Argonath RPG - A World of its own
GTA:SA => SA:MP - San Andreas Multiplayer => SA:MP General => Topic started by: Frank_Hawk on August 11, 2011, 05:49:41 pm
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I've raised the issue around lag and desync for a long time but nothing seems to improve in-game. The playability of our SA:MP server is unsurpassable but is spoilt rotten by the never ending case of lag / desync. For me, lag and desync means that people will magically carkill me without even purposely doing so, being unable to kill others / vice versa and having the headache of watching random objects fly across my screen. I'm not sure about others, but my vision is being strained by all the desync which is not universal to other servers. The question I now put to the board, is whether you are all experiencing the same issue? I've raised the issue in-game and people stand up to make their voice known but unfortunately they choose not to do the same on the forum.
If you are experiencing the same issues, please make it known so we can collectively correct this persisting problem.
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I experience the lag. One is now unable to ride a bike with a passenger without even stopping twice or thrice to pick up the fallen passenger.
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Yes, there is desync and lagg
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In RS5.0 we trust.
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Aye
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I have noticed this more and more often as of recent.
To add to the lag, there is also noticable delay in commands, especially now with the new vehicle setup, where your car engine turns off when you get out and back in.
Something needs to be done about the lag,
I have witnessed this far too often, I am chasing a player that has <100 ping, and I have 200ping, I see them jumping all around my screen, then it looks like they have stopped but they are still driving on theirs.
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Its pretty common.
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I haven't noticed it. :conf:
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What can we do with it?
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What can we do with it?
Stop DLing pr0n when you play, or patiently wait for RS5.0, or both.
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What you all have mentioned I had before when it was wrong with a script who caused all this desync, lately I have been experience the server good without delay, lag or desync.
But today when I logged in I have noticed it yet again, so yes it's true. The things that have to be done is to report this to the developers and see if they can look into it.
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First of all there are specific problems for Britsh users, they have periods of lag or disconnetions that are not caused by the server but ny a connection between the British providers and the mainland acting up.
Secondly we are still occasionally experiencing DDOS attacks, ahd while they are now unsuccessful in stopping the server, they so cause the connection and response to slow down.
Finally, there can still be some script causing this, and we are looking in to this.
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I have personally not experienced any disconnections. There is virtually no lag in the mornings when player count is low (-70ish?). The lag / desync seems to be influenced by player numbers (100ish+?) and not in my case by scripts / ISP connection. The greater problem of lag / desync is the effect it is having over others. There is a increase in reports as people believe they are being carkilled (unintentionally), shot at, suspected on false observations, events being sabotaged routinely and general frustration and anguish over playability and associated eye health. Please treat this as the utmost priority as this is becoming unbearable and dare I say regretfully neglected.
If you all feel the same, which I'm sure you all do - please make it known collectively.
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I have personally not experienced any disconnections. There is virtually no lag in the mornings when player count is low (-70ish?). The lag / desync seems to be influenced by player numbers (100ish+?) and not in my case by scripts / ISP connection. The greater problem of lag / desync is the effect it is having over others. There is a increase in reports as people believe they are being carkilled (unintentionally), shot at, suspected on false observations, events being sabotaged routinely and general frustration and anguish over playability and associated eye health. Please treat this as the utmost priority as this is becoming unbearable and dare I say regretfully neglected.
If you all feel the same, which I'm sure you all do - please make it known collectively.
The disconnections have been reported by multiple people from Britain, depending on your provider and speed you may experience lag instead of disconnection.
Also note that this is not a single issue but a combination. To solve it all parts that could influence need to be examined and this is something that is an ongoing process. The scripters and developers are constantly trying to improve reaction time, it is just a mattter of finding the right combination.
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First of all there are specific problems for Britsh users, they have periods of lag or disconnetions that are not caused by the server but ny a connection between the British providers and the mainland acting up.
Secondly we are still occasionally experiencing DDOS attacks, ahd while they are now unsuccessful in stopping the server, they so cause the connection and response to slow down.
Finally, there can still be some script causing this, and we are looking in to this.
Im from India and its extremely bad for me, a few months ago was fine but not its impossible to shoot..
