Problem When Testing Map With Other People

MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
<div class="IPBDescription">actions lag by 3 minutes</div> I recently tested a version of a map I have been working on with about 8 other people on a good server, but everything laged for extreme amounts of time (2-3 minutes normaly). Text would not apear until 2 minutes after it was typed, the hall of mirrors effect when joining a team stayed around for a long time. Player models didn't update, door sounds didn't play. Commander mode wouldn't start up when someone entered the chair. A few things did work, voice talk seemed to work fine, but that was about it.

I have no idea what caused this lag, but I know it wasn't the server. When I ran the map alone it seemed to work fine. THe r_speeds were below the 600 limit, the epoly was below the 2100 limit. The only thing that seemed to be poor was the frame rate.

The map uses only about 400 entities total, and when you take away the ones that don't count toward the 300 limit, it totals only about 200.

This is not my first half life map, but it is my first natural selection map. I figured I made some error in the compile set up. I am using xcagey's tools and hammer 3.5 beta.

I'll give more information if you need it, and I could really use some help on this. I can't seem to figure out why this happens, and all the faqs I have seen don't seem to answer any questions about this problem.
«1

Comments

  • Soylent_greenSoylent_green Join Date: 2002-12-20 Member: 11220Members, Reinforced - Shadow
    edited October 2003
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->hall of mirrors effect when joining a team stayed around for a long time<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    HoM when joining a team? never seen that.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Player models didn't update<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->, why should they? Gordon Freeman skulks rock <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->.

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The r_speeds were below the 600 limit, the epoly was below the 2100 limit. The only thing that seemed to be poor was the frame rate.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    That's odd, your not like, running it without running RAD, for testing? It will seriously fuxxor your fps and cause stuttering, I haven't tested such a map with several people but I don't think it is unreasonable to get the problems described...

    Did you get any compile warnings?(warnings do not halt compiling, they only tell you that there are non-fatal problems in there).

    You didn't accidentally use the old ns 1.0x fgd or something?

    Post the compile logs?

    Have you tried any other compile tools(like merls build of ZHLT), same result? Maybe try cordoning of a part of the map at a time and compiling that and seeing if it runs well in mp? Then you might tell if it is a general problem of the map(IE problem with settings and stuff) or if it is some part of it causing the problems. Of course, that would mean wasting a few buddies and a servers time running different fragments and compiles of your map <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> as well as downloading lots of stuff(I think .wad's and .bsp's compress well though....).
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    I ran with rad, and no compile messages poped up of any kind. It may be possible that I am using the 1.04 fdg, since I started the map back in 1.04. However, I'm fairly sure I updated...how would I know if I'm using the old 1.04 files? No new entities were added in 2.0.

    As for that play models not updating, I have screenshots of gorges and marines wall walking, a knife weilding egg, and and lerk that moved as an onos.
  • esunaesuna Rock Bottom Join Date: 2003-04-03 Member: 15175Members, Constellation
    <!--QuoteBegin--Machiavelli+Oct 12 2003, 05:21 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Machiavelli @ Oct 12 2003, 05:21 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ... a knife weilding egg ... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Dear god, i need screenshots of that.
  • pr0j3ktilepr0j3ktile Join Date: 2003-09-14 Member: 20859Members
    i only got a ss of a skulk with a lmg, aka mach
  • KageKage Join Date: 2002-11-01 Member: 2016Members
    <!--QuoteBegin--Machiavelli+Oct 11 2003, 11:21 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Machiavelli @ Oct 11 2003, 11:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> However, I'm fairly sure I updated...how would I know if I'm using the old 1.04 files? No new entities were added in 2.0.
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Check if you have monster_furniture in your point entity list- it was removed in the 2.0 fgd.

    I'm not sure how much using an old fgd could affect lag, though.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    If you have made enough fun screen shots I would suggest you remove all the entities except for lights and put the player starts into the map instead of the rr. Your map will run fine again and you can start adding entities until you find the one that causes network lag. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> That of course after you have made sure you have the new entities FDG (or whatever it is spelled). It contains a new entity (that still doesn't work - but anyway) called trigger_script. Good luck, and post some of the screenies. They are really really welcome <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    First I would check both the server and client console logs, are there any error messages being spammed that could give you a hint as to the real problem?

    However my guess is bandwidth issues. I am on 512Kbps ADSL (theoretically 64 kb/s max download), connecting from Portugal. When I join servers back home in New Zealand the servers only transmit to me at around 3-4 kb/s, causing huge amounts of the same lag symptoms you mentioned.

