Argonath RPG - A World of its own
GTA:SA => SA:MP - San Andreas Multiplayer => SA:MP General => Topic started by: Frank_Hawk on March 09, 2013, 11:48:05 am
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The lag/desync needs to stop.
We need to collectively take responsibility for resolving the issue with the never ending lag. Fixing the concern around lag should be our development team’s number one priority as opposed to enhancements. In my view, the lag is responsible for player dissatisfaction across the server, an increase in /reports for moderators/admins to deal with and being unwelcoming to new talent.
I’ve raised this issue several times and this always seems to be shy away from the spotlight.
Despite not having a technical background, I can make a suggestion:
Identify and remove out all non-essential code/changes from the server
This exercise needs to be carried out by the SA:MP development team to identify changes which are the largest drag on the server. The SA:MP development team should not be responsible for deciding which changes should stay or go - that decision should be made by the players however deemed so. After removing these changes, they should be incrementally re-introduced where appropriate back to the server with limited regression testing to prove these production changes do not have an impact on performance.
This topic will benefit from some technical views - please share your opinions.
I want to understand:
- Why are we experiencing lag?
- The structure of our development team?
- What is the difference between the scripting team and development team?
- Who is allowed/permitted to deliver code into a Argonath SA:MP build?
- What the quality criteria for checking new code into the Argonath SA:MP build?
- Do we have a testing team to check functional/non-functional changes?
- What we are doing to fix this problem?
- How normal players can help to resolve this issue?
I know that some may suggest, that RS5 will fix this issue but considering the factors above, it’s clear that we have some serious lapses in our development team. We need to ensure the same is not happening from the outset in RS5 otherwise we are working against ourselves. This is not a criticism, but instead the very much opposite. We have made achieved great accomplishments in the past, but in order to reach the next level – it’s time to roll up our sleeves, build on the experience of others and aim to deliver a quality experience to new and existing players alike.
This problem needs to be fixed now, not later.
For those who are commonly asking also, I have the following setup:
(http://www.speedtest.net/result/2561377146.png)
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I don't want to advert seriously. I have been in a server (A random one) that the players are going up to 1000,i'm not kidding. I've never have met lag in this server. Maybe it's time as frank said to do something?
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Agree :poke:
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Very well said.
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RS4.1 will not be touched anymore, so we will wait till RS5. Hopefully it will be fixed then, and if not, devs will be working on it.
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The lag you are talking about is probably caused by the amounts of players and vehicles around the place you are sitting, have you thought about going to a place like Shady Creeks? Or top of Mt Chilliad? There is totally another story
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Whilst I have also tried one of those servers with 1000 players, what I saw was that there was a good streamer, just like SA-MP 0.3x default gamemode one.. So, people further than a certain distance across you, were not available to be seen. No idea if the issue on the scripts are on streamer, or on script commands them self though..
I believe it would be good to try out some sort of script, respawning cars which haven't been used for over 10 minutes at first place
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There is a way to fix this.. Force a ping limit and kick all those 400 pingers...
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There is a way to fix this.. Force a ping limit and kick all those 400 pingers...
No.
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There is a way to fix this.. Force a ping limit and kick all those 400 pingers...
:(
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There is a way to fix this.. Force a ping limit and kick all those 400 pingers...
No.
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Of course people blame players ping for server lag and desync.
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Love you frank.
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The ping of users is not what causes the major lag. A good portion of it is caused by the old scripts, built for an older version of SA:MP, built to handle lower player limits than the current, lagging because they cannot handle the load. It is also because said scripts have been converted, upgraded, updated, and otherwise modified so many times by so many people that they are just bugged internally with processing efficiently.
The only solution to this is patience waiting for SA:MP RS5, which will feature brand new code written from scratch, which can not only handle the amount of players on this newer version of SA:MP, but it's built to. It won't have any old code in it, so it was also not be bugged by older technologies being carried over, which lead to inefficiencies, and thus lag.
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And I thought I'm only one who got lags/becoming desynced. Very well said, Frank.
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What is the difference between the scripting team and development team?
Scripters are a form of Developer, just as Mappers are. They are just a different role within the overall Development team in SA:MP. Both groups "develop" the server in their own ways.
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The only solution to this is patience waiting for SA:MP RS5
And how many more months do we need to play with this?
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And how many more months do we need to play with this?
If you want quality, be patient. If you want to have totally-incomplete, unplayable crap, beg for it's release today. :P
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If you want to have totally-incomplete, unplayable crap, beg for it's release today. :P
No one said the current state of RS5 was/is incomplete and unplayable crap. ;)
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No one said the current state of RS5 was/is incomplete and unplayable crap. ;)
If it was ready to be played and was completed, it would've been released.
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Testing and fine tuning takes time if you wish to have a clean product at the end of the road. :roll:
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There is a way to fix this.. Force a ping limit and kick all those 400 pingers...
And force more than half of Argonaths population out of the server?
