Server check

Discuss all things related to our custom map 32 player ONS server
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mersenary aka MinisterofDeath
1337 Haxor
Posts: 171
Joined: Tue Aug 28, 2007 11:00 pm

The last week, or so Ive noticed some issues playing here. One is that in between rounds ppl are freezing up, and have to suicide to get back in. This seems to be increasing. Another thing Ive noticed, which happens not as much is lag, where its almost a frame by frame view for a second, or two. Cant lock an avril on etc.
DW_KarmaKat
Site Admin
Posts: 2005
Joined: Thu Mar 23, 2006 12:00 am
Xfire: KarmaKat

I'm not sure it's just SV, I've noticed some issues on the other servers which leads me to believe it's probably a router spitting up out on the 'net that close to our co-locator.

However, I'll take SV down sometime tonight or in the wee hours, for a restart. I need to make a couple of adjustments anyhow.

If you're consistently getting lag issues, please try and do a traceroute to the server. I recommend using Ping Plotter or WinMtr, both have freeware versions. Post or email your results so we can see where the trouble may be originating. Thanks!

KKat

:flower:
Karma...a term that comprises the entire cycle of cause & effect...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
joeblow
1337 Haxor
Posts: 635
Joined: Mon Jan 02, 2006 12:00 am

We had the start freeze fixed for a time but it is back again. I meant to post this but I wanted to see if it would just go away. I think it started when we did a RB sometime about 3 weeks ago is all I can gather.

Also on another note I was wonder if the tickrate of the server could be raised some maybe to 35 or 40 :banana: Its seems currently set at 20. I dont think the cpu is ever running much past 40% from what I can gather.


wp
joblow@bellsouth.net game contact email.
DW_ToxicWaste
Site Admin
Posts: 1060
Joined: Tue Dec 27, 2005 12:00 am

re: Tick Rate. I’ve already tried this before. The problem is ONS puts out too much data to begin with. Raising tick rate tells the server to put out more info. Next time you are in game, do an F6. This will show you ping and a bunch of other stuff. Look at the bytes incoming. That’s how much info the server is sending you. 99% of people out there are using 10000 net speed. Anytime the bytes in gets above 10000, that means you are dropping some information. Some maps are better than others. But next time you have a bunch of players on your screen, especially on a map like tricky, take a glance at it. I bet it’s north of 10000. When I upped the tick rate to 25, tanks began to lose their turrets (because that’s one of the things ONS does when it senses that you cannot handle more data, it prioritizes things that it thinks you need to see. So it’s better to see the tank, and not the turret, than to not see the tank at all. It’s also why you don’t see rox sometimes) and it looked and acted like lag because people were “losing things” all over the place. And people with shaky connections can only handle maybe 7000 or 8000 bytes, so imagine losing 50% of your game if the server is sending 12,000 bytes.

Rich (TW)
* > Tommo
joeblow
1337 Haxor
Posts: 635
Joined: Mon Jan 02, 2006 12:00 am

OK thanks for the explaination and follow up from last night.

I think some of us regular players just notice things don't always play correctly. I got hit with an LG shot last night and still had 38 health left instead of 30. I do see the net speed running up and above 10000 quite a bit. I was using a console command to check some server stats and it got me wondering about the tickrate and how it works.

wp
joblow@bellsouth.net game contact email.
-goose-
Camper
Posts: 79
Joined: Mon Jun 23, 2008 11:00 pm

Yeah, raising the tick rate would just make the problem worse. The thing to do would be to raise the client rate a few kbps. At 10kbps x 32 players, the server needs 320kbps of bandwidth, which I'm sure it has. Raising the limit to 15k would require 480kbps which shouldn't be a problem.

There is also the problem of spider mines which suck up bandwidth because they can't be handled clientside.
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