    I know that their servers aren't the problem, because back home in NZ I could easily get them sending at 7-8 kb/s from internet cafes. I know I'm not the problem because I can play with a ping of 30-40 on Portuguese servers. However the sheer distance and amount of crappy routers I need to pass through to communicate with NZ from PT means that playing with my old mates is almost impossible....

    Make sure that all 8 of your players AND your server are on good, nearby, ISPs. Also check what kind of upstream bandwidth you server can handle. If each player downloaded on average 5 kb/s from your server as they played, then you server must sent 40 k/s total every second. That means it would require a minimum 320Kbps upstream for the entire time they are all connected to the server.
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    Sorry, I can't seem to find the picture of the knife wielding egg, I think someone else got it...

    Anyway, I have a picture of my compile set up, I hope this will give you guys some hints if I forgot a line...

    <a href='http://www.geocities.com/fakemaps/compilepic.gif' target='_blank'>http://www.geocities.com/fakemaps/compilepic.gif</a>

    <span style='color:red'>*NOTE* its a geocities link, so just clicking on it <b>WONT WORK</b>. You'll have to cut n past it to the address bar</span>
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    edited October 2003
    Don't suppose you could compile your map, save the log, and then copy and paste it into these forums? It's a bit easier to see the errors with logs than with compiler settings, seeing as those settings look fine to me... Not sure what the -chart flag does though...
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    I would have posted the log here, but I don't have it anymore. It got saved over when I did another compile. The biggest problem was the fact that the compile log failed to read out any errors. The log was clean. This is one of the reasons this problem is so troubling for me.

    I tried typing "numents" and "entityinfo" into the console to see the number of runtime entities, incase that was causing the lag, but the console didn't respond. It would accept the command, but nothing would happen (ei: it didn't say invalid command numents)

    As for the "-chart" argument, it shows how much of each resource you are using (planes, clipnodes, etc)
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    I suspected the log would have been fine.

    Seriously, I'm 99% certain this is a bandwidth issue, I've had these symptoms MANY times, and it's always bandwidth. Either mine isn't big enough, or the server's isn't big enough, something inbetween is overloaded...

    What are the specs of this server of yours?
  • amckernamckern Join Date: 2003-03-03 Member: 14249Members, Constellation
    Don't worry

    I get this once in a while on offical maps.

    Its upto the amount of players on the server, and how long u have been playing

    EFTEL, optus, ausns, and many other servers show me the HoM, and effects such as yours

    Its the NS version of CS' grand cl_flush, just lower your rate, until it clears up

    amckern
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    the only time ive seen this happen is a while ago when people were using the super long name exploit on some cs servers
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    psss... to see how many entities you have just type entities in the console <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    None of you guys seem to understand how screwed up this map compile was.

    We couldn't use the comm chair, like, the lag was enourmous, frame rates sucked...

    Text wouldn't come in for like 2 min to 2 hours after you typed it, it was just... messed up.

    Oddly enough, using HL voice chat worked fine.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    We learned to fear the gorges on this map.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    The aliens learned fast not to trust this lerk.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Ok, for the <b>third</b> time in a row: I THINK IT IS A BANDWIDTH ISSUE.

    Could you please tell us the internet connection of the server you were using? PLEASE?
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    Here is the most recent compile log of the map. I used a few differnt arguments (-full instead of -sparce and -nomatrix to keep it under the limit). I tested this again on <i>another</i> server and it continued to lag extremely.

    One last idea I have is that the entities may be to big. In order to keep the total entity count low I would take 3 brushes that formed a catwalk and tied them all to one func_wall. Isn't their a size that if an entity is greater then it is "rendered" no matter where you are in the level? I also know that NS draws entities based on how far away from you they are (the commander mode sets it), could this in anyway effect the lag? I know these are stupid questions, and I am rambling, but I am desperate.

    Anyway, here is the compile log....