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Setting a ping limit on a roleplay server is rather pointless, I can understand on a racing/dm server, but why should ping matter on a roleplay server?
Why should we disallow people to roleplay just because they have a high ping due to them having terrible internet connections?
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- Why are we experiencing lag?
Hackers, DDOS attacks and common server stress by over population.
- The structure of our development team?
Scripters are myself, Zalia and xcasio.
- What is the difference between the scripting team and development team?
Scripters work on scripts, development team work on the "planning" phases in a way and do a lot of background management work. These include managers and leaders. They are considered development because they are used in deciding what gets added and what does not, also falling under this is mappers, which we don't have.
- Who is allowed/permitted to deliver code into a Argonath SA:MP build?
Scripters.
- What the quality criteria for checking new code into the Argonath SA:MP build?
Debug and testing in a private test server.
- Do we have a testing team to check functional/non-functional changes?
Yes.
- What we are doing to fix this problem?
We are working on RS5, simply put the RS4.1 scripts are not able to handle the demands.
- How normal players can help to resolve this issue?
Don't complain, try and talk things out. My PMs are personally always open, and I'm always willing to explain and figure things out for people.
Don't flood /p or commands in periods of lack spikes, when the scripts lag every command increases the stress and processing time.
Reduce the amount of mods you use on your game, they can cause minor lag issues.
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I have much lag on the weekends, you've got to think first, look how many people are on at a certain time for example, Saturdays and Sundays when many people are home from School/Work/College, then they will come on, if you play the game at a monday or during the week many people are at work then you don't experiences lag, also 2nd youve got to think about the people who manage and script and devlop the server, you dont think they do nothing about these things? they are always working onit, like times when they restart the server, and do car resets all these things are because they try to reduce lag as quick as possible, also another reason for possible "lagging" is mods, i know it sounds silly but when i had a Police car mod on, it seem to make the game lag, everytime i went near LSPD it was the worse lag you could think off, this is because the mod was bugged, and wasnt installed properly..
just wait for the Members of the Argonath Community to do what they can..
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Hackers, DDOS attacks and common server stress by over population.
Scripters are myself, Zalia and xcasio.
Scripters work on scripts, development team work on the "planning" phases in a way and do a lot of background management work. These include managers and leaders. They are considered development because they are used in deciding what gets added and what does not, also falling under this is mappers, which we don't have.
Scripters.
Debug and testing in a private test server.
Yes.
We are working on RS5, simply put the RS4.1 scripts are not able to handle the demands.
Don't complain, try and talk things out. My PMs are personally always open, and I'm always willing to explain and figure things out for people.
Don't flood /p or commands in periods of lack spikes, when the scripts lag every command increases the stress and processing time.
Reduce the amount of mods you use on your game, they can cause minor lag issues.
Hi Teddy,
Thanks for your response.
Are we saying that the server lag is only caused by hackers, DDOS attacks and common server stress by over population? If so, what is common server stress by population really mean? Are we saying that the scripts, in the order they are set up (i.e. logical process model) are not catered to be run with the scale of players we have? I'm sure, with the exception of common server stress - I'm hesitant to attribute server lag to hackers and DDOS attacks only for the reason they don't occur 24/7.
I agree with the point around common server stress because lag seems to be increase with player count. There may be a technical fault somewhere here and a point in numbers/commands being used which triggers the unbearable lag. It was suggested by CBF some time ago, that the introduction of gates/timers and other hardcoded changes are causing the lag. Is it possible to work with CBF, to identify the impact of removing these non-essential changes? There is a possibility by removing these, we will be identifying quick wins to resolving lag.
In reference to the point around mods - do you think that the introduction of these new CLEO mods or whatever they are called are causing lag?
Putting my reply to Teddy aside - I think we should not point fingers around at eachother, since we need to work together to fix this issue. RS5 remains a priority of course to many including the owners, but since it's release is in early development. It's reasonable I think, to have 'all hands onboard' to resolve the issue of lag on RS4 for the time being.
What are all your opinions?
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but since it's release is in early development. It's reasonable I think, to have 'all hands onboard' to resolve the issue of lag on RS4 for the time being.
Yes please.
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Hi Teddy,
Thanks for your response.
Are we saying that the server lag is only caused by hackers, DDOS attacks and common server stress by over population only? If so, what is common server stress by population really mean? Are we saying that the scripts, in the order they are set up (i.e. logical process model) are not catered to be run with the scale of players we have? I'm sure, with the exception of common server stress - I'm hesitant to attribute to server lag to hackers and DDOS attacks only for the reason they don't occur 24/7.
They are the more recent common cause, however yes the scripts of RS4.1 do play a major role from what I can see. The scripts simply were not designed to have this many properties, this many vehicles and this much of really everything we have. Numerous time the limit of properties and vehicles had to be extended due to limitation. This, overtime leads to decay in efficiency due to the large processing time of the locations in which the data is stored.
