[bf1942] Lag issue
YAH Bloodlust
yah.bloodlust at noos.fr
Sun Dec 15 21:13:52 EST 2002
I have exactly the same problem with my linux server.
In a first time i have thought it was due to the poor PIII 550Mhz, but now i am not sure.
Gudmo, what is your configuration please ?
----- Original Message -----
From: Gudmo
To: bf1942 at icculus.org
Sent: Monday, December 16, 2002 3:00 AM
Subject: [bf1942] Lag issue
Although it's generally not felt when moving around ingame there is considerable
lag issue with the linux server.
entering and exiting vehicles takes 2-3 seconds and I've seen guys pop in and out because
they started to hammer the button.
Also accuracy is way out of whack because of the lag prediction code. To hit with 9 in latency
you will have to imagine what it's like to have 300 in latency. (predict the lag yourself!)
Third part are the connection problems on the server. I often get connection problems messages
on screen even though the game doesn't haccup or shut down.
But then again it has also completely frozen at one time.
These seem to be the major issues with my server
ps. - I don't run the server with gdb since I need it to autorestart on crash (Doesn't work with ingame commands in linux)
Gudmo
-------Original Message-------
From: bf1942 at icculus.org
Date: 16. desember 2002 00:14:44
To: bf1942 at icculus.org
Subject: Re: [bf1942] Another new build. Still segfault on connection
Still getting segafault anytime a client tries to connect..
---------- Original Message ----------------------------------
From: "Ryan C. Gordon" <icculus at clutteredmind.org>
Reply-To: bf1942 at icculus.org
Date: Sun, 15 Dec 2002 02:26:19 -0500 (EST)
>
>Try this one on for size:
> http://icculus.org/betas/bf1942/bf1942-lnxded-betaupdate-build-1039933525.tar.bz2
>
>This applies over the complete install, with or without the previous
>build. Just untar it so it overwrites the binaries and README.
>
>I fixed a metric ton of invalid memory accesses, three deferences of bogus
>pointers, and one serious memory corruption (which I'm hoping was the
>cause of all our woes).
>
>Please try it out. Usual disclaimer applies: this works great here (but it
>always has, so this is not at all a comfort by this point, I'm sure), but
>until I get some confirmation from the field, I can't promise this won't
>crash on connect, etc.
>
>And, for the record, valgrind is a _fantastic_ tool for tracking down
>memory bugs. If you are a programmer and aren't using this on your code,
>you really really should. It totally blows away ElectricFence (which,
>coincidentally, runs out of mmap()able address space before the server is
>finished starting...I've had that problem with efence on every major game
>I've used it with), and dmalloc, etc.
>
>--ryan.
>
>
>
.
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