Clients Overflowing Midgame
Mayhem
Join Date: 2002-11-28 Member: 10128Members
<div class="IPBDescription">I've tried everything</div> Hey guys,
So since 2.0 came out, I've been dealing with this issue. It seems as the game progresses, it starts dropping clients out with the message overflowed. From what I can tell its almost always later in a game. Very rarely will this happen early on a fresh map. I need some information from players and servers. I want to know if this problem has been happening to you as well.
Metamod was version 1.16.1 and adminmod 2.50.52 and .56
Things Ive tried:
HLDS 4.1.1.0 - NS + metamod + adminmod + extras
HLDS 4.1.1.0 - NS + metamod + adminmod
HLDS 4.1.1.0 - NS + metamod
HLDS 4.1.1.0 - Clean installation of NS
HLDS 4.1.1.1d - NS + metamod + adminmod + extras
HLDS 4.1.1.1d - NS + metamod + adminmod
HLDS 4.1.1.1d - Clean installation of NS
So far nothing has stopped the overflowing clients. I'm getting rather frustrated and this problem doesnt appear to be linked with the other posts about motd.txt or hlds 4.1.1.1d. I'm starting to think it might be where I host the server (.edu with two oc3s) maybe the network is making it unstable? Maybe its just the NS2.0 code I really don't know. I've had no luck and its definetly affecting gameplay when you lose 50+ res as an alien.
So since 2.0 came out, I've been dealing with this issue. It seems as the game progresses, it starts dropping clients out with the message overflowed. From what I can tell its almost always later in a game. Very rarely will this happen early on a fresh map. I need some information from players and servers. I want to know if this problem has been happening to you as well.
Metamod was version 1.16.1 and adminmod 2.50.52 and .56
Things Ive tried:
HLDS 4.1.1.0 - NS + metamod + adminmod + extras
HLDS 4.1.1.0 - NS + metamod + adminmod
HLDS 4.1.1.0 - NS + metamod
HLDS 4.1.1.0 - Clean installation of NS
HLDS 4.1.1.1d - NS + metamod + adminmod + extras
HLDS 4.1.1.1d - NS + metamod + adminmod
HLDS 4.1.1.1d - Clean installation of NS
So far nothing has stopped the overflowing clients. I'm getting rather frustrated and this problem doesnt appear to be linked with the other posts about motd.txt or hlds 4.1.1.1d. I'm starting to think it might be where I host the server (.edu with two oc3s) maybe the network is making it unstable? Maybe its just the NS2.0 code I really don't know. I've had no luck and its definetly affecting gameplay when you lose 50+ res as an alien.
Comments
Like I said I've tried clean installs of dedicated server and NS. But since you appear to have had the same problems. Can you give me a rundown on what your setup was/is. Things like, do you run apache on your box for webhosting or ftp for updating files. Also maybe you could paste your plugins.ini here. Anything to help me pinpoint this thing...
I ran some scenarios thinking it might be sensory related. I dont believe this to be the only factor anymore.
Just so everyone knows I have made separate installs of dedicated server without ANY plugins. Just straight up HLDS 4.1.1.0, 4.1.1.1d combined with just the NS Client and the Dedicated server. I've tried all the combinations with these 4. I've been able to reproduce the results on all 4 variations. All clean installs, all on a server that was working perfectly until 2.0 release. So heres what I've been thinking.
This problem appears to happen after a client has been connected for some period of time, 20+ minutes. And it appears to only happen to certain clients. Myself as an example has never been overflowed. Other people overflow twice per game. I believe structures placed does have some affect on how quickly these clients overflow. Sensory appearing to cause the most lag, both video and network. Also turrets and mines appear to also cause some lag. So basically an area heavily loaded with entities appears to be a breeding ground for this odd problem. As time goes on I'm convincing myself this isn't the servers fault completely. Its happening to certain clients over and over. I'm gonna ask some of my friends who overflow to reinstall and tweak network settings. I'll post back hopefully other people lagging out of games will post their information. I'd be happy to sign up for the beta testing, if you think this problem is fixable. I'll definetly run a test server as this problem does affect the gameplay adversly.
Curious as I haven't seen this myself on either W2k or W2k3 with both HLDS 4.1.1.0 and HLDS 4.1.1.1d
I run an AMD 1800 with a Gig of 2100, 12 gig HD, linksys network card. Sitting on a college network which subscribes to dual oc3's. With that said, I've been hosting for about 6 months now. We've been running great minus the exccessive 1.04 cpu strain. We switched over to 2.0 and suddenly we start having problems. I've been posting all the major bugs in hopes they get addressed in a beta patch. At this point I'm only still writing these updates and posts for my regulars. I'm taking a break from 2.0 as I dont really find it very fun. Sensory has completely **** with the game. It prolongs games into lasting 30-60 minutes when they shouldve been over at 20. Onos and Fades almost require movement and defense now. These are my views its not a flame. I personally loved 1.04, and was expecting 1.1 to come out and fix the balance issues regarding jp hmg. Instead they took the opportunity to make a radical turn to create an entirely new game. I hardly recognize it at this point. So basically 2.0 is supposed to tide us over for another year while they get NS for HL2. So considering I can barely force myself to sit through one fourty minute game, I guess I'll have to take a break until they: 1. Get the bugs worked out 2. Speed up gameplay 3. Make NS FUN. With that said I've decided to keep my server running for all my loyal regulars, but I've decided to call it quits. 1.04 was awesome, I had some great nights in the past year. I'll be back for a future release maybe. I do wish the developement team good luck, as they're on to something great.
