View Full Version : MP bug
We have recently been MP testing the Warrior , the first thing that was noticed is that only some of us could get into the vehicle.
With the vehicle present we expierienced horrible lag.
The O.OO LOD has 6000+ faces
The 0.75 LOD has 4000+ faces
The 1.00 LOD has 2000+ faces
The 5.00 LOD has 800+ faces
Any scripts running for the vehicle?
Several scripts , we are going to test each of them
What are the limitations , if any regarding high face counts in MP flashy ? Would its only drawback be the lag ? Its the not being able to get into the vehicle that puzzles me. When one of the testers finaly got in and rotated the turret , we as spectaors saw nothing and the turret remained still. At one point the vehicle was said to have moved but made the sound of a man walking http://forums.bistudio.com/oldsmileys/rock.gif? http://forums.bistudio.com/oldsmileys/ghostface.gif wtf ?
Nah, the only thing i could forsee as causing you the problem is not a face count, but rather scripts, too many animations being ran, or some sort of other Model error. Face count really should be irrelevant to MP.
Chris Death
Jul 13 2004, 22:43
I agree on what BN880 says.
Face count may cause local problems for frame rate
but it would have nothing to do with network traffic.
Displayed faces can be displayed different for the clients, depending on their system specs even. Hi performance may
still see the 0.00 lod, while low end systems may already see
one with lower face number. This has nothing to do with multiplayer or lag.
Is there maybe a conditional loop without any delay in those
scripts, or maybe something else that keeps the network busy?
~S~ CD
There are quite a few MP untested scripts running , one being an artillary script . I will try and eliminate them one by one , thanks for the info re the face counts http://forums.bistudio.com/oldsmileys/smile_o.gif
Tried removing all the scripts and we are still having problems , has anyone else ever had problems with getting addons into MP games ?
Heh just my luck to be the first addon maker to have this kinda problem.
Update.
After more trials with a non scripted version and after some expert consultation we are still having major weirdness with the vehicle. As you can see in this screenshot , jonno had ordered the AI to get into the vehicle , which in his screen they did...but in my screen i just saw them hang off the side in this mid anim state.
This is the same for human players. When we finaly managed to get a player in each of the 2 test vehicles , i witnessed it teleporting about with extreme lag , but suffered no FPS hit at my end. Again as i said before , this addon works fine in SP with all the scripts. If anyone has any further sugestions they will be warmly recieved http://forums.bistudio.com/oldsmileys/sad_o.gif
http://www.project-ukf.com/Orson/images/odd.JPG
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