GoldenEye: Source Forums

Debriefing => Bug Reports & Fixes => Fixed\Known Bugs => Topic started by: UnKnown-Pain on February 14, 2009, 11:00:36 am

Title: [FIXED] Tick Rate issue
Post by: UnKnown-Pain on February 14, 2009, 11:00:36 am
This is to KM. Was Beta 3 designed for powerful dedicated servers because the tick rate on normal servers fluctuates ridiculously and makes the hit reg nearly as shit as the beta 1 at times. Please dont be smart and say go buy a super server or something. I don't know whether its your LUA scripting thats at fault but im edging my bets towards it. A server that can keep a steady tick at games like TF2 should be able to keep a steady tick rate in GES...Unfortunately this isn't the case.

(http://img11.imageshack.us/img11/10/gecontrol0001fc1.jpg)
23.1 !!

All the other glitches can wait...This one is by far the most important to address.
Title: Re: Tick Rate issue
Post by: Mark [lodle] on February 14, 2009, 11:06:35 am
We have worked out that the network traffic of the radar code is n^2 (where n is player count). So as players join, the server gets bogged down with sending more an more network traffic. We have fixed this in the upcoming patch.
Title: Re: Tick Rate issue
Post by: UnKnown-Pain on February 14, 2009, 11:07:59 am
Thank you. My faith has been restored and i shall be playing once again :)
Title: Re: [Bug] Tick Rate issue
Post by: VC on February 14, 2009, 06:39:17 pm
UnP, you didn't read the update in my weblog regarding the matter?  Tisk tisk.

I was on one that hit 13.  The entire time-space fabric broke down for a bit.  I went in at 3 people and it hit 19 before the match ended.
Title: Re: [Bug] Tick Rate issue
Post by: CCsaint10 on February 14, 2009, 07:01:28 pm
wait...I thought you guys said you couldn't fix it and that it would always bog down?...didn't kill monkey say the only thing you could do is to disable the radar on the server.
Title: Re: [Bug] Tick Rate issue
Post by: VC on February 14, 2009, 07:38:13 pm
No, if you read my post, you would learn that disabling radar doesn't fix it, and that the radar problem should be fixed, or at least mitigated, in the upcoming patch.
Title: Re: [Bug] Tick Rate issue
Post by: keefy on February 14, 2009, 09:48:36 pm
What post where?
Title: Re: [Bug] Tick Rate issue
Post by: Wake[of]theBunT on February 15, 2009, 03:12:31 am
Will be fixed, enough said.
Title: Re: [3.1 patch] Tick Rate issue
Post by: killermonkey on February 15, 2009, 09:06:54 pm
LUA scripting actually has nothing to do with server tic rate. I don't have a single LUA command that can flood the server with client/server updates

And yes, this is fixed as best as it can be in the 3.1 patch coming out