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<DIV><SPAN class=967473404-16122002>what cpu tho?</SPAN></DIV>
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<DIV class=OutlookMessageHeader dir=ltr align=left><FONT
face=Tahoma>-----Original Message-----<BR><B>From:</B> Gudmo
[mailto:kain@fortress.is]<BR><B>Sent:</B> Sunday, December 15, 2002 10:21
PM<BR><B>To:</B> bf1942@icculus.org<BR><B>Subject:</B> Re: [bf1942] Lag
issue<BR><BR></FONT></DIV>
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<DIV>My machine has 1gig memory too, it had 300mb free upon starting the
server</DIV>
<DIV>spiralling down to swap space upon the high lag.</DIV>
<DIV> </DIV>
<DIV id=IncrediOriginalMessage><I>-------Original
Message-------</I></DIV>
<DIV> </DIV>
<DIV id=receivestrings>
<DIV dir=ltr style="FONT-SIZE: 11pt" <i><B>From:</B></I> <A
href="mailto:bf1942@icculus.org">bf1942@icculus.org</A></DIV>
<DIV dir=ltr style="FONT-SIZE: 11pt" <i><B>Date:</B></I> 16. desember
2002 03:19:59</DIV>
<DIV dir=ltr style="FONT-SIZE: 11pt" <i><B>To:</B></I> <A
href="mailto:bf1942@icculus.org">bf1942@icculus.org</A></DIV>
<DIV dir=ltr style="FONT-SIZE: 11pt" <i><B>Subject:</B></I> Re: [bf1942]
Lag issue</DIV></DIV>
<DIV> </DIV>I get the same issue after my server has been running
after several hours.<BR>It hasnt crashed in over a day, so stability
seems to be there, but there must <BR>be some part of the server thats
wasting considerable cycles, causing lag.<BR>My config is :<BR>Slackware
8.0 (kernel 2.4.20 scsi emulation+various modules)<BR>dual p3 800's and
1 gig of ram<BR>RAM usage during the lag hits exactly 1 gig, and about
20 megs swap.<BR>I tried with no services running, except ssh and local
console, same effect.<BR><BR><BR>Brent Jones<BR><A
href="mailto:brentj@servuhome.net">brentj@servuhome.net</A><BR><BR><BR>Quoting
YAH Bloodlust <<A
href="mailto:yah.bloodlust@noos.fr">yah.bloodlust@noos.fr</A>>:<BR><BR>>
I have exactly the same problem with my linux server.<BR>> In a first
time i have thought it was due to the poor PIII 550Mhz, but now
i<BR>> am not sure.<BR>> Gudmo, what is your configuration please
? <BR>> ----- Original Message ----- <BR>> From: Gudmo <BR>>
To: <A href="mailto:bf1942@icculus.org">bf1942@icculus.org</A> <BR>>
Sent: Monday, December 16, 2002 3:00 AM<BR>> Subject: [bf1942] Lag
issue<BR>> <BR>> <BR>> Although it's generally not felt when
moving around ingame there is<BR>> considerable<BR>> lag issue
with the linux server.<BR>> <BR>> entering and exiting vehicles
takes 2-3 seconds and I've seen guys<BR>> pop in and out
because<BR>> they started to hammer the button.<BR>> <BR>> Also
accuracy is way out of whack because of the lag prediction code.<BR>>
To hit with 9 in latency<BR>> you will have to imagine what it's like
to have 300 in latency.<BR>> (predict the lag yourself!)<BR>>
<BR>> Third part are the connection problems on the server. I often
get<BR>> connection problems messages<BR>> on screen even though
the game doesn't haccup or shut down.<BR>> But then again it has also
completely frozen at one time.<BR>> <BR>> These seem to be the
major issues with my server<BR>> <BR>> ps. - I don't run the
server with gdb since I need it to autorestart<BR>> on crash (Doesn't
work with ingame commands in linux)<BR>> <BR>> Gudmo<BR>>
<BR>> -------Original Message-------<BR>> <BR>> From: <A
href="mailto:bf1942@icculus.org">bf1942@icculus.org</A><BR>> Date:
16. desember 2002 00:14:44<BR>> To: <A
href="mailto:bf1942@icculus.org">bf1942@icculus.org</A><BR>> Subject:
Re: [bf1942] Another new build. Still segfault on<BR>>
connection<BR>> <BR>> Still getting segafault anytime a client
tries to connect..<BR>> <BR>> ---------- Original Message
----------------------------------<BR>> From: "Ryan C. Gordon" <<A
href="mailto:icculus@clutteredmind.org">icculus@clutteredmind.org</A>><BR>>
Reply-To: <A
href="mailto:bf1942@icculus.org">bf1942@icculus.org</A><BR>> Date:
Sun, 15 Dec 2002 02:26:19 -0500 (EST)<BR>> <BR>> ><BR>>
>Try this one on for size:<BR>> ><BR>> <A
href="http://icculus.org/betas/bf1942/bf1942-lnxded-betaupdate-build-">http://icculus.org/betas/bf1942/bf1942-lnxded-betaupdate-build-</A><BR>1039933525.tar.bz2<BR>>
><BR>> >This applies over the complete install, with or without
the<BR>> previous<BR>> >build. Just untar it so it overwrites
the binaries and README.<BR>> ><BR>> >I fixed a metric ton
of invalid memory accesses, three deferences of<BR>> bogus<BR>>
>pointers, and one serious memory corruption (which I'm hoping
was<BR>> the<BR>> >cause of all our woes).<BR>> ><BR>>
>Please try it out. Usual disclaimer applies: this works great
here<BR>> (but it<BR>> >always has, so this is not at all a
comfort by this point, I'm<BR>> sure), but<BR>> >until I get
some confirmation from the field, I can't promise this<BR>>
won't<BR>> >crash on connect, etc.<BR>> ><BR>> >And,
for the record, valgrind is a _fantastic_ tool for tracking<BR>>
down<BR>> >memory bugs. If you are a programmer and aren't using
this on your<BR>> code,<BR>> >you really really should. It
totally blows away ElectricFence<BR>> (which,<BR>>
>coincidentally, runs out of mmap()able address space before
the<BR>> server is<BR>> >finished starting...I've had that
problem with efence on every major<BR>> game<BR>> >I've used it
with), and dmalloc, etc.<BR>> ><BR>> >--ryan.<BR>>
><BR>> ><BR>> ><BR>> . <BR>> <BR>> <BR>>
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