I agree with the point around common server stress because lag seems to be increase with player count. There must be a fault somewhere here and a point in numbers/commands being used which triggers the unbearable lag. It was suggested by CBF some time ago, that the introduction of gates/timers and other hardcoded changes are causing the lag. Is it possible to work with CBF, to identify the impact of removing these non-essential changes? There is a possibility by removing these, we will be identifying quick wins to resolving lag.
Correct, to many timers are a great and common cause of major lag issues in the SA:MP community. While I don't know the RS4 scripts entirely well so I can't really speak to the amount of timers, but I do know from what I've seen during fire missions seem to be when some of the hardest timer stress is pushed. I do suppose it would be possible to re-evaluate some outdated code and update it to match standards and eliminate overhead, that would be at the decision of Management as our last direction was that the development other than major bug fixes was to be halted.
In reference to the point around mods - do you think that the introduction of these new CLEO mods or whatever they are called are causing lag?
Yes, I do. CLEO is strongly discouraged and is a major cause of issues between server and client. The SA:MP scripting community all seem to be in favor of a way to disallow CLEO on SA:MP, however the SA:MP Developers remain hesitant to add it and the ability to detect the CLEO package is not yet a possibility.
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As i explained ingame to Frank, it would require a major rewrite to make a noticable change.
However, i still can't understand this. Whenever i am ingame, i'm rarely having problems with lag and desync. Could it possibly be with all the people in Idlewood, there is a higher chance for desync?
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Yes please.
As stated, that wouldn't be possible. The scripts need a complete rewrite altogether. That would basically be a more limited version of RS5 if they did such.
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As i explained ingame to Frank, it would require a major rewrite to make a noticable change.
However, i still can't understand this. Whenever i am ingame, i'm rarely having problems with lag and desync. Could it possibly be with all the people in Idlewood, there is a higher chance for desync?
Possibly, always gets badly desynced when I'm there :p Or that I've modded my whole game :roll:
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Agree
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Could it possibly be with all the people in Idlewood, there is a higher chance for desync?
This.. I haven't experienced the tiniest bit of lag for a long time, yet everytime I go into Idlewood, Little Mexico or Willowfield, I get both fps and connection lag spikes.
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Be patient and wait for RS5.
I havent experience any lag since the last DDos ...
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They are the more recent common cause, however yes the scripts of RS4.1 do play a major role from what I can see. The scripts simply were not designed to have this many properties, this many vehicles and this much of really everything we have. Numerous time the limit of properties and vehicles had to be extended due to limitation. This, overtime leads to decay in efficiency due to the large processing time of the locations in which the data is stored.
Correct, to many timers are a great and common cause of major lag issues in the SA:MP community. While I don't know the RS4 scripts entirely well so I can't really speak to the amount of timers, but I do know from what I've seen during fire missions seem to be when some of the hardest timer stress is pushed. I do suppose it would be possible to re-evaluate some outdated code and update it to match standards and eliminate overhead, that would be at the decision of Management as our last direction was that the development other than major bug fixes was to be halted.
Yes, I do. CLEO is strongly discouraged and is a major cause of issues between server and client. The SA:MP scripting community all seem to be in favor of a way to disallow CLEO on SA:MP, however the SA:MP Developers remain hesitant to add it and the ability to detect the CLEO package is not yet a possibility.
As i explained ingame to Frank, it would require a major rewrite to make a noticable change.
However, i still can't understand this. Whenever i am ingame, i'm rarely having problems with lag and desync. Could it possibly be with all the people in Idlewood, there is a higher chance for desync?
Hi Teddy and Zaila,
Thanks for your responses.
I'm concluding that the code base of RS4 was not originally designed to accomodate the scale of players executing commands. However, saying that - I remember prior to many cosmetic changes being introduced (i.e. gates, glasses, hats and so on) that lag did not exist with the same number of players, properties and vehicles. So I'm not clear how this happened?
If we know that timers are responsible for lag not only in our community but also others, we should pre-dominately spend some scoping time to check this code branch out:
- What is the effort (hours) behind carrying out a intital scoping exercise to identify the number of timers in RS4 code base?
- Which segment of code (for e.g. Fireman mission code) do timers exist most in?
- It's possible, if we identify an area of code which holds many timers - to strip out that functionality entirely
- It will cause a impact to those group of people, but sarifices need to be made where poor code is attributed and workarounds are possible
- Does the removal of these timers have an impact on other segments of code or are they isolated?
- What will be the impact of the removal of these timers on performance?
- Who originally designed/deployed timers in the code base?
- It would be best practise to contact them before the removal of these timers and in FAQ to the above
If CLEO is also attributed to lag/issues between the server and client - do you and Zaila recommend the stoppage of using CLEO mods across the server from a development perspective? On your recommendation, it needs to be highlighted to the owners on these recommendations from the development team in aim of enforcing a server wide ban on these enhancements until RS5 is delivered. Is it possible for the admin team to enforce a CLEO ban in the sense whether it's visible to spot or not?
