Concerning the lag 4 player bug or wait a month? If its around september 20th i may or not be able to test because i may qualify to enter the NG/Army after meps.
I hope this issue is adressed :-/
And I have a feature request I really hope to get added and soon. (I got factories info F slots, but their base slot base code doesn't let me move them to other slots, though I can stack them via placing in same group. Just need an override to let the thing be movable. :roll:)
That and the water fog bug is VERY irritating. The lag out seemed to be mostly chat spam when I play 4 team FFA SRV tests, but one player does sometimes actually get dropped (after lags of 5 to 10 seconds are displayed and no warpieness occurs in game).
Usuaully when one gets dropped, all the clients get dropped. Sometimes not at the same time, but often soon following eachother.
GSH just finished working 12 hour days 6 days a week plus having to work Sundays too. On top of that, he worked on bz2. I'm sure he started his vacation. We probably won't hear much from GSH until he returns.
GSH must really love BZII...
Who doesn't love bz2?
*pulls curtian over bz1 players*
^.^
Okay, I just tried to play a mpi circle game
2 hours long
about 20 times every client was dropped out. I'll upload a log?
Quote from: General BlackDragon on August 22, 2008, 01:59:55 AM
Okay, I just tried to play a mpi circle game
2 hours long
about 20 times every client was dropped out. I'll upload a log?
Go ahead.
Commando has already identified the problem with that map. And said to play with three people or less on mpi, avoid Circle.
Actually every time i see the lag out issue occur is when one of the players is firing mortars. I noticed the game went smooth when i removed all the mortar weapons from the factory's control panel. It seemed like the last few games i've hosted were going well until i seen a player or myself fire a mortar at the enemy. I'm not sure if this is infact the cause of the lag out but it sure seems like it.
I got Archer spammed on Crystal Castles (map also had a lot of unbuildable green squares (ground reports green, builder says red) in the base areas when I played), and I couldnt even get into a vehicle because my game got half-locked and so warpy that every 5 seconds I'd either be dead and respawning (not falling), or on the ground dieing, or once even somewhere completely different for a second, then warped back. Mortar fire seems to cause MAJOR resync issues, but oddly enough, my LRM towers (which fire 10-15 "missiles" that use the grenade class) do not lag at all unless your computer sucks. I think there may be something wrong with the AttachProcess (my LRMs use SupportProcess), I havent noticed any lag when players fire mortars themselves.