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between the British providers and the mainland
Since when were Britain not mainland? :trust:
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Would like to point out, that any Canadians using Rogers for their ISP have been experiencing connection issues to any european site or server at certain time in the late evening. I know this is not me because i have many friends who play other games based in europe, and we have the same problems at the same time. I cant speak for Bell customers who are the only other available ISP in my region, but i know that we have had connection issues.
As for lag / desynch, only during peak hours does this ever trouble me, however it has started to get worse then normal at around 11:00PM - 1:00AM EST when it was normally not a problems.
Post Merge: August 11, 2011, 08:23:40 pm
Since when were Britain not mainland? :trust:
Since 450,000 years ago when the straight of lowlands between france and England was flooded due to raising sea levels, thus making it an island.
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I have experienced the random disconnections (I lose connection to the server but my internet is fine - I can still browse the internet, then a few minutes later I manage to connect back to the server).
Desync/lag can be caused by the following options:
- Connection issues
- If you, the player, have connection problems - We cannot prevent this or do anything to help it. If you do have a bad connection, reducing the amount of internet dependant applications can help.
- Your ISP is doing something with your connection (I'm pretty sure that's what people are reporting this time round?)
- Server issues
- If the server doesn't have enough resources available, players will lag. This is not the case, though.
- Script issues (most common)
- If the function which syncs all players returns a wrong value or has unnecessary code is causing execution of the function slower, players will randomly loose sync.
- Script uses too much memory from variable use, oversized arrays and the real killer: too much loops
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If you are experiencing the same issues, please make it unknown so we can collectively correct this persisting problem.
Your vision is indeed being strained :lol:
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I've had DC's also and i'm from denmark, when it happends i DC twice within 5 minutes. After that it works again for 1-2 hours and then we go again.
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Since when were Britain not mainland? :trust:
(http://i56.tinypic.com/2z597vk.png)
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There is defiantly something going on...I hadn't experienced the problems people on this forum have mentioned until a little afterwards, but now, I can open a page on here and it takes >1sec and others take about 5 mins. Can't comment on IG at the moment because I haven't been active this week, but in recent weeks there has definitely been something, random disconnects yet the light remains on my router.
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The disconnections have been reported by multiple people from Britain, depending on your provider and speed you may experience lag instead of disconnection.
Also note that this is not a single issue but a combination. To solve it all parts that could influence need to be examined and this is something that is an ongoing process. The scripters and developers are constantly trying to improve reaction time, it is just a mattter of finding the right combination.
If this is the case, perhaps we should start working collectively as a community to identify symptoms and issues. I'm sure the developers would benefit/relieved from input across the community to address these challenges. This issue does not in my view reside with the ISP. I've had uninterrupted connection to the SA:MP server with no lag and no desync providing I was connected during off-peak hours (-70). The issue only begins once the server reaches peak hours (100+) where it becomes remotely playable. In the past, this was not the case - the server was playable at both peak and off-peak hours.
The symptoms of the problem are for me (I have no mods installed):
- Hovering people, suddenly standing still and appearing elsewhere instantly
- Shooting 10m ahead of a target (depends on severity of lag)
- Cars moving on their own / car killing with no driver / spawning on your head
- Typing commands such as /enter and only executing after 5/10 seconds
- Sudden /p and /l chat lag
- Many more including super human grove street members
I'm not expert in development but perhaps as a starter for ten and taking account of Conroy's points, we can explore options including examining:
- Identifying ISPs affected and making them known to others
- Reviewing server resources and making more available to handle capacity
- Monitor and make adjustments to player capacity to accommodate playability
- Forum speed relationship
- Streamline scripts and remove redundant ones as a high priority
- To help with this one, can I suggest removing non-core scripts and retrofitting older ones once cleaned up.
I would stress though, this has always been the most annoying problem in SA:MP Argonath and on occasions unbearable to a point where you just want to log off in frustration. I've highlighted it time and time again but each time it becomes worse. I'm very keen to see playability resume to how RS4 started out. I'm sure we'll all lend a helping hand where needed.