Instead of focussing on a major rewrite - we need to identify areas of code which are quick wins in aim of improving the efficiency.
Can you both also recommend any other areas which are quick wins within RS4 code base which will improve efficency?
Also for your information - I experience lag everywhere:
- I have a i7 laptop, which is very fast and capable of handling GTA:SA in other servers except for Argonath
- I have a very fast connection speed (check my original post)
- This problem is not only in Idlewood, but elsewhere too
- I have no mods, only default settings
All,
I feel like the only person with this issue sometimes, or is it people are afraid to stand up and confront the issue which is the elephant in the room?
http://en.wikipedia.org/wiki/Elephant_in_the_room (http://en.wikipedia.org/wiki/Elephant_in_the_room)
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I spent most of my time at Pershing Square when I do my admin duties, I have to admit that I never lag there. Unless the server is being DDoS, I almost never see lag, except for Christmas where server was full and it was so laggy :rofl:
Just wait for RS5. They are working hard on it and it'll be awesome.
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The lag on Argonath is brutal, constantly getting desycned which annoys everyone. Argonath should bring in a few more scripters to help out the development team, they are obviously not doing a good enough job when the lag has been here for over a year, and its not getting better. You can't blame this on peoples mods or ping. If its because of a bad hosting company, get a new one. I'm sure you will reach 200 players usually with no lag. But I doubt this, I guess its the scripts.
So now, get your fingers out of your asses and finish RS5 which was supposed to be finished months ago, people might start enjoy staying on argo when there is over 70 people ingame.
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There are many myths about lag and what could cause it.
For a large part it is nothing but a non-existing excuse for other things.
From a technical perspective these are components that can cause lag:
1. Bandwith: as in time of not being attacked we are at maximal 10% of our bandwith, this is certainly not a cause of lag.
2. RAM: similar, our RAM is mostly around 40% usage, not going to be any influence.
3. Processor occupancy: At peak times we are below 60%, while experience is that when it goes above 80% it can cause lag.
4. Disk usage: This is an issue as players accounts have grown to over 200 lines, meaning that when many players are online there can be 10k to 15k write operations per second. By changing to a better database design for RS5 we expect to solve this
5. Player connections: Players with a high ping send less updates meaning the total amount of updates the server processes fluctuates.
6. Player mods: any mod that changes the character, vehicles, weapons or ny other aspect that is non-visual will cause lag because collisions are not detected correctly. This is not limited to CLEO but to any modding that changes more as the txd files.
7. Player induced-lag: As lagging can give an advantage in a fight, a number of players who are obsessed with 'winning' and 'pwning' have methods to make themselves lag when it fits them. While this is bannable, it is hard to prove.
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Note: I did not ready anything except from the First Post
I just want to add that the ping of our players isnt the problem . In argonath I usually have arround 100 ping , but do lag a lot . In another server I used to play the standard ping was arround 250 and I didnt lag at all . Lag Shot was almost non needed and every players life was easier . I do believe we ,all of us, must try to fix that ...
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True i Agree .....
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A ping limit about 400 should be good =) So if a ping limit is 400 then all players who gets ping over 400 gets kicked, that makes less lagg ingame. Why should we people get lagged because some players got bad internet?
Also remove Disneyland, we dont need that place. Too much object and makes lagg.
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A ping limit is not needed for a roleplay server, stop with the ridiculously selfish suggestions like ping limits.
Bad internet and high ping has absolutely nothing to do with passwords being acquired.
And I highly doubt disneyland causes and sort of lag.
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Stop asking for ping limits, it will never happen and it won't solve anything anyway.
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Why should we people get hacked because some players got bad internet?
LOL WTF
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@Hevar
The ping is definately not the problem, atleast not in case of a roleplay server. Disneyland isn't the issue either, as Disneyland is here for a few years and never caused lag. Apart from that, objects are loaded on the moment the server is being loaded. As far as my knowledge goes, the objects are loaded on the "OnGamemodeInit" and "OnFilterscriptInit" lines in the script - when you are near these objects, they will load for you as all other infomation (packages) the server sends to you.
Only reason of lag near Disneyland, is the amount of objects to be loaded on your screen. Which causes lag on bad computers, but that's not server lag.
Correct me if I am wrong, as I am not not an expert in the scripting systems of SA:MP.
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There is a way to fix this.. Force a ping limit and kick all those 400 pingers...
Nothx
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If you want to force pings limit, let's move the server to Australia and let's see how European will complain to remove it :rofl:
It's easy to suggest restriction when you are not concerned. Selfish people.
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There is a way to fix this.. Force a ping limit and kick all those 400 pingers...
You're selfish people.
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If you want to force pings limit, let's move the server to Australia and let's see how European will complain to remove it :rofl:
:lol:
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Just force the players to remove the tons of shitty modifications like guns,cars and even streets,enb.
WTF some people's gta isnt gta sa its gta mod.
If people want a decent connection and no lag instead of blaming administration they should start removing that shitty mods :mad: :flame:
If they want to stay on argonath they ve to remove the mods or else they have to join another server.
