Argonath RPG - A World of its own
GTA:SA => SA:MP - San Andreas Multiplayer => SA:MP General => Topic started by: Aksel on January 19, 2010, 09:31:40 pm
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Maybe to reduce the player amount and lag we should remove the server from the official list..?
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Maybe to reduce the player amount and lag we should remove the server from the official list..?
What official list?
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Shit, I though I saw the server on the client list, nevermind then.
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Shit, I though I saw the server on the client list, nevermind then.
The official list was removed 3 months ago, the list you saw it on was probably your favourites
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About the lag, How come? Too heavy scripts? In the past it did not lag as much as it does now. Or is it a financial problem to purchase new servers?
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About the lag, How come? Too heavy scripts? In the past it did not lag as much as it does now. Or is it a financial problem to purchase new servers?
Define "heavy scripts" please
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Well, I was thinking about bigger scripts since we got some new commands and features in our new scripts.
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Well, I was thinking about bigger scripts since we got some new commands and features in our new scripts.
Thinking about bigger scripts in what way? I don't understand...
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Lol, I mean that the scripts have a larger size. More commands and more players so the servers will be more busy and that causes the Lag.
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David, two questions. Why is the server lagging like shit and what can we do to prevent it? I mean, it has been lagging for I don't know how long, basically.
I think everyone is kinda annoyed by it.
Lol, I mean that the scripts have a larger size. More commands and more players so the servers will be more busy and that causes the Lag.
Na, trust me Melvin. That's not the reason.
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Lol, I mean that the scripts have a larger size. More commands and more players so the servers will be more busy and that causes the Lag.
Having a load of commands in a script does not cause lag
It is caused by certain parts of the script which need to be identified
We are already working on this...
It is not something simple like just saying "remove objects" because that has no effect on lag at all
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Ah okay, Thanks for the info.
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About actually solving the problems with the lag, I am hardly able to do this at the moment as I am busy working on RS4.1, and even if I do any work it won't be released for a long time
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Isn't the lag more important than a upgrade? No offence meant by this, just wondering. as it quite frankly effects the whole server every day.
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Isn't the lag more important than a upgrade? No offence meant by this, just wondering. As it effects the whole server every day frankly.
Considering that I only have access to the test servers, I do mainly development projects
Plus I promised to make RS4.1 during a time when lag was not such a serious problem
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/p lags a lot, you can easily see when someone /announce Lotto Time! after that, 5-10 seconds latter (depending on jackpot) Lag is extreme, maybe if we don't use /p too Much?
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/p lags a lot, you can easily see when someone /announce Lotto Time! after that, 5-10 seconds latter (depending on jackpot) Lag is extreme, maybe if we don't use /p too Much?
/p might have an effect, but mostly the CB radio system does
It does a lot of player checks, meaning that it can cause lag if it is used too much
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yea whenever i use /l i have that issue. I mean i love Argo, but the lag can get incredibly annoying. Shooting lag (Doesnt bother me). But when im typeing or jogging and it gets psychadelic i get annoyed and /q. When i first started Argo in July ping was always like 150-200 (230 if i had many programs running). Now its always over 300-350. I stripped my pc of garbage and haven't changed ISP. I just hope we can atleast fix the /l, /p lag...when i /l ey' ese, or /me pulls out uzi. I dont want that showing up when they have died. Your the scripters, owners and hosts. So overall it is all of your choices and i respect them because Argo is a great server/community.
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I can't make hp damage to someone with an SMG, with like 90-100 players on Argonath. However, I can make damage with a Deagle on LS-RP with like 200-250 players online. :(
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I can't make hp damage to someone with an SMG, with like 90-100 players on Argonath. However, I can make damage with a Deagle on LS-RP with like 200-250 players online. :(
Oh fuck, you just went there..
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SA:MP Servers can lag up due to un-used cell usage. When you define a string, you need to index an array of cells. Chat lines in Argonath are cell sizes 128. Maybe the mass amount of /ad usage is causing lag as the server is processing nearly double the amount of cell usage. Or if they use the ad like /ad Selling Car PM me. that is a very low cell amount and unfortunately you cannot set the cell amount to the size of the string (unless you can using format and sizeof(strlen ) never tried it. But limiting cells in arrays can lessen the amount of usage in bytes by the scripts.
David. Do you use the pawn.cfg file to show memory stats on compile?
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Oh fuck, you just went there..
oshi
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Make the /AD price like 1.000$ or something, seriously. I wouldn't doubt a second if that was one of many reasons that caused this lag.
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Lol ad 1000? no way nobody will make ads than lol
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Lol ad 1000? no way nobody will make ads than lol
NO REALLY? That's the point. Lol.
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is cb radio is causing it because of all the checks, maybe it isnt deleting date from variables at all? maybe all thats needed is a system restart.
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About actually solving the problems with the lag, I am hardly able to do this at the moment as I am busy working on RS4.1, and even if I do any work it won't be released for a long time
In addition to this statement, I would like to add that the scripts were built for 0.3 in it's beta form but were run on 0.2/0.2X for a long time. Upon moving to 0.3a, there was alot of conversions done with code. Please remember that this can lead to bugs, and less-pretty fixes as well. Sometimes this not-so-clean code can lead to the lag you have.
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In addition to this statement, I would like to add that the scripts were built for 0.3 in it's beta form but were run on 0.2/0.2X for a long time. Upon moving to 0.3a, there was alot of conversions done with code. Please remember that this can lead to bugs, and less-pretty fixes as well. Sometimes this not-so-clean code can lead to the lag you have.
For your information, the lag was worse before 0.3a was released.
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SA:MP Servers can lag up due to un-used cell usage. When you define a string, you need to index an array of cells. Chat lines in Argonath are cell sizes 128. Maybe the mass amount of /ad usage is causing lag as the server is processing nearly double the amount of cell usage. Or if they use the ad like /ad Selling Car PM me. that is a very low cell amount and unfortunately you cannot set the cell amount to the size of the string (unless you can using format and sizeof(strlen ) never tried it. But limiting cells in arrays can lessen the amount of usage in bytes by the scripts.
David. Do you use the pawn.cfg file to show memory stats on compile?
Currently I am working hard in my development to make scripts as efficient with memory and structure as possible
It appears that scripts written in the past were not made in such an extensively careful way
Maybe at some point I will be able to focus on fixing bugs and sorting out the lag
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It never lags when we're about 70 players or less, Today there was a DD, there were 70 players, Trust me its was fantastic.
When its Above, it lags, 100 and + even worse...
Oh, and i believe after new fighting styles were intergrated, there comes the HP bug, and this time a lot, i think it has something to do with lag or something, i dont know much, but just telling after what ive seen :)
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For your information, the lag was worse before 0.3a was released.
That's because, once again, they weren't built for 0.2/0.2X, they were built for 0.3a. :)
P.S. Sorry for the bump. I'm just now getting back to my old subscribed topics.