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Sernix Coop Insurgency SCINS
STEAM 组
Sernix Coop Insurgency SCINS
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::OG:: sheppy 2017 年 3 月 5 日 上午 9:51
Dog Red Lags and spawns messed up
After spending a good 10 mins trying to FIND Dog Red we get the map. Game starts okay for points A andB but while trying to take C we all die and respawn inside a tank. After we all type kill in console the remaining players report severe lag. Lag while speccing them was brutal. Some of us left. Also while playing the refresh game to loacte the map, several others appeared 8 times if not more??? Is there a way to weight the recycle so that newer maps get a better weighting?
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Daimyo 2017 年 3 月 6 日 下午 7:04 
Was this on checkpoint and when you respawned did you respawn from a round-save respawn?

Have you captured C and spawn normally after?

Not sure how we could improve map vote.. maybe trying to implement a plugin but then you got game modes and not sure if thats supported by other plugins.
VRJosh 2017 年 3 月 7 日 下午 1:31 
I'll add, that I've seen the tank spawn bug while trying to capture C. Also, when trying to capture point I everyone spawned inside a truck outside the I bunker. I think on both occasions it was a round end save spawn where the entire team spawned together at once inside the vehicles.
Daimyo 2017 年 3 月 7 日 下午 1:48 
I'll add, that I've seen the tank spawn bug while trying to capture C. Also, when trying to capture point I everyone spawned inside a truck outside the I bunker. I think on both occasions it was a round end save spawn where the entire team spawned together at once inside the vehicles.


Thats odd. If its happening on round end saves, its because the players position who captured the point was near a tank/vehicle (maybe prone under it) and tahts that position used to spawn the team when everyone dies..
最后由 Daimyo 编辑于; 2017 年 3 月 7 日 下午 1:48
::OG:: sheppy 2017 年 3 月 7 日 下午 3:51 
Daiymo you may be right about that. We had gotten B and some were pushing to C. I suspect those in the back may have been at the tank and sniping from there when they died. Will have to see if it happens again. Not sure why the 1 o2 players that were left alive after we typed kill in the console had such bad lag though??
Hodor 2017 年 3 月 8 日 上午 6:43 
引用自 sheppy
Not sure why the 1 o2 players that were left alive after we typed kill in the console had such bad lag though??

I took some screens for your analysis, coming from physics heavy source games like garry's mod the teleporting lag without any network choke is server cpu choke. The main symptom of this is "IN" row of the netgraph in the first secreenshot the tickrate drops from 64/s to around 8/s. This helps reduce physics calc, but even then 17 ragdolls hitting each other is too much.

I'm not sure if this is made worse with inertial ragdolls if it uses lua script for physics on top of source engine native physics. But I guess Diamyo can put this to the test by disabling inertial rags and have a full server suicide and spawn under a tank and mass suicide again =p


I don't mod for source so I don't know if native physics in it also uses scripts, so take my guess with salt. You will notice this lag also when we camp bot spawns in Bridge maps, the bots spawn and die so fast on top of each other we create physics hell for ourselves by spawn camping.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=879396432
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=879395632


Also in the first shot you can see network choke at the beginning, 17 ragdolls flopping causes a network spike and isp throttling but that quickly settles to show only server cpu choke...... perhaps the red colors of the bar graphs can tell us what is eating the cpu?








最后由 Hodor 编辑于; 2017 年 3 月 8 日 上午 7:06
Daimyo 2017 年 3 月 9 日 下午 5:12 
引用自 🎄Hodor🎄
引用自 sheppy
Not sure why the 1 o2 players that were left alive after we typed kill in the console had such bad lag though??

I took some screens for your analysis, coming from physics heavy source games like garry's mod the teleporting lag without any network choke is server cpu choke. The main symptom of this is "IN" row of the netgraph in the first secreenshot the tickrate drops from 64/s to around 8/s. This helps reduce physics calc, but even then 17 ragdolls hitting each other is too much.

I'm not sure if this is made worse with inertial ragdolls if it uses lua script for physics on top of source engine native physics. But I guess Diamyo can put this to the test by disabling inertial rags and have a full server suicide and spawn under a tank and mass suicide again =p


I don't mod for source so I don't know if native physics in it also uses scripts, so take my guess with salt. You will notice this lag also when we camp bot spawns in Bridge maps, the bots spawn and die so fast on top of each other we create physics hell for ourselves by spawn camping.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=879396432
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=879395632


Also in the first shot you can see network choke at the beginning, 17 ragdolls flopping causes a network spike and isp throttling but that quickly settles to show only server cpu choke...... perhaps the red colors of the bar graphs can tell us what is eating the cpu?

Thanks for posting

What server is that from? We can see if it is the Intertia ragdolls by possibly putting them back to vanilla.
Hodor 2017 年 3 月 9 日 下午 6:50 
引用自 Daimyo
Thanks for posting

What server is that from? We can see if it is the Intertia ragdolls by possibly putting them back to vanilla.


Server #1


I have another theory for the lag on those long bridge maps (we had lag on those before you introduced call of duty models).

Travelling salesman algo is computationally expensive no matter which algo we choose, and it should be universally used among bot pathing devs. I've seen bridge maps lag even when bots don't die on top of each other (but still in a spawn camp scenerio).

I suspect this is the second cause of server cpu choke (on certain maps) besides ragdolls. Bots under spawn camp need pathing recalculated constantly, if the map has many pathing nodes the salesman algo becomes bogged down because of the exponential calculation nature of it that goes worse with more nodes. (like when the bots spawn far and there r many nodes between them and the player).



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