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Just force the players to remove the tons of shitty modifications like guns,cars and even streets,enb.
WTF some people's gta isnt gta sa its gta mod.
If people want a decent connection and no lag instead of blaming administration they should start removing that shitty mods :mad: :flame:
If they want to stay on argonath they ve to remove the mods or else they have to join another server.
How about chill. And the things said by Frank it's true.
And to force players to remove all mods, put a pinglimit too. Same shit.
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How about chill. And the things said by Frank it's true.
And to force players to remove all mods, put a pinglimit too. Same shit.
you chill out.
i ve 1 mod and im still alive so i dont think that people with ton of mods that modify even streets what the fuck its a street.
why do you need enbs modded models to play.why? it only makes the server lag.
whats the point of playing in multiplayer with a mod that only you can see?
whats the point of overcharging the server with tons of mods?
You guys start crying to server administrators that blames the server's problems to DDossers.
The problem arent the ddossers,they are only a little part of a big problem that is us, We are the biggest
problem.You guys that have mods are the problem.
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I've modded around 90% of game, and why? Makes it a new experience, makes it funnier, more realistic to play it.
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you chill out.
i ve 1 mod and im still alive so i dont think that people with ton of mods that modify even streets what the f**k its a street.
A public road in a city or town, typically with buildings on one or both sides.
why do you need enbs modded models to play.why? it only makes the server lag.
ENB doesn't change any models so get your fact's straight before coming up with such bs.
It's a graphical mod .. nothing more.
whats the point of playing in multiplayer with a mod that only you can see?
Some people don't like the default skins/vehicles and what not.
The problem arent the ddossers,they are only a little part of a big problem that is us, We are the biggest
problem.You guys that have mods are the problem.
Provide proof that it's the player's with mod's fault that the server "lags".
Don't you think if it was all these mod's the owner's would have kindly asked us to not play with a modded game by now?
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Connection doesn't seem so bad to me.
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The ping of users is not what causes the major lag. A good portion of it is caused by the old scripts, built for an older version of SA:MP, built to handle lower player limits than the current, lagging because they cannot handle the load. It is also because said scripts have been converted, upgraded, updated, and otherwise modified so many times by so many people that they are just bugged internally with processing efficiently.
The only solution to this is patience waiting for SA:MP RS5, which will feature brand new code written from scratch, which can not only handle the amount of players on this newer version of SA:MP, but it's built to. It won't have any old code in it, so it was also not be bugged by older technologies being carried over, which lead to inefficiencies, and thus lag.
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you chill out.
i ve 1 mod and im still alive so i dont think that people with ton of mods that modify even streets what the f**k its a street.
why do you need enbs modded models to play.why? it only makes the server lag.
whats the point of playing in multiplayer with a mod that only you can see?
whats the point of overcharging the server with tons of mods?
You guys start crying to server administrators that blames the server's problems to DDossers.
The problem arent the ddossers,they are only a little part of a big problem that is us, We are the biggest
problem.You guys that have mods are the problem.
Lol, are you stupid? I play on a server with normally around 400-500 players on constantly, with NO lag. Everyone I know that plays there mods their game. So go somewhere else with your "modding" bullshit.
Just force the players to remove the tons of shitty modifications like guns,cars and even streets,enb.
WTF some people's gta isnt gta sa its gta mod.
If people want a decent connection and no lag instead of blaming administration they should start removing that shitty mods :mad: :flame:
If they want to stay on argonath they ve to remove the mods or else they have to join another server.
Lol.
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:lol: :lol:
You people must relax.....
Mods can't affecting the server..... If it was on the server's pc then its a different story
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Lol, are you stupid? I play on a server with normally around 400-500 players on constantly, with NO lag. Everyone I know that plays there mods their game. So go somewhere else with your "modding" bullshit.
Lol.
you are the stupid one here.
If the server is being ddossed like administrators keep saying i dont think having tons of mods will help the server reduce lag spikes that you cry for
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you are the stupid one here.
If the server is being ddossed like administrators keep saying i dont think having tons of mods will help the server reduce lag spikes that you cry for
You must really be retared, how does DDoSing have anything in common with mods?
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There are many myths about lag and what could cause it.
For a large part it is nothing but a non-existing excuse for other things.
From a technical perspective these are components that can cause lag:
1. Bandwith: as in time of not being attacked we are at maximal 10% of our bandwith, this is certainly not a cause of lag.
2. RAM: similar, our RAM is mostly around 40% usage, not going to be any influence.
3. Processor occupancy: At peak times we are below 60%, while experience is that when it goes above 80% it can cause lag.
4. Disk usage: This is an issue as players accounts have grown to over 200 lines, meaning that when many players are online there can be 10k to 15k write operations per second. By changing to a better database design for RS5 we expect to solve this
5. Player connections: Players with a high ping send less updates meaning the total amount of updates the server processes fluctuates.