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Yes few months back when i had low connection speed 256kbps (I know its low) but still it ran good then i upgraded to 512kbps and more good my ping better i know i dont have the fastest internet connection but what i like to add is the server never gave problem in high ping too it was around Nov. 2010 and few months more, I think the lag issue started around when the forum was updated somewhere around that time it was heavy for around 2 months but now it have been improved and upgraded far more better since past few months but sometimes not regular the server lags only at the evening time on my side we can say when 100-150 players are on and yes the dossing can cause it.
But still i would say the lag issue have improved a lot since past few months..
hope the additional info might help in some way :D
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Last night i had some terrible lag/desync ingame which i know isn't a problem by my internet provider.. I assume it has to do with the possible DDOS attack...
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Yes few months back when i had low connection speed 256kbps (I know its low) but still it ran good then i upgraded to 512kbps and more good my ping better i know i dont have the fastest internet connection but what i like to add is the server never gave problem in high ping too it was around Nov. 2010 and few months more, I think the lag issue started around when the forum was updated somewhere around that time it was heavy for around 2 months but now it have been improved and upgraded far more better since past few months but sometimes not regular the server lags only at the evening time on my side we can say when 100-150 players are on and yes the dossing can cause it.
But still i would say the lag issue have improved a lot since past few months..
hope the additional info might help in some way :D
Ok, when i had the 256 kb/s connection my ping used to be 300-320, now when i've got a 512 kb/s connection my average is 500-600. FUCKING WIN
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Ok, when i had the 256 kb/s connection my ping used to be 300-320, now when i've got a 512 kb/s connection my average is 500-600. f**kING WIN
I still remember the time when me you and phillip were talking about the ping from India :D but yes i too did noticed the strange ping thing when i went to 512 kb/s but it seem to work fine now..
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kb/s
That's bandwidth.
ping
That's the connection speed.
Those are two different things.
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I have a possible theory as well, Gandalf. I noticed that many people consistently complain of lag in unoccupied, unscripted parts of Idlewood which, if I remember correctly, has interiors floating high above it, possibly in another virtual world. My best guess is it's an object conflict, which should be fixed in RS5. As far as RS4.1 goes though, maybe someone could test the server without the interiors loaded and see if this can be ruled as the cause or not.
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That's bandwidth.That's the connection speed.
Those are two different things.
ikr, but as far as i know, The more is your bandwidth, the less is the ping.
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My best guess is it's an object conflict
A what?
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In RS5.0 we trust.
LOL, you guys talk too much about that 'RS5.0' but i bet all i got, when it will be releaze nothing will fucking change on the server.
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LOL, you guys talk too much about that 'RS5.0' buti bet all i got, when it will be releaze nothing will f**king change on the server.
I bet $1,000,000.00 with you that it will change, deal? :razz:
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ikr, but as far as i know, The more is your bandwidth, the less is the ping.
As I wrote before, they're unrelated.
Ping depends mostly on distance and routing.
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ikr, but as far as i know, The more is your bandwidth, the less is the ping.
Not necessarily. It's a combination of upload speed, download speed, and bandwidth that determine your ping.
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Not necessarily. It's a combination of upload speed, download speed, and bandwidth that determine your ping.
Ok, Well my upload speed is extremely low.
Anyways, had a massive desync today, when just visited sa;mp. I was on the bike with Dastan when everything stopped responding. When it started responding i went high into the sky and the very next moment got tp'd to Blueberry acres. dunno how. but this thing sucks.
As I wrote before, they're unrelated.
Ping depends mostly on distance and routing.
If that's the case, How do other indians get much less ping amount then mine. They usually get less then 200-300 whereas my ping rarely goes down/below to 400
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Ok, Well my upload speed is extremely low.
Anyways, had a massive desync today, when just visited sa;mp. I was on the bike with Dastan when everything stopped responding. When it started responding i went high into the sky and the very next moment got tp'd to Blueberry acres. dunno how. but this thing sucks.
If that's the case, How do other indians get much less ping amount then mine. They usually get less then 200-300 whereas my ping rarely goes down/below to 400
A slow upload speed will definitely cause you to have a high ping, although don't worry too much because it is very rare for residential internet services from ISP's to ever have something with a decent upload speed.
As far as the major desync goes, sounds like a DoS attack on the server, or your computer dropped some packets that cause the desync when data wasn't being received correctly.
