So literally every combat server I have played on since reinforced was released are having issues with rubber banding and red plugs.. I tried hosting a combat server on a rig from home today and got the same issues, and I'm pretty certain that the lags/red plugs happens when someone joins the server. It doesn't happen when they start loading in, but the moment they appear on the scoreboard. It doesn't happen every time someone joins, but fairly often.
What makes me so certain that it's what causing it is because when the server actually fills (18 slots), there are no issues with rubberbanding/redplugs/stutter what so ever. One round it filled up early, everyone stayed on and we played ~30 minutes without any issues, then when the next round started (on the same map) and people started leaving and others joining, the lags came back instantly.
Is this directly related to combat mod and something that can be fixed, or is it completely on UWE's side? I am aware there are issues with servers since reinforced was released (red plugs issue that UWE have acknowledged and are apparently working on), but the reason I'm wondering is because literally ALL combat servers seem to be affected by this, but there are plenty of normal public servers that aren't having issues. My logical assumption was at first that combat causes heavier load on the server, but that doesn't make sense since the lags aren't happening when the server is full.
I'm pretty certain that the lags/red plugs happens when someone joins the server. It doesn't happen when they start loading in, but the moment they appear on the scoreboard. It doesn't happen every time someone joins, but fairly often.
i noticed this as well.
so is tier 3 fixed now or what? what about lowering the flamethrower damage/ammo?
Okay... I finally got past the workshop errors that were stopping me publishing last night. It'd be really nice if there was a way other people could publish!
This morning, a new version of Combat (5.1) has been published, fixing some of the bugs that showed up with b256 and also addressing some balance issues. Server ops please restart your servers!
grenades are awesome! thanks!
so no more devour? it was the only reason to onos!
and also i assume every combat server is rubberbanding.. because every single one i go to does still, any word on that? i noticed it when the server is full too!
the rubberband/lag is the major bug right now
I created a local server and after a 10 minutes it lagged/rubberbanded
"Compiling 'shaders/GUIBasic.surface_shader' error 3x
marines are overpowered period. onos cant do much against JP's in places with high ceilings, devour was annoying but it stopped jp's. i wish more people actually posted in here, instead of just talking about it on servers.
all the "good" players stack marines...easier to win.
marines are overpowered period. onos cant do much against JP's in places with high ceilings, devour was annoying but it stopped jp's. i wish more people actually posted in here, instead of just talking about it on servers.
all the "good" players stack marines...easier to win.
I suggest you put it back, but closer to NS1 when it was harder to devour someone. (I did not devour anyone, but I didn't see any Onos miss me with their devour attack, which always happened in NS1).
JimWest has been working on some performance enhancements so we're proud to announce a new version of Combat. Hopefully the rubber banding issues should be resolved for most of you now... Servers ops please update your servers, stay tuned for more updates!
Check out the thread here for some screenshots of the awesome work that was submitted. Be aware there might be some minor changes at this point (mostly to Crystal Caves). If you have any issues post in the thread!
i hope the next ns2 build fixes performance issues, otherwise combat servers will have to stay at 12 users max! server is lagging bad at 13 right now, used to run 22 users fine before does anyone else miss 249?
- Fixed serveral Bugs
- Fixed exo can eject abuse
- Made fade stronger again (was under ns2 values)
- Changed Onos tier abilities to normal ns2 ones
- Added grenades for marines
Comments
What makes me so certain that it's what causing it is because when the server actually fills (18 slots), there are no issues with rubberbanding/redplugs/stutter what so ever. One round it filled up early, everyone stayed on and we played ~30 minutes without any issues, then when the next round started (on the same map) and people started leaving and others joining, the lags came back instantly.
Is this directly related to combat mod and something that can be fixed, or is it completely on UWE's side? I am aware there are issues with servers since reinforced was released (red plugs issue that UWE have acknowledged and are apparently working on), but the reason I'm wondering is because literally ALL combat servers seem to be affected by this, but there are plenty of normal public servers that aren't having issues. My logical assumption was at first that combat causes heavier load on the server, but that doesn't make sense since the lags aren't happening when the server is full.
i noticed this as well.
so is tier 3 fixed now or what? what about lowering the flamethrower damage/ammo?
does anyone know where to get the win/loss stats?
Please fix tier 2 abilities for aliens.
Combat is now officially screwed ...
I know that feeling so many errors
edit: JimWest did you say the exo bug was fixed? i too was at a game against 4 exos!
This morning, a new version of Combat (5.1) has been published, fixing some of the bugs that showed up with b256 and also addressing some balance issues. Server ops please restart your servers!
And marines got now grenades!
so no more devour? it was the only reason to onos!
and also i assume every combat server is rubberbanding.. because every single one i go to does still, any word on that? i noticed it when the server is full too!
Any known bugs in this version?
I created a local server and after a 10 minutes it lagged/rubberbanded
"Compiling 'shaders/GUIBasic.surface_shader' error 3x
- shotgun sometimes reload 1 ammo and stops, instead of keep reloading
- female emp doesn't work
not a bug but flamethrower is overpowered.
all the "good" players stack marines...easier to win.
I suggest you put it back, but closer to NS1 when it was harder to devour someone. (I did not devour anyone, but I didn't see any Onos miss me with their devour attack, which always happened in NS1).
co_portals is now playable!
Check out the thread here for some screenshots of the awesome work that was submitted. Be aware there might be some minor changes at this point (mostly to Crystal Caves). If you have any issues post in the thread!
Most of all - remember to have fun!
- Fixed serveral Bugs
- Fixed exo can eject abuse
- Made fade stronger again (was under ns2 values)
- Changed Onos tier abilities to normal ns2 ones
- Added grenades for marines