6. Player mods: any mod that changes the character, vehicles, weapons or ny other aspect that is non-visual will cause lag because collisions are not detected correctly. This is not limited to CLEO but to any modding that changes more as the txd files.
7. Player induced-lag: As lagging can give an advantage in a fight, a number of players who are obsessed with 'winning' and 'pwning' have methods to make themselves lag when it fits them. While this is bannable, it is hard to prove.
PLAYER MODS ,read above....
You must really be retared, how does DDoSing have anything in common with mods?
just learn to read.
im saying that if the server lags because it is being ddossed having tons of mods wont help.
stop flaming,you are the retarded person...
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stop flaming,you are the retarded person...
The irony.
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:lol: :lol:
You people must relax.....
Mods can't affecting the server..... If it was on the server's pc then its a different story
inb4 gandalf....
I know its hard to accept for guys with 100% modded game,but thats the truth, mods affects the server,i know it depends on which mods but on the forums ive almost never seen an unmodded game in a screenshot or in a video.
:roll:
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PLAYER MODS ,read above....just learn to read.
im saying that if the server lags because it is being ddossed having tons of mods wont help.
stop flaming,you are the retarded person...
Player mods doesnt make other servers I play on lag, huh.
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Player mods doesnt make other servers I play on lag, huh.
Indeed. I play with a fully modded game, tried a server with 500+ players, I did not lag a shit.
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I know its hard to accept for guys with 100% modded game,but thats the truth, mods affects the server,i know it depends on which mods but on the forums ive almost never seen an unmodded game in a screenshot or in a video.
Its not the server..... I mean I play fine and my ping is about 200-250
Nothing lags.....
If your game lags that means your pc cannot handle the game (with mods)
stop flaming,you are the retarded person...
The irony.
:rofl: :lol:
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And I highly doubt disneyland causes and sort of lag.
Agreed, who the hell comes up with these stupid ideas...There's like ~30 objects used to create Disneyland only.
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Agree :poke:
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We got many objects in Argonath also buildings. Some object like old mordor or Disneyland. Some building who never gets used like LVCH and more.
Also....too much ARPD/SAPD Vehicle even FBI and SWAT got too much, remove some cars from them,
We even got scripts like /train or /change, who people never using.
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There is no need for the flaming guys. Do we really need to start handing out more warnings?
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Some building who never gets used like LVCH and more.
I always use LVCH to perform CMB final exams :3
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I always use LVCH to perform CMB final exams :3
Then what about SFCH ? :/
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Then what about SFCH ? :/
I have never been inside SFCH before haha :D
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Then what about SFCH ? :/
City Halls are always used.
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We got many objects in Argonath also buildings. Some object like old mordor or Disneyland. Some building who never gets used like LVCH and more.
Also....too much ARPD/SAPD Vehicle even FBI and SWAT got too much, remove some cars from them,
I think we should better restrict every player to one vehicle. It would be way more efficient. And since you can't use your 3 cars at the same time, it's very useless to have 3 cars.
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I think we should better restrict every player to one vehicle. It would be way more efficient. And since you can't use your 3 cars at the same time, it's very useless to have 3 cars.
True, but let's do not exaggerate .. two would be good.
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I have a hard time believing RS5 will fix lag, rather the opposite...
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I think we should better restrict every player to one vehicle. It would be way more efficient. And since you can't use your 3 cars at the same time, it's very useless to have 3 cars.
Since i can roleplay to many things, then i need 3 kinda of vehicle to roleplay to diffrent things. =)
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You moan about the lag and when we propose you solutions, you don't want them :rofl:
Then don't moan about lags and wait RS5.
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You moan about the lag and when we propose you solutions, you don't want them :rofl:
Then don't moan about lags and wait RS5.
Everything has a limit. The lag keeps increasing like everyday.
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You moan about the lag and when we propose you solutions, you don't want them :rofl:
Then don't moan about lags and wait RS5.
Haha!! look, they said 0.3x going remove all lags and blabla. But see no diffrent :/ So are you sure about this RS5? that RS5 will remove all lags?
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Haha!! look, they said 0.3x going remove all lags and blabla. But see no diffrent :/ So are you sure about this RS5? that RS5 will remove all lags?
They didn't say that. The SA:MP mod development team said the version before it would improve FPS. It did. The lag is caused by old scripts. I explained this several pages back for everyone. Gandalf himself has said it. Many SA:MP devs have said it. I don't know what you people are arguing about still. RS4.1 is going to lag no matter what you do. It was not built to be converted billions of times, upgraded to new SA:MP versions, and stretched so thin on supported players it was never coded to handle. Wait for RS5. The scripts are the reason for the lag. RS5 is coded from scratch to specifically solve all of the complaints. It will solve the problems.
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Haha!! look, they said 0.3x going remove all lags and blabla. But see no diffrent :/ So are you sure about this RS5? that RS5 will remove all lags?
Who said 0.3x was going to remove the lags, please show up some proof.