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For those who wish to know about why there is currently desync and/or lag.. check the image of the netowrk use... under normal circumstances it is a relative fluent line that stays around 12.5%...
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Maybe it's something on the network itself that's slowing it down then, because the issue seems to be consistent for users worldwide. A few months ago it was incredibly bad too. By any chance do you have a lot of computers on the same switch/hub that's hosting all of your servers?
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For those who wish to know about why there is currently desync and/or lag.. check the image of the netowrk use... under normal circumstances it is a relative fluent line that stays around 12.5%...
For those of us (ballas/groves) who are less technically minded, can you summarise what this means?
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For those of us (ballas/groves) who are less technically minded, can you summarise what this means?
He's saying it's not network lag on the server's end because the network usage isn't jumping around or spiking. It's staying about the same as always.
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I don't understand much in networking, but I think DDos caused it.
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Maybe it's something on the network itself that's slowing it down then, because the issue seems to be consistent for users worldwide. A few months ago it was incredibly bad too. By any chance do you have a lot of computers on the same switch/hub that's hosting all of your servers?
There is always a poosibilty it is influenced by others in the data center.. we have tried to switch off all services, without any change...meaning it is somethign external, not internal causing this.
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There is always a poosibilty it is influenced by others in the data center.. we have tried to switch off all services, without any change...meaning it is somethign external, not internal causing this.
It might be something outside the building then. I would contact the ISP and ask them if they can check the connection between your building and their service center. It could be a bad cable that needs replacing.
I had this issue back when I had (HORRIBLE AT&T THAT MADE ME WANT TO COMMIT SUICIDE) residential DSL service for my internet connection. Unfortunately it was only one of a billion issues I had with their service that led me to switching to SureWest for FiOs instead, but long story short sometimes those cables just go bad after a short period of time. Our's was only about 10 years old too.
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A slow upload speed will definitely cause you to have a high ping, although don't worry too much because it is very rare for residential internet services from ISP's to ever have something with a decent upload speed.
As far as the major desync goes, sounds like a DoS attack on the server, or your computer dropped some packets that cause the desync when data wasn't being received correctly.
A slow upload speed won't make you get high ping, never ever. If you have ADSL it's meant you can get a high download speed but they can't offer a really good upload speed.
If you have fibre as I have they can offer the same upload/download. Currently I have the Swedish ISP Telia Sonera 10/10. Though gonna change to Sweden's best soon and have 100/100 net.
Or I could order 1000/1000 net in my apartment in the city :)
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A slow upload speed won't make you get high ping, never ever. If you have ADSL it's meant you can get a high download speed but they can't offer a really good upload speed.
If you have fibre as I have they can offer the same upload/download. Currently I have the Swedish ISP Telia Sonera 10/10. Though gonna change to Sweden's best soon and have 100/100 net.
Or I could order 1000/1000 net in my apartment in the city :)
Actually having a bad upload speed can effect your ping. Upload speed is how fast you upload data back to the server, which is what it needs to not only receive your ping, but receive any data about where you are on the server and your actions, which it then uploads other user data back to you and you download it. Both speeds can and will affect your ping. Distance is also a big factor for pings, but this can be combated more with better internet service.
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Distance is one thing and what kind of ISP you have really, my regular ping to all of Argonath servers are 30-35. Yes of course it can affect your ping, but not that much.
If you now would use your upload speed by uploading a screenshot on a mirror for example imageshack your ping would drastically raise due to the low upload speed. I can easily upload 1.1 megabyte per second and I never experience any lag if I even stream a full HD movie (1080p) or anything.
God bless fibre :D
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Distance is one thing and what kind of ISP you have really, my regular ping to all of Argonath servers are 30-35. Yes of course it can affect your ping, but not that much.
If you now would use your upload speed by uploading a screenshot on a mirror for example imageshack your ping would drastically raise due to the low upload speed. I can easily upload 1.1 megabyte per second and I never experience any lag if I even stream a full HD movie (1080p) or anything.
God bless fibre :D
Well FiOs, if not limited by equipment or the ISP, can go at the speed of light down that cable, so technically speaking most users with FiOs have no reason to complain about their pings hahaha...