    <span style='color:gray'><span style='font-size:8pt;line-height:100%'>** Executing...
    ** Command: Change Directory
    ** Parameters: "C:\SIERRA\Half-Life"


    ** Executing...
    ** Command: C:\PROGRA~1\VALVEH~1\HLCSG.EXE
    ** Parameters: "c:\program files\valve hammer editor\maps\ns_depths" -chart -hullfile c:\Sierra\Half-Life\NS\nshulls.txt

    hlcsg v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (merlinis@bigpond.net.au)
    ----- BEGIN hlcsg -----
    Command line: C:\PROGRA~1\VALVEH~1\HLCSG.EXE "c:\program files\valve hammer editor\maps\ns_depths"-chart -hullfile c:\Sierra\Half-Life\NS\nshulls.txt
    Loading hull definitions from 'c:\Sierra\Half-Life\NS\nshulls.txt'
    Entering c:\program files\valve hammer editor\maps\ns_depths.map

    Current hlcsg Settings
    Name | Setting | Default
    ---------------------|-----------|-------------------------
    threads [ 1 ] [ Varies ]
    verbose [ off ] [ off ]
    log [ on ] [ on ]
    developer [ 0 ] [ 0 ]
    chart [ on ] [ off ]
    estimate [ off ] [ off ]
    max texture memory [ 4194304 ] [ 4194304 ]
    priority [ Normal ] [ Normal ]

    noclip [ off ] [ off ]
    null texture stripping[ on ] [ on ]
    clipnode economy mode [ on ] [ on ]
    onlyents [ off ] [ off ]
    wadtextures [ on ] [ on ]
    skyclip [ on ] [ on ]
    hullfile [ c:\Sierra\Half-Life\NS\nshulls.txt ] [ None ]
    min surface area [ 0.500 ] [ 0.500 ]
    brush union threshold [ 0.000 ] [ 0.000 ]

    Using mapfile wad configuration
    Wadinclude list :
    [zhlt.wad]

    54 brushes (totalling 319 sides) discarded from clipping hulls
    CreateBrush:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (103.04 seconds)
    SetModelCenters:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (0.00 seconds)
    CSGBrush:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (15.43 seconds)

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 0/400 0/25600 ( 0.0)
    planes 21124/32767 422480/655340 (64.5)
    vertexes 0/65535 0/786420 ( 0.0)
    nodes 0/32767 0/786408 ( 0.0)
    texinfos 8411/32767 336440/1310680 (25.7)
    faces 0/65535 0/1310700 ( 0.0)
    clipnodes 0/32767 0/262136 ( 0.0)
    leaves 0/8192 0/229376 ( 0.0)
    marksurfaces 0/65535 0/131070 ( 0.0)
    surfedges 0/512000 0/2048000 ( 0.0)
    edges 0/256000 0/1024000 ( 0.0)
    texdata [variable] 0/4194304 ( 0.0)
    lightdata [variable] 0/4194304 ( 0.0)
    visdata [variable] 0/2097152 ( 0.0)
    entdata [variable] 0/524288 ( 0.0)
    0 textures referenced
    === Total BSP file data space used: 758920 bytes ===

    Using Wadfile: \sierra\half-life\valve\halflife.wad
    - Contains 20 used textures, 22.22 percent of map (3116 textures in wad)
    Using Wadfile: \sierra\half-life\ns\ns.wad
    - Contains 44 used textures, 48.89 percent of map (578 textures in wad)
    Using Wadfile: \sierra\half-life\ns\ns2.wad
    - Contains 26 used textures, 28.89 percent of map (296 textures in wad)

    added 7 additional animating textures.
    Texture usage is at 2.72 mb (of 4.00 mb MAX)
    123.86 seconds elapsed [2m 3s]

    ----- END hlcsg -----




    ** Executing...
    ** Command: C:\PROGRA~1\VALVEH~1\HLBSP.EXE
    ** Parameters: "c:\program files\valve hammer editor\maps\ns_depths" -chart

    hlbsp v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (merlinis@bigpond.net.au)
    ----- BEGIN hlbsp -----
    Command line: C:\PROGRA~1\VALVEH~1\HLBSP.EXE "c:\program files\valve hammer editor\maps\ns_depths"-chart

    Current hlbsp Settings
    Name | Setting | Default
    -------------------|-----------|-------------------------
    threads [ 1 ] [ Varies ]
    verbose [ off ] [ off ]
    log [ on ] [ on ]
    developer [ 0 ] [ 0 ]
    chart [ on ] [ off ]
    estimate [ off ] [ off ]
    max texture memory [ 4194304 ] [ 4194304 ]
    priority [ Normal ] [ Normal ]

    noclip [ off ] [ off ]
    nofill [ off ] [ off ]
    null tex. stripping [ on ] [ on ]
    notjunc [ off ] [ off ]
    subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
    max node size [ 1024 ] [ 1024 ] (Min 64) (Max 4096)


