: March 12, 2007, 04:44:13 am »
Hi, same problem in my clan server. When it occurs, all ppl get 999ping and me (lan join player) unaffected. Sometimes it occurs throughout the map and sometimes it doesn't occur at all : /.

I m using balance mod plus tjw's backported tremded

tuple

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TJW's latest game.qvm causing lag issues with clients
« Reply #3 on: March 12, 2007, 01:09:52 pm »
File is dated Dec. 27th on his site.  If this were a widespread problem it would have been known by now I would think.

If you don't find a satisfactory solution here, you could also try the #tremulous irc channel at irc.quakenet.org .  Put on your asbestos underwear though, some of us can be grouchy :D  There are a lot of very knowledgable people idling in the irc channel though.  Do not expect an immediate answer (as with IM).  IRC folks will go back and review what was said and then remark on it.  There is however a good chance that they can help.

FisherP

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TJW's latest game.qvm causing lag issues with clients
« Reply #4 on: March 13, 2007, 03:30:09 am »
Tuple,

I've notices your server settings on the MG wiki pages and took intrest in that you have unlagged turned off and the server ping limited to 250. Could you please explain the reason for this, just curious.

tuple

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TJW's latest game.qvm causing lag issues with clients
« Reply #5 on: March 13, 2007, 05:39:20 am »
No idea why unlagged is set to off, or even if it is at the moment.  I'm pretty carefree with my server.  There are a number of members with the ability to turn unlagged on/off and they do so at their desire.  I should make an admin command so all MG members can change it.  Soon as I get off my lazy ass I will :D

There are a number of reasons why the ping is set high.  Or I should say, why I never changed it from the default.  When I set it up there were only 20-30 servers (I think around there) and getting a server with really good ping wasn't always that easy.  Back then when someone with 150-200 ping joined it was typically cause there wasn't a match going on on servers that had good ping for them, so you delt with the warping and whatnot and still had lots of fun.

MG also has European members, so allowing them to visit, if only to build or chat if it was too laggy for them to play was a big plus.

Also, before you found beta maps running on every server, I had Beta Map Fest.  A weekend when the server went all Beta maps.  At the time, the DB servers where the only beta servers and they were in Europe so people on my side of the pond (US) had no real options to try a real match on beta maps except gloomb1 (I think that's it, it was in rotation on AKKA) and derelict on occasion.  I wanted everyone to be able to visit, including the mappers (many of whom are European) regardless of ping so they could watch the fun if they wanted to.

Also, for a few months I had a large Polish contingent that played almost nightly and though their pings were quite high, they seemed to have a lot of fun.  I didn't want to block them from accessing the server so I didn't lower the ping then either.

Aside from that, a lot of my regulars had very low ping, and a server operator didn't have to worry about people with all sorts of ping warping around a server :)  I guess it's just never been a problem that I needed to fix.

Incidently, I have a problem with map changes where the map just hangs for about 30 seconds.  Not every map, but some.  People complain "lag!" but I know that that isn't the case.  I suspect it may have to do with !layout, but I haven't investigated in any great detail.  I'm using Risujin's build which is different from yours.  I suspect layout though it could be a configuration issue.  I have added/subtracted cvars at a dizzying rate at times as I move to different builds.

edit: I fixed a redundant sentence.  I fixed a redundant sentence

kotoko

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TJW's latest game.qvm causing lag issues with clients
« Reply #6 on: March 13, 2007, 09:26:40 am »
Quote from: "tuple"
File is dated Dec. 27th on his site.  If this were a widespread problem it would have been known by now I would think.

If you don't find a satisfactory solution here, you could also try the #tremulous irc channel at irc.quakenet.org .


Look at the balance mod server list and you will know. There are about 6 servers (reported) to be using balance mod. So it is possible that the problem is not yet 'wide spread' :P

Anyway i ll go check and seek help on the irc channel, thanks for replying

tuple

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TJW's latest game.qvm causing lag issues with clients
« Reply #7 on: March 13, 2007, 12:13:24 pm »
Heh, I'm not using Risujin's balance mod build, but his server build.  It's actually the Risujin/Avenger build.  There may be problems but TBO, I have been very unhappy with it from the start.  Even normal map loads are slow.  All in all, even without the "lag" it runs pretty crappy and I don't intend to stay with it very long.

kotoko

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TJW's latest game.qvm causing lag issues with clients
« Reply #8 on: March 14, 2007, 05:17:25 am »
oops .. i dun have any problem with that 'balance lite' mod ...
map loading speed are not slow (nearly same as balance mod/ un modded game) and no that spike lag at all : /..

FisherP

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TJW's latest game.qvm causing lag issues with clients
« Reply #9 on: March 15, 2007, 02:34:19 am »
It's intresting kotoko that you don't have an issue with the lag anymore. I suspect that the issue on our servers is the processor load increase related to the predictive routines of the unlagged code.

I understand that this is very process heavy especially when players are using the chainguns where it needs to calculate predictions on all of the bullets trajectories etc.