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He's saying it's not network lag on the server's end because the network usage isn't jumping around or spiking. It's staying about the same as always.
Please explain in layman's terms.
I'm sure everybody will agree that tonight's lag was one of the worst we've ever experienced. I had planes landing on my head, ballas being thrown into me, cars with no drivers magically chasing me, flying carpets, random explosions and a unkillable grove. The question I now ask, is whether you all are experiencing the same? Please share your experiences.
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I lag sometimes, I even freeze for a few seconds at a time, But i think its more of my computer being slow, then it is internet lag.
But when i do notice lag on the server, its from the chat/commands, yesterday i was even lagging off of a plane during a planesurf event
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Please explain in layman's terms.
I'm sure everybody will agree that tonight's lag was one of the worst we've ever experienced. I had planes landing on my head, ballas being thrown into me, cars with no drivers magically chasing me, flying carpets, random explosions and a unkillable grove. The question I now ask, is whether you all are experiencing the same? Please share your experiences.
In layman's terms, he says blame your internet connection, cuz the server isn't lagging on his end.
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On my end, a police car slammed into a utility pole during a pursuit about 1/2 mile from my house 2 days ago. Only in Campbell Co., Tennessee...
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Ever since I registered in the server I experience normal lag due to the distance. But it was tolerable lag, but now it is almost impossible to play, at least as a Law enforcer role where you have to shoot some people. Driving through Pershing into Idlewood is a Destruction Derby with no prize. Hopefully these unsuccessful DDos attacks cease.
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In layman's terms, he says blame your internet connection, cuz the server isn't lagging on his end.
I have a 8MB download, 1MB upload and a ping of 37ms. I'm sure this is aquadate to meet compatibility requirements here. Excluding these hacking attacks, I think the problem stems outside of this. As Conroy mentioned and I'm sure xcasio can shed light on this - the configuration of scripts are long winded bearing illogical loops and routes. Surely this ties into having a demonstratable effect on command lines such as /enter and having to wait 5 second until they execute? To verify whether the problem is isolated to the Argonath SA:MP server, I visited other servers to find there were no problems whatsoever in regards to lag and desync.
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I have a 8MB download, 1MB upload and a ping of 37ms. I'm sure this is aquadate to meet compatibility requirements here. Excluding these hacking attacks, I think the problem stems outside of this. As Conroy mentioned and I'm sure xcasio can shed light on this - the configuration of scripts are long winded bearing illogical loops and routes. Surely this ties into having a demonstratable effect on command lines such as /enter and having to wait 5 second until they execute? To verify whether the problem is isolated to the Argonath SA:MP server, I visited other servers to find there were no problems whatsoever in regards to lag and desync.
Yes, your upload is decent, and your download is pretty good, hence the awesome ping. As far as scripting goes, the 5 second delay after using /enter is actually so a user's computer has a chance to load the environment because you are entering another virtual world where the interiors are floating in the sky, and this is a feature in the multiplayer mod itself, not the singleplayer game, so it takes time to load because it's streaming and modifying the game's memory on the fly. Long story short, since SA:MP streams objects instead of pre-downloading everything like MTA:SA, things like this won't load instantly, in some cases, where they would in others.
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Impossible to pursuit someone, get carkilled even tho person wont do that on purpose.. From Finland. Also, if i enter to area, where is multiple vehicles, I'll have about 0,3sec freeze when cars are "spawning" to cardealer/PD etc..
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I have a 8MB download, 1MB upload and a ping of 37ms. I'm sure this is aquadate to meet compatibility requirements here. Excluding these hacking attacks, I think the problem stems outside of this. As Conroy mentioned and I'm sure xcasio can shed light on this - the configuration of scripts are long winded bearing illogical loops and routes. Surely this ties into having a demonstratable effect on command lines such as /enter and having to wait 5 second until they execute? To verify whether the problem is isolated to the Argonath SA:MP server, I visited other servers to find there were no problems whatsoever in regards to lag and desync.
Do not try to undermine the server by blaming the scripters. Once the current row of attacks is over we will see if there still is reason to research in optimizing lag.