    BSP generation successful, writing portal file 'c:\program files\valve hammer editor\maps\ns_depths.prt'

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 281/400 17984/25600 (70.3)
    planes 21124/32767 422480/655340 (64.5)
    vertexes 20369/65535 244428/786420 (31.1)
    nodes 8658/32767 207792/786408 (26.4)
    texinfos 8411/32767 336440/1310680 (25.7)
    faces 14180/65535 283600/1310700 (21.6)
    clipnodes 26773/32767 214184/262136 (81.7)
    leaves 5716/8192 160048/229376 (69.8)
    marksurfaces 18511/65535 37022/131070 (28.2)
    surfedges 65611/512000 262444/2048000 (12.8)
    edges 34504/256000 138016/1024000 (13.5)
    texdata [variable] 4272/4194304 ( 0.1)
    lightdata [variable] 0/4194304 ( 0.0)
    visdata [variable] 0/2097152 ( 0.0)
    entdata [variable] 60066/524288 (11.5)
    97 textures referenced
    === Total BSP file data space used: 2388776 bytes ===
    28.51 seconds elapsed

    ----- END hlbsp -----




    ** Executing...
    ** Command: C:\PROGRA~1\VALVEH~1\HLVIS.EXE
    ** Parameters: "c:\program files\valve hammer editor\maps\ns_depths" -chart -full

    hlvis v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (merlinis@bigpond.net.au)
    ----- BEGIN hlvis -----
    Command line: C:\PROGRA~1\VALVEH~1\HLVIS.EXE "c:\program files\valve hammer editor\maps\ns_depths"-chart -full
    2217 portalleafs
    7506 numportals

    -= Current hlvis Settings =-
    Name | Setting | Default
    -------------------|-----------|-------------------------
    threads [ 1 ] [ Varies ]
    verbose [ off ] [ off ]
    log [ on ] [ on ]
    developer [ 0 ] [ 0 ]
    chart [ on ] [ off ]
    estimate [ off ] [ off ]
    max texture memory [ 4194304 ] [ 4194304 ]
    max vis distance [ 0 ] [ 0 ]
    priority [ Normal ] [ Normal ]

    fast vis [ off ] [ off ]
    full vis [ on ] [ off ]


    BasePortalVis:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (114.46 seconds)
    LeafThread:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (947.03 seconds)
    average leafs visible: 132
    g_visdatasize:76998 compressed from 616326

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 281/400 17984/25600 (70.3)
    planes 21124/32767 422480/655340 (64.5)
    vertexes 20369/65535 244428/786420 (31.1)
    nodes 8658/32767 207792/786408 (26.4)
    texinfos 8411/32767 336440/1310680 (25.7)
    faces 14180/65535 283600/1310700 (21.6)
    clipnodes 26773/32767 214184/262136 (81.7)
    leaves 5716/8192 160048/229376 (69.8)
    marksurfaces 18511/65535 37022/131070 (28.2)
    surfedges 65611/512000 262444/2048000 (12.8)
    edges 34504/256000 138016/1024000 (13.5)
    texdata [variable] 4272/4194304 ( 0.1)
    lightdata [variable] 0/4194304 ( 0.0)
    visdata [variable] 76998/2097152 ( 3.7)
    entdata [variable] 60066/524288 (11.5)
    97 textures referenced
    === Total BSP file data space used: 2465774 bytes ===
    1062.15 seconds elapsed [17m 42s]

    ----- END hlvis -----




    ** Executing...
    ** Command: C:\PROGRA~1\VALVEH~1\HLRAD.EXE
    ** Parameters: "c:\program files\valve hammer editor\maps\ns_depths" -chart -nomatrix -smooth 60 -extra -lights c:\Sierra\Half-Life\ns\nslights.rad -bounce 1

    hlrad v2.5.3 rel Custom Build 1.7 (Dec 9 2002)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (merlinis@bigpond.net.au)
    ----- BEGIN hlrad -----
    Command line: C:\PROGRA~1\VALVEH~1\HLRAD.EXE "c:\program files\valve hammer editor\maps\ns_depths"-chart -nomatrix -smooth 60 -extra -lights c:\Sierra\Half-Life\ns\nslights.rad -bounce 1

