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Faustus Marshal Palestar
Joined: May 29, 2001 Posts: 2748 From: Austin, Texas
| Posted: 2002-05-17 14:31  
FYI... this version is up in beta, however the mission code is currently still in development, so it's still disabled as of right now. I'm having doubts it will be finished enough to go up today, monday it should be online for beta testing.
However, the code in beta has many other changes that need to be tested. The network code and serialization of objects has been changed to lower bandwidth costs.
-Richard
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Gideon Cadet
Joined: September 14, 2001 Posts: 4604 From: Oregon, USA
| Posted: 2002-05-17 15:07  
ARG! Need...missions...
_________________ ...and lo, He looked upon His creation, and said, "Fo shizzle."
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Taelron Grand Admiral
Joined: October 06, 2001 Posts: 1035 From: SF Bay Area,
| Posted: 2002-05-18 17:43  
Please add a 60 second time out with pres and ship loss still possible for disconnecting or logging out...
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Deleted Grand Admiral
Joined: Posts: 0
| Posted: 2002-05-19 07:30  
Still having problems with people logging out near certain death Taelron?
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Judas Cadet
Joined: February 03, 2002 Posts: 210 From: Sol, Earth, U.S.A
| Posted: 2002-05-19 15:12  
What do you mean "still"? this has always been a problem, just not as blatent before.
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\"Silly Dread, Torps are for kids!\"
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Deleted Cadet
Joined: Posts: 0
| Posted: 2002-05-19 20:44  
I am one of those that suffer from lag issues so if i get the chance I'll give it a test. However you need atleast 30 players on the server to see it most of the time.
Missiles, fire fights, explosions are part of the problem, other issues are just the fact that the server is busy.
In a months time I will be upgrading so I doubt I'll see local lag problems after that. Network lag will probably continue though.
Giskard
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Antic Cadet
Joined: September 14, 2001 Posts: 197
| Posted: 2002-05-21 11:48  
Mines! need i say more?
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Faustus Marshal Palestar
Joined: May 29, 2001 Posts: 2748 From: Austin, Texas
| Posted: 2002-05-22 10:00  
Yeah, I seriously need to add a total cap on the number of mines.
You guys could bring a server to it's death if everyone got a minelayer, and proceeded to drop all the mines they could.
-Richard
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Deleted Marshal
Joined: Posts: 0
| Posted: 2002-05-22 10:19  
*snicker*
No need for everyone to get a minelayer... been doing a good job myself...
There were times I actually stopped laying mines just so I don't lag people too badly and don't crash the server.
But Faustus, what do you think should be a limit? And why not just remove mine models from the game? We can't shoot them wihtout being targetable anyways. So just make them be there "cloaked."
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Deleted Marshal
Joined: Posts: 0
| Posted: 2002-05-22 11:07  
Hmm, mines bringing the server to its knees?
How are you currently handling mines? I think you should have mines act like planets where the centre of the minefield encompasses all mines within say 500gu of each other. While no one is in the "mine planet", no need to do any collision detections, but if someone is, then it goes down into the current code and starts detecting each individual mine...
Too many times when I've played ICC mine-laying a defended position, someone has pulsed the mines crippling a lot of ICC ships, and stating they did it because the mines were giving them so much lag.
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Gideon Cadet
Joined: September 14, 2001 Posts: 4604 From: Oregon, USA
| Posted: 2002-05-22 12:16  
I have seen people pulse mines for that reason, as well.
Here is the catch: I have yet to ever lag from mines and fighters, even when others claim to be lagged.
Because of this, I think the lag is more client based than server based.
Perhaps it's the effort of drawing all of the polygons, even when the object is too small to see on your screen? If this is the case, then maybe small objects like mines and fighters should just not be drawn when seen from a certain range.
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Name that quote:
"Hey, pizza is the staff of life! If it wasn't for pizza and other fine Italian foods, there would be no happiness!"
[ This Message was edited by: Gideon on 2002-05-22 12:18 ]
_________________ ...and lo, He looked upon His creation, and said, "Fo shizzle."
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Deleted Cadet
Joined: Posts: 0
| Posted: 2002-05-22 12:22  
Yes, I have never been lagged by fighters or mines either, not even on my slow PIII-800Mhz system running Win2K. (Slow because it was running Win2K). And on that system, it sometimes took 10 seconds to bring up the map!!
And jumps were always choppy, same with orbitting planets, but not actual lag... And the Jump Gate flyby animations only showed 3 different frames total because it hit 1fps at that time.
But that's not lag, is it? Well, I'm on a 15k/sec IDSL line, so...
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Deleted Cadet
Joined: Posts: 0
| Posted: 2002-05-22 13:18  
There is a difference between video lag and netword lag.
Video lag is low fps caused by too many things to be drawn.
Network lag is latency due to high ping times or dropped packets.
People tend to use two different lags interchangebly.
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Deleted Cadet
Joined: Posts: 0
| Posted: 2002-05-22 15:30  
Aye, so, which lag is it? I think Video lag it is... Which means, you're either running a bad OS for games, or you have a slow computer...
What really bugs me is when a few *ICC* people decide it's too laggy for them because a huge UGTO fleet is coming, so they pulse the mines, and leave the rest of the ICC fleet crippled for the UGTO fleet to clean up.
I think the person who pulses the mines should get the FF caused when they fry all the friendly ships around them.
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ViRGE Cadet
Joined: January 11, 2002 Posts: 125
| Posted: 2002-05-23 01:23  
Disabled Wireframe mode
I know this may sound stupid, but any chance of getting it back? I personally thought that it was a cool little thing to have(it's fun to see the ships in wireframe from time to time), and I can't see much harm in letting it stay.
_________________ Prestige-Free Day, the novel idea
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