Yrsyerday we have all day the spiked network performance. Today in the morning similar. We have switched off ALL network services to ensure that there is nothing on our end, and checked the firewall settings. With all our services off and no other IP connecting as ours.. the spiked network load is still there varying from 0,1 (as it should be) to 8%. We are looking in to this with the data center.
Further more yesterday we receved 4 times a message from the hardware firewall stopping a DDOS attack. Both things are causing more problem than any of the scripts.
As for blaming xcasio and/or other scripter for illogical work, please become a scripter yourself and show a better job before putting any blame on others.
Now for the laoding. Have you ever noticed that in single player you see your character walking in to a door, then entering ? That is a 3-second animation to allow loading the objects in a virtual world.
When we started creating our own virtual interiors, we had the problem that people fell out if the objects were not loaded. We found (as forst on SA:MP) that the reason was the working of GTA:SA and applied the same way, however as there are no animation sequences to be reached we can not hide the trick like single player does.
You will not find this feature on servers that use only single-layers interiors (as they are loaded faster) or have a low real player count, as objects are loading fast with a low amount of players.
Another tip especially for you. The server syncs movements of players, and detects if there is a collision, If two players are in the same spot, this causes a logical collision in the server math, which in effect causes lag. This is why when there are large groups of players who either use several animations that move them in to one spot, or who all attempt to run in to and hit each other, this causes local lag.
In SA:MP 0.3 instead of these collisions causing a crash as happened frequently in SA:MP 0.2b, the server desyncs the players so they are no longer at the same spot.
As you are part of a group who likes to run in to each other, hit and use walking animations in one spot, you will experience more lag and desync as others.
So before blaming scripters or server, better study the dynamics of scripts and issues of game servers.
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Do not try to undermine the server by blaming the scripters. Once the current row of attacks is over we will see if there still is reason to research in optimizing lag.
Yrsyerday we have all day the spiked network performance. Today in the morning similar. We have switched off ALL network services to ensure that there is nothing on our end, and checked the firewall settings. With all our services off and no other IP connecting as ours.. the spiked network load is still there varying from 0,1 (as it should be) to 8%. We are looking in to this with the data center.
Further more yesterday we receved 4 times a message from the hardware firewall stopping a DDOS attack. Both things are causing more problem than any of the scripts.
As for blaming xcasio and/or other scripter for illogical work, please become a scripter yourself and show a better job before putting any blame on others.
Now for the laoding. Have you ever noticed that in single player you see your character walking in to a door, then entering ? That is a 3-second animation to allow loading the objects in a virtual world.
When we started creating our own virtual interiors, we had the problem that people fell out if the objects were not loaded. We found (as forst on SA:MP) that the reason was the working of GTA:SA and applied the same way, however as there are no animation sequences to be reached we can not hide the trick like single player does.
You will not find this feature on servers that use only single-layers interiors (as they are loaded faster) or have a low real player count, as objects are loading fast with a low amount of players.
Another tip especially for you. The server syncs movements of players, and detects if there is a collision, If two players are in the same spot, this causes a logical collision in the server math, which in effect causes lag. This is why when there are large groups of players who either use several animations that move them in to one spot, or who all attempt to run in to and hit each other, this causes local lag.
In SA:MP 0.3 instead of these collisions causing a crash as happened frequently in SA:MP 0.2b, the server desyncs the players so they are no longer at the same spot.
As you are part of a group who likes to run in to each other, hit and use walking animations in one spot, you will experience more lag and desync as others.
So before blaming scripters or server, better study the dynamics of scripts and issues of game servers.
Damn. I'm puzzled.
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To be clear, there is no blame game involving the scripters. For the last two years we've intermittently suffered from lag / desync from different sources. In the last year, xcasio and me sat down on MSN to discuss how we could resolve the recurring lag / desync which had similarities to what we are experiencing today. I relied on xcasio's judgement of valuating the scripts and deciding the best course of action. He came to the conclusion that lag was exacerbated by lines of code which were not needed and could be overcome by streamlining them. The decision was then taken to identify areas of code which could be streamlined and xcasio generously spent countless hours modifying areas considered as high priority. As a result of his hard work, lag was reduced significantly. This was further complemented by actions of your own as you may remember in the past involving server configuration adjustments.
