GoldenEye: Source Forums

  • September 16, 2019, 05:11:10 am
  • Welcome, Guest
Advanced search  

News:

Pages: [1]   Go Down

Author Topic: [FIXED] Tick Rate issue  (Read 3181 times)

0 Members and 1 Guest are viewing this topic.

UnKnown-Pain

  • Secret Agent
  • **
  • Posts: 88
  • Reputation Power: 0
  • UnKnown-Pain has no influence.
  • Offline Offline
[FIXED] Tick Rate issue
« on: February 13, 2009, 11:00:36 pm »

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.


23.1 !!

All the other glitches can wait...This one is by far the most important to address.
« Last Edit: February 16, 2009, 07:18:18 pm by Sean [Baron] »
Logged

Mark [lodle]

  • Retired Lead Developer
  • 007
  • *
  • Posts: 1,411
  • Reputation Power: 1
  • Mark [lodle] has no influence.
  • Offline Offline
Re: Tick Rate issue
« Reply #1 on: February 13, 2009, 11:06:35 pm »

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.
Logged

UnKnown-Pain

  • Secret Agent
  • **
  • Posts: 88
  • Reputation Power: 0
  • UnKnown-Pain has no influence.
  • Offline Offline
Re: Tick Rate issue
« Reply #2 on: February 13, 2009, 11:07:59 pm »

Thank you. My faith has been restored and i shall be playing once again :)
Logged

VC

  • Valiant Varanid√¶, Citrus Jockey
  • Retired Developer
  • GE:S Fanatic
  • *****
  • Posts: 2,843
  • Reputation Power: 16
  • VC is working their way up.VC is working their way up.VC is working their way up.
  • Offline Offline
Re: [Bug] Tick Rate issue
« Reply #3 on: February 14, 2009, 06:39:17 am »

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.
Logged
"As for VC's scripts they have not broken the game at all, in fact the game has never felt better." -- KM
"(03:12:41 PM) KM: I would call you a no life loser, but you are useful"
"(03:12:59 PM) VC: Go ahead.  I am, and I am."

CCsaint10

  • Nickname: "Saint"
  • 007
  • ****
  • Posts: 1,560
  • Reputation Power: 71
  • CCsaint10 is awe-inspiring!CCsaint10 is awe-inspiring!CCsaint10 is awe-inspiring!CCsaint10 is awe-inspiring!CCsaint10 is awe-inspiring!CCsaint10 is awe-inspiring!CCsaint10 is awe-inspiring!CCsaint10 is awe-inspiring!CCsaint10 is awe-inspiring!CCsaint10 is awe-inspiring!CCsaint10 is awe-inspiring!CCsaint10 is awe-inspiring!
  • Offline Offline
Re: [Bug] Tick Rate issue
« Reply #4 on: February 14, 2009, 07:01:28 am »

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.
Logged

Brings back memories, doesn't it? :D

VC

  • Valiant Varanid√¶, Citrus Jockey
  • Retired Developer
  • GE:S Fanatic
  • *****
  • Posts: 2,843
  • Reputation Power: 16
  • VC is working their way up.VC is working their way up.VC is working their way up.
  • Offline Offline
Re: [Bug] Tick Rate issue
« Reply #5 on: February 14, 2009, 07:38:13 am »

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.
Logged
"As for VC's scripts they have not broken the game at all, in fact the game has never felt better." -- KM
"(03:12:41 PM) KM: I would call you a no life loser, but you are useful"
"(03:12:59 PM) VC: Go ahead.  I am, and I am."

keefy

  • EWJ
  • 00 Agent
  • ***
  • Posts: 393
  • Reputation Power: 0
  • keefy is looked down upon.
  • Offline Offline
Re: [Bug] Tick Rate issue
« Reply #6 on: February 14, 2009, 09:48:36 am »

What post where?
Logged

Wake[of]theBunT

  • Former [PR/SFX/Webmaster]
  • Retired Lead Developer
  • GE:S Fanatic
  • *
  • Posts: 3,369
  • Reputation Power: 87
  • Wake[of]theBunT is awe-inspiring!Wake[of]theBunT is awe-inspiring!Wake[of]theBunT is awe-inspiring!Wake[of]theBunT is awe-inspiring!Wake[of]theBunT is awe-inspiring!Wake[of]theBunT is awe-inspiring!Wake[of]theBunT is awe-inspiring!Wake[of]theBunT is awe-inspiring!Wake[of]theBunT is awe-inspiring!Wake[of]theBunT is awe-inspiring!Wake[of]theBunT is awe-inspiring!Wake[of]theBunT is awe-inspiring!
  • Offline Offline
    • Goldeneye Source
Re: [Bug] Tick Rate issue
« Reply #7 on: February 14, 2009, 03:12:31 pm »

Will be fixed, enough said.
Logged

killermonkey

  • GES Programmer
  • Retired Lead Developer
  • GE:S Fanatic
  • *
  • Posts: 5,473
  • Reputation Power: 345
  • killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!killermonkey is awe-inspiring!
  • Offline Offline
    • DroidMonkey Apps
Re: [3.1 patch] Tick Rate issue
« Reply #8 on: February 15, 2009, 09:06:54 am »

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
Logged
Pages: [1]   Go Up