    -= Current hlrad Settings =-
    Name | Setting | Default
    --------------------|---------------------|-------------------------
    threads [ 1 ] [ Varies ]
    verbose [ off ] [ off ]
    log [ on ] [ on ]
    developer [ 0 ] [ 0 ]
    chart [ on ] [ off ]
    estimate [ off ] [ off ]
    max texture memory [ 4194304 ] [ 4194304 ]
    priority [ Normal ] [ Normal ]

    vismatrix algorithm [ NoMatrix ] [ Original ]
    oversampling (-extra)[ on ] [ off ]
    bounces [ 1 ] [ 1 ]
    ambient light [ 0.000 0.000 0.000 ] [ 0.000 0.000 0.000 ]
    maximum light [ 255.000 ] [ 256.000 ]
    circus mode [ off ] [ off ]

    smoothing threshold [ 60.000 ] [ 50.000 ]
    direct threshold [ 25.000 ] [ 25.000 ]
    direct light scale [ 2.000 ] [ 2.000 ]
    coring threshold [ 1.000 ] [ 1.000 ]
    patch interpolation [ on ] [ on ]

    texscale [ on ] [ on ]
    patch subdividing [ on ] [ on ]
    chop value [ 64.000 ] [ 64.000 ]
    texchop value [ 32.000 ] [ 32.000 ]

    global fade [ 1.000 ] [ 1.000 ]
    global falloff [ 2 ] [ 2 ]
    global light scale [ 1.000 1.000 1.000 ] [ 1.000 1.000 1.000 ]
    global gamma [ 0.500 0.500 0.500 ] [ 0.500 0.500 0.500 ]
    global light scale [ 1.000 ] [ 1.000 ]
    global sky diffusion [ 1.000 ] [ 1.000 ]

    opaque entities [ on ] [ on ]
    sky lighting fix [ on ] [ on ]
    incremental [ off ] [ off ]
    dump [ off ] [ off ]

    colour jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
    monochromatic jitter [ 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 ]
    softlight hack [ 0.0 0.0 0.0 0.0 ] [ 0.0 0.0 0.0 0.0 ]
    diffuse hack [ on ] [ on ]
    spotlight points [ on ] [ on ]

    custom shadows with bounce light
    [ off ] [ off ]
    rgb transfers [ off ] [ off ]


    [Reading texlights from 'c:\Sierra\Half-Life\ns\nslights.rad']
    [102 texlights parsed from 'c:\Sierra\Half-Life\ns\nslights.rad']

    14180 faces
    Create Patches : 81822 base patches
    70 opaque faces
    863644 square feet [124364736.00 square inches]
    6324 direct lights

    BuildFacelights:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (4358.50 seconds)
    MakeScales:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (7353.87 seconds)
    SwapTransfers:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (150.11 seconds)
    Transfer Lists : 47695316 : 47.70M transfers
    Indices : 27680032 : 26.40M bytes
    Data : 190781264 : 181.94M bytes
    Bounce 1 GatherLight:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (55.20 seconds)
    FinalLightFace:
    10%...20%...30%...40%...50%...60%...70%...80%...90%... (29.06 seconds)

    Object names Objects/Maxobjs Memory / Maxmem Fullness
    ------------ --------------- --------------- --------
    models 281/400 17984/25600 (70.3)
    planes 21124/32767 422480/655340 (64.5)
    vertexes 20369/65535 244428/786420 (31.1)
    nodes 8658/32767 207792/786408 (26.4)
    texinfos 8411/32767 336440/1310680 (25.7)
    faces 14180/65535 283600/1310700 (21.6)
    clipnodes 26773/32767 214184/262136 (81.7)
    leaves 5716/8192 160048/229376 (69.8)
    marksurfaces 18511/65535 37022/131070 (28.2)
    surfedges 65611/512000 262444/2048000 (12.8)
    edges 34504/256000 138016/1024000 (13.5)
    texdata [variable] 4272/4194304 ( 0.1)
    lightdata [variable] 2975562/4194304 (70.9)
    visdata [variable] 76998/2097152 ( 3.7)
    entdata [variable] 60066/524288 (11.5)
    97 textures referenced
    === Total BSP file data space used: 5441336 bytes ===
    11978.15 seconds elapsed [3h 19m 38s]

    ----- END hlrad -----




    ** Executing...
    ** Command: Copy File
    ** Parameters: "c:\program files\valve hammer editor\maps\ns_depths.bsp" "C:\SIERRA\Half-Life\ns\maps\ns_depths.bsp"


    ** Executing...
    ** Command: Copy File
    ** Parameters: "c:\program files\valve hammer editor\maps\ns_depths.pts" "C:\SIERRA\Half-Life\ns\maps\ns_depths.pts"


    ** Executing...
    ** Command: C:\SIERRA\HALF-L~1\HL.EXE
    ** Parameters: +map "ns_depths" -dev -console -game ns</span></span>
  • styleestylee Join Date: 2003-03-23 Member: 14802Members
    <!--QuoteBegin--Revenge+Oct 13 2003, 07:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenge @ Oct 13 2003, 07:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ok, for the <b>third</b> time in a row: I THINK IT IS A BANDWIDTH ISSUE.