"2.0 ripped the fun from my clenched hands"
I run an AMD 1800 with a Gig of 2100, 12 gig HD, linksys network card. Sitting on a college network which subscribes to dual oc3's. With that said, I've been hosting for about 6 months now. We've been running great minus the exccessive 1.04 cpu strain. We switched over to 2.0 and suddenly we start having problems. I've been posting all the major bugs in hopes they get addressed in a beta patch. At this point I'm only still writing these updates and posts for my regulars. I'm taking a break from 2.0 as I dont really find it very fun. Sensory has completely **** with the game. It prolongs games into lasting 30-60 minutes when they shouldve been over at 20. Onos and Fades almost require movement and defense now. These are my views its not a flame. I personally loved 1.04, and was expecting 1.1 to come out and fix the balance issues regarding jp hmg. Instead they took the opportunity to make a radical turn to create an entirely new game. I hardly recognize it at this point. So basically 2.0 is supposed to tide us over for another year while they get NS for HL2. So considering I can barely force myself to sit through one fourty minute game, I guess I'll have to take a break until they: 1. Get the bugs worked out 2. Speed up gameplay 3. Make NS FUN. With that said I've decided to keep my server running for all my loyal regulars, but I've decided to call it quits. 1.04 was awesome, I had some great nights in the past year. I'll be back for a future release maybe. I do wish the developement team good luck, as they're on to something great.
"2.0 ripped the fun from my clenched hands" <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
NS 2.0 killed my inner child. :|
On another note, I'm just about to setup my server, and the only problem I've had is 4.1.1.1 completely crashing on MetaMod initialisation, however a clean installation of 4.1.1.1d fixed that. I still prefer the old on tbfh, this new one doesn't even display who connects by default!
I'll let you know how I get on, my server seems to be a n00b magnets, so I expect it'll fill up within the first few hours of dosens upon millions of the dreaded "NSPlayers."
It's not just your server, trust me. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
1) Remove any and all extraneous plugins (a server that I regularly played on keeps on crashing b/c of its stupid Fireworks/Nuke plugin ...)
2) Tweak ur sv rate cvars
3) Decrease the number of maxplayers
Good luck!
Our initial testing showed that on Mayhem's server, even with only 1 player connected, massive turret farms caused high levels of choke (50+) for anyone within targeting range of the turrets. When players got near the turrets, choke went up, then loss, then likely the player got dropped soon after. Most other servers don't seem to exhibit the choke, nor the overflow problem, so my guess is that the two are directly related.
It's also important to mention that though this problem doesn't happen to everyone, it happens to many, if not most, on Sleepless.
So I set up my own test server and initially found the same thing. Our first big find was that setting the "cl_updaterate" to 20 or less, as well as lowering the "rate" to something like 8500 on the client, seemed to reduce, but not eliminate this problem.
As Mayhem mentioned, we even tried stripping metamod/adminmod out. No help.
Ok now to get to the point. When I set up my server, I added a few lines to the server.cfg because I saw a post here that suggested it was a good idea. They are:
<span style='color:red'><span style='font-size:11pt;line-height:100%'>mp_networkmeterrate 7500
sv_maxupdaterate 100 <----- This one is 95% of the problem, I believe.
sv_minrate 0
sv_maxrate 8500 <----- This is the other 5%.</span></span>
Since these lines were also in the server.cfg I used on my 1.04 test server (which didn't exhibit this problem at all), i figured they were harmless. In my case, and probably yours Mayhem, I was wrong.
<span style='color:yellow'><b>Disabling the <i>sv_maxupdaterate </i>line from the server.cfg dropped the choke down to 5, and disabling the <i>sv_maxrate </i>line eliminated the choke entirely, even in a room packed with close to 50 turrets.</b></span>
With the lines commented out of the server.cfg, I found the the default sv_maxupdaterate is 30, and the sv_maxrate is 0 (unlimited, I assume).
Since no one really visits my little test box (sitting on my piddly cable line), I suggest you try this on Sleepless, Mayhem. I think I'm right, but I'll leave it to the powers that be to determine if I'm right, and if so, why.
- Pablos
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Default values <u>for intenet</u> games are:
sv_updaterate 30
sv_maxrate 10000