If you can't prove what you are saying, then please, refrain from posting such things "they said..."
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Who said 0.3x was going to remove the lags, please show up some proof.
If you can't prove what you are saying, then please, refrain from posting such things "they said..."
Well.....in /p ''they said''' that 0,3x much safer also no lagg. So...
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Well.....in /p ''they said''' that 0,3x much safer also no lagg. So...
:banana:
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Nothing will remove the lag it depends on your internet connection and your pc....
Everything has a limit. The lag keeps increasing like everyday.
No it don't
Post Merge: March 11, 2013, 02:38:44 pm
Read this
http://en.wikipedia.org/wiki/Lag_(online_gaming)#Causes (http://en.wikipedia.org/wiki/Lag_(online_gaming)#Causes)
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Nothing will remove the lag it depends on your internet connection and your pc....
So you're saying Frank is lying?
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I do not understand why people are still arguing over the cause of the lag when it has been explained many times. Let me give you all a couple quotes to start out with, and you can find the rest you want from there:
There are many myths about lag and what could cause it.
For a large part it is nothing but a non-existing excuse for other things.
From a technical perspective these are components that can cause lag:
4. Disk usage: This is an issue as players accounts have grown to over 200 lines, meaning that when many players are online there can be 10k to 15k write operations per second. By changing to a better database design for RS5 we expect to solve this.
5. Player connections: Players with a high ping send less updates meaning the total amount of updates the server processes fluctuates.
The ping of users is not what causes the major lag. A good portion of it is caused by the old scripts, built for an older version of SA:MP, built to handle lower player limits than the current, lagging because they cannot handle the load. It is also because said scripts have been converted, upgraded, updated, and otherwise modified so many times by so many people that they are just bugged internally with processing efficiently.
The only solution to this is patience waiting for SA:MP RS5, which will feature brand new code written from scratch, which can not only handle the amount of players on this newer version of SA:MP, but it's built to. It won't have any old code in it, so it was also not be bugged by older technologies being carried over, which lead to inefficiencies, and thus lag.
Translation: We are checking possible sources of lag, and ave excluded most hardware related factors.
That leave two possibilities. Either the data traffic is not opened enough or there is a factor in scripts that causes this. As the lag is not constant but returns with (ir)regular intervals, it is likely to be script related and caused by either a multitude of timers or large IO actions.
One of the challenges we face is to keep the growing amount of player data while at the same time reducing the load and write times of accounts. An average account has over 200 data fields.
With 150 players that can mean 30.000 write actions for instance in case of a payday.
Haha!! look, they said 0.3x going remove all lags and blabla. But see no diffrent :/ So are you sure about this RS5? that RS5 will remove all lags?
They didn't say that. The SA:MP mod development team said the version before it would improve FPS. It did. The lag is caused by old scripts. I explained this several pages back for everyone. Gandalf himself has said it. Many SA:MP devs have said it. I don't know what you people are arguing about still. RS4.1 is going to lag no matter what you do. It was not built to be converted billions of times, upgraded to new SA:MP versions, and stretched so thin on supported players it was never coded to handle. Wait for RS5. The scripts are the reason for the lag. RS5 is coded from scratch to specifically solve all of the complaints. It will solve the problems.
Now I'm sure if you do a more-intense search, you will find similar answers from more people than just us...and there will be many more results with the same reasons given. It's pretty obvious that the scripts are at fault at this point. The reasons have been explained as to why it happens several hundred times over the last few years. The server hardware was even upgraded, updated, and maxed out (http://www.argonathrpg.eu/index.php?topic=50524.msg671903#msg671903) to prove that it is not a hardware issue. Gandalf spent a week straight at one point watching the network activity and monitoring the servers. It is not an internet or hosting connection issue. Players have given differing results, in different locations within the game, in the same tests on the SA:MP server. The other servers are not affected by SA:MP's lag. It is specific to SA:MP, despite SA:MP being hosted on the same machine as several other game servers. It was also tested on it's own server temporarily to ensure resources weren't an issue, despite that already being proved wrong. It has also been temporarily hosted in different locations to factor out network issues for sure. There is no other possibility but the scripts. The only answer is to wait for SA:MP RS5, and try to have fun in the mean time. Nothing else is going to solve a problem that can't be fixed until there is a new release.
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So you're saying Frank is lying?
Did I say that he's lying?
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Why are you guys arguing about something not even related to the topic?
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when i Join the Game it Always Lags, Even i downloaded FIles which Ernst Said to me. But Still When i join it Dosen,t Shows Buildings . its Only in RPG .
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when i Join the Game it Always Lags, Even i downloaded FIles which Ernst Said to me. But Still When i join it Dosen,t Shows Buildings . its Only in RPG .
This is not a support topic. Please make a new topic here:
http://www.argonathrpg.eu/index.php?board=53.0 (http://www.argonathrpg.eu/index.php?board=53.0)
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I think we should better restrict every player to one vehicle. It would be way more efficient. And since you can't use your 3 cars at the same time, it's very useless to have 3 cars.
