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This needs to stop.

Frank_Hawk · 5182

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Offline Frank_HawkTopic starter

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on: March 09, 2013, 11:48:05 am
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:





Though much is taken, much abides; and though we are not now that strength which in old days moved earth and heaven; that which we are, we are; One equal temper of heroic hearts, made weak by time and fate, but strong in will to strive, to seek, to find, and not to yield.


Offline Thom

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Reply #1 on: March 09, 2013, 11:53:07 am
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?



Offline AK47

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Reply #2 on: March 09, 2013, 11:53:24 am
Agree  :poke:

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Offline Lincoln.

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Reply #3 on: March 09, 2013, 11:58:03 am
Very well said.



Offline LoHi

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Reply #4 on: March 09, 2013, 11:58:27 am
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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Offline BKP

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Reply #5 on: March 09, 2013, 12:14:24 pm
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



Offline TheRock

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Reply #6 on: March 09, 2013, 12:26:09 pm
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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Offline Huntsman

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Reply #7 on: March 09, 2013, 12:27:00 pm
There is a way to fix this.. Force a ping limit and kick all those 400 pingers...

Over 10 years in Argonath


Offline MrFrancis

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Reply #8 on: March 09, 2013, 12:29:12 pm
There is a way to fix this.. Force a ping limit and kick all those 400 pingers...
No.



Offline [Rstar]Paul

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Reply #9 on: March 09, 2013, 12:30:14 pm
There is a way to fix this.. Force a ping limit and kick all those 400 pingers...

 :(



Offline CharlieKasper

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Reply #10 on: March 09, 2013, 12:32:10 pm
There is a way to fix this.. Force a ping limit and kick all those 400 pingers...
No.



Offline Devin

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Reply #11 on: March 09, 2013, 12:33:24 pm
Of course people blame players ping for server lag and desync.



Offline Conk

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Reply #12 on: March 09, 2013, 12:35:46 pm
Love you frank.



Offline SugarD

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Reply #13 on: March 09, 2013, 12:36:05 pm
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.



Offline Aca

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Reply #14 on: March 09, 2013, 12:42:13 pm
And I thought I'm only one who got lags/becoming desynced. Very well said, Frank.



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