    Could you please tell us the internet connection of the server you were using? PLEASE? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    This is NOT A BANDWIDTH ISSUE, FFS. The server runs fine with EVERY SINGLE other map except this one--test the server for yourself, 67.39.161.11:27017
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    Revenge, I know you mean well, and I can understand your frustration, but trust us, it is not a problem with the server. It runs all offical maps (and some good customs maps) pefectly. It is not the fault of the server. I have run it on more then one server now and both times it laged.

    If you still want them, I'll try to get the server specs up here....but trust me, its not the server.
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    edited October 2003
    Do you have any models in the level?

    also: why are you using -nomatrix? this wouldn't cause the lag, I'm just wondering.
  • MachiavelliMachiavelli Join Date: 2003-07-27 Member: 18468Members
    Yes, I was using a few custom models. 2 claw models, and 12 barrel models. I can show you the models if you want. As for using -nomatrix, it was a workaround for a limit I hit while compiling. It ups the number of patchings you can have at the cost of a longer compile time.
  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    try taking out entities one by one until you get a non-laggy one <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • WolfWingsWolfWings NS_Nancy Resurrectionist Join Date: 2002-11-02 Member: 4416Members
    As a quick note... all this talk about these wierd 'compile problems' and 'laggy compiles' is ****.

    The 'bug' you're speaking of occurs even in the existing stock maps. It's something new to the 2.x series, that I've had happen to me on more than one occasion. Just restart the server, and the problem should go away. You just got a bad roll of the proverbial dice.

    And yes, voice-chat still works for some reason I still haven't figured out, when this bug occurs. I'm not even going to try to guess why that happens, but it does. When you noted that, I immediately knew it was the same bug I've had hit a server at semi-random on Bast and Hera at the very least, along with other maps that I can't recall the name of. (Nothing, I think, but don't quote me on that one.)
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    <!--QuoteBegin--Machiavelli+Oct 11 2003, 08:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Machiavelli @ Oct 11 2003, 08:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I am using xcagey's tools and hammer 3.5 beta. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    You had me worried about some bizzare new problem in one of my later tool builds until I saw your log -- you're using Merl's tools (1.7, Dec 9 2002), which mine are based on.
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    And it would really help the helpers if you gave them feedback. Here are a few possible solutions now and you never say if it helps, just that it still does not work. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
    Soylent Green for example asked if you are using the old entity file for Hammer.
    I proposed to remove all entities temporarily until you find one that starts the lag.

    Please let us know what the results are and try every solution before going on. Else people will just double post what they already said (and get a bit frustrated.) I don't mean to sound rude, just want to help the helpers help you with your help request.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--Revenge+Oct 13 2003, 08:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenge @ Oct 13 2003, 08:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ok, for the <b>third</b> time in a row: I THINK IT IS A BANDWIDTH ISSUE.

    Could you please tell us the internet connection of the server you were using? PLEASE? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Xzliens server is a kickass server which I play on all the time, and IT DOES NOT LAG!!! DO YOU THINK WE WOULD HAVE NOTICED SOMETHING AS SIMPLE AS BANDWIDTH ISSUES??



    [/major ventage]
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin--Forlorn+Oct 14 2003, 08:36 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Oct 14 2003, 08:36 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Revenge+Oct 13 2003, 08:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Revenge @ Oct 13 2003, 08:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Ok, for the <b>third</b> time in a row: I THINK IT IS A BANDWIDTH ISSUE.

    Could you please tell us the internet connection of the server you were using? PLEASE? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Xzliens server is a kickass server which I play on all the time, and IT DOES NOT LAG!!! DO YOU THINK WE WOULD HAVE NOTICED SOMETHING AS SIMPLE AS BANDWIDTH ISSUES??



    [/major ventage] <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Why are you venting? I know Xzilen's server is excellent, some may not know this. Feedback is essential. No reason to get all <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> on us. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    ~ DarkATi

    (Never trust a Gorge.)

    <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> + <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> + <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> + <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> = <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> = <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
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