In relations to spiked network performance, I'm not in a position to review the analytics and if I was - I wouldn't understand it anyway being a single player balla :D These illegal DDOS attacks are despicable but will/has any action been taken to bring the perpetrator into the open? If we are thinking along the same lines, a report would have been filed with his ISP and unless they are absolutely useless themselves they would have already disabled his connection based on evidence.
As for animation loading time, I can see the background to your case. Though, when visiting other servers they seem to load instantly. This includes animations such as walking through doors, /gsign and many more. Are they using a different modelling system to ours? If so, perhaps there is a template used universally across SA:MP servers to support the same format of execution?
In regards to syncing player movements - I've experienced no problems whatsoever when syncing animations at the same time alongside several other players in the not too distant past. During events such as the INFERNO 9 Royal Rumble, players were instructed to use animations such as /hail, /gsign and more - but these did not result in players hovering around the screen as seen today. The destruction derby event could also be used as a supporting example to this.
To summarise, I personally don't know what the problem is because I'm not a scripter, have access to server analytics or have the technical know-how to understand. I'm speculating on what we could check based on past experiences, what the cause could be and how we go forward in resolving the issue. I hope we will be in a better position to evaluate how to progress once these grove street homies decide to stop the fanatical DDOS assault.
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As you have noticed, xcasio and other scripters have spent a lot of time in trying to optimize the scripts, and currently there is continuous wourk going on. Also one of the reaons we want to strar a new "blank" game mode is to avoid old junk disturbing the current procedures.
As for all other things, the first thing is to get back to a normalized situation. If under normal traffic circumstances desync and lag are still existing at unacceptable levels, it will be clear that we will continue to examine possible causes.
As already mentioned with respect to other servers, the player count and behaviour does influence the reaction of scripts. If you will play during EU morning times when the server has around 30 players, I doubt you will find any problem. This does not mean we should not attemmpt to improve, however as we have noticed during test sessions, scripts that work perfect wth 20 players will not work on a crowded server. The parade at the 5-year celebration is a prime example, it was tested and worked without any glitch on the test server, however on a server with 150 players the NPC refused to load.
Please note that our server hardware has reserve in both processor capacity and memory, meaning that the hardware is not compromising the performance. We have reduced disk activity to increase performance, and will reduce it further. The main problem comes from either bandwith, which under stable conditions it at 12.5%, or server performance. As for the last note that we have no ping kicker or AFK kicker in action, though both could actually increase performance. AS RP server we feel that shooting is a secondary tool so server does not have to be optimized for fighting conditions like a DM server.
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We actually experienced massive lag early in the morning today, with only 15 Players. Not mentioning about shooting or weapon stuff, but common actions like driving, chatting, animations, and command reactions. The delay is affecting much of our gameplay for now. For example Driving, The old shit, the driver, like, stops responding and we end up ramming against a wall, or if along a coast, falling into the river/sea. Such thing while on a bike/two wheeler is very annoying where you once ram into a wall, either end up dying(Yes dying, i usually go high into the sky and fall down, even the TAB rape doesn't work.) or falling into the river, where the driver/rider after responding is far away from you, or losing massive amount of health. lately in the server, When i was in a Sultan with my fellow Corleone members, we fell into the water, the driver didn't respond and we were right on the ground lever under the river. As soon as i was going to die, i exited the car and everything turned black, then after 2-3 seconds i spawned above Blue berry acres, high in the sky, and when i was falling down, Even the TAB thaw did not work.
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As said, while we experience the traffic problems we can not do anything, as the effect would not be possible to measure.
Once that is solved and lag still exists, we will check out possible reasons.
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I wish for no one to be a doubter of this. It's clear in my mind that current/past scripters have instilled great energy into streamlining these scripts for which can be thought of as a very commendable effort. That said, I do however express concern about the priority of this objective as it seems to take the back seat as other assignments come to light especially around the field of advancements and idea generation. I'm reassured by your comments and hope to see this 'clean sweep' come to pass as you and others continue to wrestle this never ending demon.
There are other servers out there which have over 300 players regularly - these servers do not share the same symptoms as described as us but all have the same in common whereby they share comprehensive scripting teams. It would therefore be unfair to say the least to compare our model to theirs and for our positioning - we are doing very well considering the resources available.
