problem with maps on servers

Discuss Certain Aspects of Mapping, Modeling, and Coding.

this an issue?

yes
6
55%
no
5
45%
 
Total votes: 11

[JSC][GU]PREDATOR
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problem with maps on servers

Post by [JSC][GU]PREDATOR »

Ok there are 2 issues with some of the maps on the mod, the first one is that if you have a full server and you go to a map with very few spawns like oc_freezingpoint all the gibs splatter together lagging the server like crazy and it crashes, the second is that some of the maps do not change levels like oc_whg, oc_minimall, not trying to flame but these are issues, it would probably help if there was a command witch makes the players nonesolid to eachother.
The fox
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Re: problem with maps on servers

Post by The fox »

The problem on Oc_WGH has been fixed already along with alot more things. This will ofcourse be released in the next patch. But yes i can agree some maps are quite buggy in the sence that they wont changelevel propertly or they lag like hell.
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Post by [JSC][GU]PREDATOR »

Do they have it set like changelevel to... or just changelevel to the next map in the cycle.
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Post by The fox »

Im not really sure. I belive it simply randomizes which map to load up next but im not sure.
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Vasili
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Re: problem with maps on servers

Post by Vasili »

[JSC]_PREDATOR wrote:Ok there are 2 issues with some of the maps on the mod, the first one is that if you have a full server and you go to a map with very few spawns like oc_freezingpoint all the gibs splatter together lagging the server like crazy and it crashes, the second is that some of the maps do not change levels like oc_whg, oc_minimall, not trying to flame but these are issues, it would probably help if there was a command witch makes the players nonesolid to eachother.
Well if someone gaave us the script that does change map then there prob solved
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Post by [JSC][GU]PREDATOR »

Apparently the map has 20 spawns.
skidz
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Re: problem with maps on servers

Post by skidz »

[JSC]_PREDATOR wrote:Ok there are 2 issues with some of the maps on the mod, the first one is that if you have a full server and you go to a map with very few spawns like oc_freezingpoint all the gibs splatter together lagging the server like crazy and it crashes, the second is that some of the maps do not change levels like oc_whg, oc_minimall, not trying to flame but these are issues, it would probably help if there was a command witch makes the players nonesolid to eachother.
That is such a wild guess to why it crashes. A better explanation would be the mani plugin you use. The crash dumps we recieved says the players spawnpoint doesnt exist which is totally impossible with the amount of checks we have. Our spawnpoint system is somewhat different and the plugin you use could be causing some nasty side effects.

Ill recompile joes minimall and an updated WGH will be with 1.2.
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Post by [JSC][GU]PREDATOR »

Well i hope its not a wild guess because i am not getting rid of it.
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Post by skidz »

[JSC]_PREDATOR wrote:Well i hope its not a wild guess because i am not getting rid of it.
#include <iostream>
#include <stdlib.h>

using namespace std;

int main(int argc, char *argv[])
{

signed short int us = 1, coder = 1;
signed short int you = 0;
signed short int iq = -10;
if ( (us==coder) && (you!=coder) )
{
you=iq;
cout<<"Not coder IQ = "<<you<<"\n";
}
else{cout<<"This is not possible\n";}

cin.ignore(cin.rdbuf()->in_avail()+1);
return 0;

}
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Post by Hell-met »

skidz wrote: #include <iostream>
#include <stdlib.h>

using namespace std;

int main(int argc, char *argv[])
{

signed short int us = 1, coder = 1;
signed short int you = 0;
signed short int iq = -10;
if ( (us==coder) && (you!=coder) )
{
you=iq;
cout<<"Not coder IQ = "<<you<<"\n";
}
else{cout<<"This is not possible\n";}

cin.ignore(cin.rdbuf()->in_avail()+1);
return 0;

}
:lmao: !
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Hyperjag3
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Post by Hyperjag3 »

[JSC]_PREDATOR wrote:Well i hope its not a wild guess because i am not getting rid of it.
I have seen the mani plugin dll in the callstack of more than a few dumps you have sent me in the past.
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Post by [JSC][GU]PREDATOR »

Lol i didn't know it could get mixed with the dumps.
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Post by Chandler »

skidz wrote:
[JSC]_PREDATOR wrote:Well i hope its not a wild guess because i am not getting rid of it.
#include <iostream>
#include <stdlib.h>

using namespace std;

int main(int argc, char *argv[])
{

signed short int us = 1, coder = 1;
signed short int you = 0;
signed short int iq = -10;
if ( (us==coder) && (you!=coder) )
{
you=iq;
cout<<"Not coder IQ = "<<you<<"\n";
}
else{cout<<"This is not possible\n";}

cin.ignore(cin.rdbuf()->in_avail()+1);
return 0;

}
i lol'd
then i laughed and realized how much I have actually learned in the past 3 years. :D
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Post by [JSC][GU]PREDATOR »

Im starting tho think now that its not the water at the starts, the water bits is were you spawn and as the funk push pushes you down to the teleport, that is were it takes you to the spawn and because its a teleport you don't turn into guts on eachother, i think its something with the mod witch doesn't like people stuck together.
Last edited by [JSC][GU]PREDATOR on Sat Aug 26, 2006 12:17 am, edited 1 time in total.
marnamai
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Post by marnamai »

nope it are the teleports ... 2 players can't collide, when 8 player go trough 8 trigger_ teleport's but there are only 4 teleport "exits" it will go awfully bad

A teleport also causes a huge amount of lag when first used on a map.
For example it takes a few seconds to get out the water spawnbox (because the tp lags ...)
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