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Re: New test build (b98e) that might reduce lagouts
Posted: Fri Jun 24, 2011 2:45 am
by Commando
You would need to e-mail GSH the logs. GSH compares your log, if you are a client, to that of the host. That way he can see the entire picture.
Re: New test build (b98e) that might reduce lagouts
Posted: Fri Jun 24, 2011 3:24 am
by Zax
Blink warp is on the "to-do" list, as in it probably won't get the attention it needs for a while since it has to do with those nasty collisions.
Server will never experience the warp.
Re: New test build (b98e) that might reduce lagouts
Posted: Fri Jun 24, 2011 3:24 am
by Fulmen
Commando wrote:You would need to e-mail GSH the logs. GSH compares your log, if you are a client, to that of the host. That way he can see the entire picture.
RD said it's fine if I upload them for him. That way all of you can take a look as well. I was host in all of those games.
Zax wrote:Server will never experience the warp.
Oh yes, yes he will. I just did in every single b89e game with blink.
Re: New test build (b98e) that might reduce lagouts
Posted: Fri Jun 24, 2011 3:29 am
by Zax
Fulmen wrote:Commando wrote:You would need to e-mail GSH the logs. GSH compares your log, if you are a client, to that of the host. That way he can see the entire picture.
RD said it's fine if I upload them for him. That way all of you can take a look as well. I was host in all of those games.
Zax wrote:Server will never experience the warp.
Oh yes, yes he will. I just did in every single b89e game with blink.
[s]And now I know.[/s]
Bleh, I meant collision warp. I get the two mixed up sometimes. Server won't get collision warp, I didn't test for serverside blink.
Re: New test build (b98e) that might reduce lagouts
Posted: Fri Jun 24, 2011 4:01 am
by Zax
If you didn't crash, battlezone.log won't be needed.
Re: New test build (b89e) that might reduce lagouts
Posted: Sun Jun 26, 2011 1:43 pm
by Fulmen
Finally caught the fixme bug on logs. This time it didn't cause trouble though, nor did it get spammed. Probably because it was just me and 2sheds in that game. If it had occurred in a strat with 4-10 ppl, all clients would have no doubt lagged out and the chat screen would've been spammed by "FIXME".
Here:
http://www.mediafire.com/download.php?m2ht5y8xzkzcz51
Re: New test build (b89e) that might reduce lagouts
Posted: Sun Jun 26, 2011 2:08 pm
by MrTwosheds
Both fulmen and my chatLogs uploaded to bug 184, user # team suspect changed to 2.
I suspect that this will only occur on a second game.
Re: New test build (b89e) that might reduce lagouts
Posted: Mon Jun 27, 2011 5:36 pm
by Vearie
Youtube video with b89e gameplay containing some of the issues:
http://www.youtube.com/watch?v=VxcXWjgUFgg
Re: New test build (b89e) that might reduce lagouts
Posted: Mon Jun 27, 2011 6:21 pm
by Red Devil
mts and i did that blink warp in a DM this morning (here). i had my cockpit radar open so i could tell that the engine is quickly reorienting my heading after he blinks into me. GSH says that collision code is a whole other can-o-worms to munch on for another day.
Re: New test build (b89e) that might reduce lagouts
Posted: Mon Jun 27, 2011 6:27 pm
by Red Devil
btw, mts has been working on adjusting the collision damage done by blink and the jostling done by arc.
i can work on the physic to make the ships handle more like in 1.2 (faster response, mass, etc.)
Re: New test build (b89e) that might reduce lagouts
Posted: Mon Jun 27, 2011 8:18 pm
by Ded10c
Thanks, that looks like it should be useful
Do you or any of the other players still have logs for that game? Or (long shot) videos from the POV of other players?
Re: New test build (b89e) that might reduce lagouts
Posted: Mon Jun 27, 2011 10:54 pm
by MrTwosheds
Blink "warp" seems to be a combination of the collision "warp" and blinking.
When a collision occurs with a clients ship, a noticeable adjustment of the ships position occurs very shortly afterwards (viewpoint changes suddenly)
when one ship blinks into a client ship, two positional adjustments occur one after the other, if a client is blinked into repeatedly the position adjustments accumulate, creating a disorientating effect. The server mostly does not see this happening.
Re: New test build (b89e) that might reduce lagouts
Posted: Tue Jun 28, 2011 7:19 am
by Fulmen
MrTwosheds wrote:The server mostly does not see this happening.
Yes he does. Try hosting some 3v3 strats as Scion, then blink a few times in a dogfight. The game will reposition you several times and sometimes the whole game gets huge temporary lag for everybody.
I'd love to record this, but it's difficult since a) Fraps eats my FPS enormously and b) it's very difficult to get a 3v3, let alone bigger, game going in b89e.
EDIT: Just finished watching Cloaket's (Vearie's) recording. Even though what's seen in the video is bad, it's definitely not as bad as it is in an actual game with proper dogfights where everyone is moving and blinking around a lot while shooting. I see the recording also caught the huge lag message spam (MW lag, player X is lagged etc.) caused by blinking, so that's good.
Re: New test build (b89e) that might reduce lagouts
Posted: Tue Jun 28, 2011 9:21 pm
by [K4H]Perpetual
I played some games last night on b89e and had a couple times during an MPI match where all the players lagged out. Where do I need to send the logs?
Thanks for all your hard work and if there is any other way we can help, please let us know. I'm working on getting some others to install the game and hopefully test with me as well.
Re: New test build (b89e) that might reduce lagouts
Posted: Tue Jun 28, 2011 9:36 pm
by GSH
You can .zip or .7z the files, and mail them on to me.
nathan.j.mates@gmail.com
-- GSH