Shooting may be a secondary tool but nonetheless is as important as syncing, animations and general command lines. This is because, regardless of what our vision may be - it continues to remain an integral part of the GTA society and must remain accurate and consistent - which it has not been so for a long period of time.
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As you have noticed, xcasio and other scripters have spent a lot of time in trying to optimize the scripts, and currently there is continuous wourk going on. Also one of the reaons we want to strar a new "blank" game mode is to avoid old junk disturbing the current procedures.
As for all other things, the first thing is to get back to a normalized situation. If under normal traffic circumstances desync and lag are still existing at unacceptable levels, it will be clear that we will continue to examine possible causes.
As already mentioned with respect to other servers, the player count and behaviour does influence the reaction of scripts. If you will play during EU morning times when the server has around 30 players, I doubt you will find any problem. This does not mean we should not attemmpt to improve, however as we have noticed during test sessions, scripts that work perfect wth 20 players will not work on a crowded server. The parade at the 5-year celebration is a prime example, it was tested and worked without any glitch on the test server, however on a server with 150 players the NPC refused to load.
Please note that our server hardware has reserve in both processor capacity and memory, meaning that the hardware is not compromising the performance. We have reduced disk activity to increase performance, and will reduce it further. The main problem comes from either bandwith, which under stable conditions it at 12.5%, or server performance. As for the last note that we have no ping kicker or AFK kicker in action, though both could actually increase performance. AS RP server we feel that shooting is a secondary tool so server does not have to be optimized for fighting conditions like a DM server.
Gandalf, is there any chance under heavy computer server or game server load that SA:MP or another program might be leaking memory? I noticed on my webserver that hosts some test game servers that this can sometimes happen if it has too much processing and starts getting hot. My best guess is if that happens, one program may start to leak it excessively, even if it's not enough to show up in overall memory usage, and that could be a huge contributor to lag as well...especially with so many hosted on one machine with the scripts themselves trying to process during the memory issues.
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Gandalf, is there any chance under heavy computer server or game server load that SA:MP or another program might be leaking memory? I noticed on my webserver that hosts some test game servers that this can sometimes happen if it has too much processing and starts getting hot. My best guess is if that happens, one program may start to leak it excessively, even if it's not enough to show up in overall memory usage, and that could be a huge contributor to lag as well...especially with so many hosted on one machine with the scripts themselves trying to process during the memory issues.
In that case switching off some services would give direct effect... wich we have tested.
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In that case switching off some services would give direct effect... wich we have tested.
Hmm...gotta guess then that it sounds like something between your servers' internet connection and the ISP is likely at fault. I would recommend contacting the ISP and see if they'll send someone out at no charge to check the connection in case you have a bad cable, as I said before. I'm not sure about in your country, but with most ISP's here in the United States, if it's their cable that's bad, they'll replace it at no charge to you.
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Hmm...gotta guess then that it sounds like something between your servers' internet connection and the ISP is likely at fault. I would recommend contacting the ISP and see if they'll send someone out at no charge to check the connection in case you have a bad cable, as I said before. I'm not sure about in your country, but with most ISP's here in the United States, if it's their cable that's bad, they'll replace it at no charge to you.
Data centers do not have bad cables. ;)
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Data centers do not have bad cables. ;)
I know you guys wouldn't, but I mean between your center and the ISP, unless you are your own ISP :O
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In some situations i also have this and then i wanna to report everyone for constant carkill but then they warn me for false report.
One time i used the comment /thawme when it was lagging and it helped me so.. you can try it to or i think you should consider to have a better internet speed or a new computer.
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Being chased by unmanned cars is becoming more and more common...
And it's impossible to shoot someone if they're moving.. Unless someone scripts grenades and we blow them to kingdom come..
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The issues seems to be fixed since I havn't experienced any desync/lag anymore.
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The issues seems to be fixed since I havn't experienced any desync/lag anymore.
I agree, seems like it's over.
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Since yesterday evening the traffic signature seems to be normal. there for now is the time to check if these issues still exist. Please let me know if you still observe these problems or not.