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This needs to stop.

Frank_Hawk · 5225

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Offline SugarD

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Reply #15 on: March 09, 2013, 12:46:04 pm
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.



Offline AK47

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Reply #16 on: March 09, 2013, 12:46:59 pm
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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Offline SugarD

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Reply #17 on: March 09, 2013, 12:51:15 pm
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



Offline Devin

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Reply #18 on: March 09, 2013, 12:52:37 pm
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.  ;)



Offline SugarD

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Reply #19 on: March 09, 2013, 01:00:55 pm
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.



Offline Devin

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Reply #20 on: March 09, 2013, 01:04:50 pm
Testing and fine tuning takes time if you wish to have a clean product at the end of the road.  :roll:



Offline Fazzeh

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Reply #21 on: March 09, 2013, 01:08:14 pm
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?

Hi, i thought i'd let you all know that i'm a proud vegan for over 10 years and that i dislike all the animal exploitation that you consumers support. i should know iv been a vegan for over 10 years.
cows are severely confined, artificially inseminated and shot up with numerous hormones in order to produce milk on commercial dairy farms.
pigs are severely confined, artificially inseminated and shot up with numerous hormones in order to be slaughtered on commercial farms.


Offline Devin

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Reply #22 on: March 09, 2013, 01:10:33 pm
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?



Offline Teddy

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Reply #23 on: March 09, 2013, 01:13:43 pm
Quote
-   Why are we experiencing lag?

Hackers, DDOS attacks and common server stress by over population.

Quote
-   The structure of our development team?

Scripters are myself, Zalia and xcasio.

Quote
-   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.

Quote
-   Who is allowed/permitted to deliver code into a Argonath SA:MP build?

Scripters.

Quote
-   What the quality criteria for checking new code into the Argonath SA:MP build?

Debug and testing in a private test server.

Quote
-   Do we have a testing team to check functional/non-functional changes?

Yes.

Quote
-   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.

Quote
-   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.



Offline Luke

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Reply #24 on: March 09, 2013, 01:26:42 pm
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..



Offline Frank_HawkTopic starter

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Reply #25 on: March 09, 2013, 01:36:43 pm
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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Offline AK47

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Reply #26 on: March 09, 2013, 01:43:01 pm
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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Offline Teddy

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Reply #27 on: March 09, 2013, 01:48:01 pm
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.

Quote
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.

Quote
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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Reply #28 on: March 09, 2013, 01:51:16 pm
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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In need of assistance? Please send me a forum PM instead of contacting me ingame. Whenever i am ingame, i'm most likely busy with something else which means i wont be able to help you there and then.


Offline SugarD

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Reply #29 on: March 09, 2013, 01:51:44 pm
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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