Sadly, I have to agree with Cyril.If it was upto me, I would bring back the old car system where you could buy cars off from players with a buyout.
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Sadly, I have to agree with Cyril.If it was upto me, I would bring back the old car system where you could buy cars off from players with a buyout.
No, just no. If you only had one vehicle, that would suck, since if you are a family member and you're up to something the other members could use your car as a transport in a convoy or w/e. However i think that buying cars from other people is way more realistic, new car prices should be very high then or something. But i still think 3 cars would be still the way to go.
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No, just no. If you only had one vehicle, that would suck
He said "buy cars off from players" - Note the plural form of car. He did not say anything about owning only 1 car.
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Its not the server..... I mean I play fine and my ping is about 200-250
Nothing lags.....
If your game lags that means your pc cannot handle the game (with mods)
:rofl: :lol:
200 ping is crappy...
The problem is that if in the server there are a lot of players with 80-100 Ping on their screen you Will be teleported and they cant hit you...
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200 ping is crappy...
The problem is that if in the server there are a lot of players with 80-100 Ping on their screen you Will be teleported and they cant hit you...
My friends ping is also 200 or 250 and on my screen he's not teleporting.....
Well he does sometimes BUT that's because he has to do his admins job :lol:
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My friends ping is also 200 or 250 and on my screen he's not teleporting.....
Well he does sometimes BUT that's because he has to do his admins job :lol:
:eek: ...just learn to read! Read again my post...
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There is no need to be rude. Please refrain from the negative comments boys and girls. You can debate without arguing.
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There is no need to be rude. Please refrain from the negative comments boys and girls. You can debate without arguing.
Is that an argue? I just Told him to read before posting... :conf:
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200 ping is crappy...
The problem is that if in the server there are a lot of players with 80-100 Ping on their screen you Will be teleported and they cant hit you...
My ping is around 200-250, I don't find it crappy at all. And I don't see random players randomly teleporting, all is normal.
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I don't think the amount of objects influences the lag at all, considering that Argonath SA:MP doesn't actually have that many objects. I'm one of them players having everything modded, even streets sky and sea and I'm hardly ever experiencing lag caused by that.
So, if you confirm that the hardware isn't causing this heavy lag, then it must be something related to scripts. From what I've noticed anyways the lag seems to be gone when we're few players online, but it goes wild when it comes to handling ~100 players online
I've faith in the RS5 solving this major issue being it written from scratches. It was already clearly said that RS4 is a mix of different scripts being added from time to time by different scripters since Argonath was born, and they're actually getting quite old nowadays :D
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We should try to make a no-mods day :D
Probably on a no-mods day would be like 20 players :razz:
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RS4.1 will not be touched anymore, so we will wait till RS5. Hopefully it will be fixed then, and if not, devs will be working on it.
6 months ago since it should be ''Released'' never came out just as promising as WarZ, I'm saying that it might come out in 2 or 3 years (if we are lucky)
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6 months ago since it should be ''Released'' never came out just as promising as WarZ, I'm saying that it might come out in 2 or 3 years (if we are lucky)
I remember them saying it would be released in October of 2011. Yes, I said 2011
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You moan about how long development is taking, yet we're not paid and it's all volunteery. We all have a life outside of Argonath and that includes jobs and school. Have some respect.
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The lag you are talking about is probably caused by the amounts of players and vehicles around the place you are sitting, have you thought about going to a place like Shady Creeks? Or top of Mt Chilliad? There is totally another story
LOL, well said 8)
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You moan about how long development is taking, yet we're not paid and it's all volunteery. We all have a life outside of Argonath and that includes jobs and school. Have some respect.
àgot lots of respect for that, the only thing is that devolpers dont need to give false information aswell they said it would come out Summer 12' at it still aint out, i got lost of respect but if course its makeing the commuity mad with false information, it would be like if Gandalf wrote to all SAMP moderator applications ''Accepted'' then when they came ingame Gandalf would say ''YOU JUST GOT TROLLED BIG TIME LOL :3''
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àgot lots of respect for that, the only thing is that devolpers dont need to give false information aswell they said it would come out Summer 12' at it still aint out, i got lost of respect but if course its makeing the commuity mad with false information, it would be like if Gandalf wrote to all SAMP moderator applications ''Accepted'' then when they came ingame Gandalf would say ''YOU JUST GOT TROLLED BIG TIME LOL :3''
It's not false information. It was an estimated release date. It wasn't a "this is the exact, promised day we're going to release this" date. If you don't like it, find ways to contribute instead of moaning about it. All you're doing is putting more pressure on the Developers, which burns them out faster, and makes them want to work on it less and less.
I will ask you all the same question again that many others have: Would you rather have a rushed, buggy release with tons of problems and very few features, or would you rather have a well-waited for release, with tons of features, no bugs, and no lag? Make up your minds, because you can't have both.
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Question was answered... locked