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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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