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Author Topic: MP Sync problem?  (Read 2276 times)

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Mr.BoDean

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MP Sync problem?
« on: 21 Jul 2003, 21:43:29 »
I've been testing my mission with just a few players on GS and direct thru ip which has worked fine for several people. However, one friend of mine always gets hung up or lagged out, even in using chat in the game. I've checked that his addons are correct (BAS LittleBirds and EdUpg102) . I can be right beside him and he doesn't seem to move ...when I kill him it is like 2 minutes before he dies! Since there are only two of us and his ping is @150 , we can't figure out the problem. Again, other missions I play with him are fine and when other people play my mission, it works ok for them .
   Does this have anything to do with global/local server issues maybe? Because the more I read about that, the more confused I become.  Or is it possibly an EdUpg102 issue for him? We are both currently playing v1.46.
   Any help to end the frustration appreciated.  :-\
« Last Edit: 21 Jul 2003, 21:47:18 by Mr.BoDean »

Rubble_Maker

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Re:MP Sync problem?
« Reply #1 on: 23 Jul 2003, 14:55:21 »
Go download the latest patch (1.91)
The 1.46 netcode was buggy and unstable, I bet your problem will just go away with the new patch.

Mr.BoDean

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Re:MP Sync problem?
« Reply #2 on: 24 Jul 2003, 00:56:22 »
Go download the latest patch (1.91)
The 1.46 netcode was buggy and unstable, I bet your problem will just go away with the new patch.

Hi again, Rubble.  :)  Hmm, except that both he and I are still using OPFlash Cold War Crisis, Ver. 1.46!

 Yes, I know, I know, I've got to upgrade to Resistance ..... I'm only afraid I won't get ANY work done when I get a new game, though      :joystick:    ;D  

My other concern is how will a mission created under 1.46 (with Gunslinger's Editor Upgrade 102 ) transfer to being a Res. game? (I was told to DL Kegetys Ed Upgrade when I have Res.   Will people with 1.46 only still be able to play it (On GameSpy, etc.)  ?

  Also, how would I go about making a mission created with Ed Up102 free of its assets, and therefore not required to play the mission and see if that is causing the problem?  I'm so tired of noobie idiots who can't follow addon DL directions. But I've had the EdUp102 since I started editing.
« Last Edit: 24 Jul 2003, 00:58:29 by Mr.BoDean »

Tactician

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Re:MP Sync problem?
« Reply #3 on: 24 Jul 2003, 09:39:34 »
Your 1.46 mission with Gunslinger's editor addon will work just fine with Resistance and Kegety's editor addon.  It's all backwards compatible.

Once you go Resistance you can never go back, it's so much better :P

Mr.BoDean

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Re:MP Sync problem?
« Reply #4 on: 24 Jul 2003, 22:55:04 »
Your 1.46 mission with Gunslinger's editor addon will work just fine with Resistance and Kegety's editor addon.  It's all backwards compatible.

Once you go Resistance you can never go back, it's so much better :P

Ok, cool, thx. But if I did want to remove all elements of EdUp102 from the mission, how would I know which ones they are?    :-X
    I've had the Ed102 installed so long, I wouldn't know the difference between what's available with only the original editor and what the Ed102 added.    ???

Rubble_Maker

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Re:MP Sync problem?
« Reply #5 on: 26 Jul 2003, 01:38:25 »
Mhmm not sure, but I think the object names in this addon all start with "AAA" right? If so, open up your mission.sqm in notepad, and replace all the AAA classnames with something "special" that you will easily recognize in the mission editor (maybe a gamelogic, or a chopper or an A10). Then go in the mission editor, and you will see which units were part of the addon. Then change them to something else.
« Last Edit: 26 Jul 2003, 01:38:53 by Rubble_Maker »

Mr.BoDean

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Re:MP Sync problem?
« Reply #6 on: 01 Aug 2003, 11:34:43 »
OK, a follow-up to this ongoing mission saga:

I recently upgraded to resistance V1.91.  :D

I was having these weird problems with the mission in 1.46 and hoped ver. 1.85 (1.91) might clear things up. However, It didn't and there were/are new problems. Thinking these problems might be EdUpgrade102 related, I asked about converting a mission to 1.85+ using Kegetys' Editor Update102 and also how to convert the original 1.46 to be completely free of addons. See thread:

http://www.ofpec.com/yabbse/index.php?board=6;action=display;threadid=11790

The Map Grid to X/Y Coordinates Table I found in the Ed Depot was mildly helpful, but I ended up just going through the whole Mission.sqm file and found Ed102 Objects everywhere, including an old INTRO I tried to attach back in my early editing days.   :P  Not knowing what all these things were ...."GAA 180", "GAX 236", etc. ....my solution was to put a marker where EVERY questionable object on the map was, including ammo crates. I deleted all of the objects, left the Markers , and resaved the mission. I then removed any  EDUP102.pbo 's from both addon folders and tried to reopen the mission. It would not load until all of the ED102 items were deleted. So I saved it again (still using Resis Editor) and it opened, edited (to replace the objects with non-EDUP102 items) and worked fine for me solo.
   I also replaced the 1.46 LittleBirds choppers in the mission
editor with 1.85 choppers, as I and testers were getting "cannot load mission-LBS 146 not found" errors. I even made all new WP's for them. I also changed the Addon section in the Mission.sqm from "bas_mh6146" to  
" bas_mh6185" . Now, I don't get that error but testers do when I host, yet they click ok and it still loads.

   SO ...mission only requires BAS LB's 1.85 now. I hosted,  a new buddy joins to test the new version , but those same ugly 3-4 minute  lag problems returned. He is in separate group, yet the AI squad that ALWAYS joins me suddenly doesn't. The AI he is shooting at won't die ...until several minutes after he shoots them . He can't get into an UNLOCKED UAZ , so he starts running and minutes later he is in the UAZ driving! Even chat is delayed. Yet I see no lag from AI on my end. We both have high-end PC's , Fast Cable and good pings. If we swap roles,(me still hosting)  the same thing happens. Haven't been able to get someone else to host. He played it solo and had no problems, also.
   I looked at the Player page once and his DESYNC was at 12 ...dunno what that means. I suspect it has something to do with some scripts, yet the mission has worked fine for some, Hella laggy for others. Anyone willing to take a look at my files, perhaps?   :-\   :P  Don't want to let so many months of work go to waste.  :'(   :'(
  Here is  link ..... includes the  Mission .pbo file, as well:

http://mywebpages.comcast.net/vanceman99/OPFlash%20Stuff/Col.%20Malden/Col.%202.zip
« Last Edit: 02 Aug 2003, 13:50:40 by Mr.BoDean »

Offline Terox

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Re:MP Sync problem?
« Reply #7 on: 01 Aug 2003, 17:11:25 »
Your problem sounds like desync, which is basically client and server out of Sync due to packet loss

Desync is normally at its worse when a client's connection hasn't enough bandwidth to cope with the amount of data flowing between machines (Try playing the initial CTI with a 56K or even ISDN to see the effects at its worse)

So if your mission is heavily laden with fast looping scripts, lots of @ statements or Triggers, try replacing them with slower looping scripts and try to make it as much clientside as possible

I asked a question about @ and trigger loop speeds, i think the answer was

@ is an extremely fast loop checking to see if the condition has been reached
Triggers are slightly slightly slower

Scripts looping at 1 sec intervals are by far the slowest

I have noticed big improvements when replacing  a heavily Triggered map,  with scripts

The only advantage that triggers would seem to give is synchronisation between machines
« Last Edit: 01 Aug 2003, 17:12:18 by Terox »
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Mr.BoDean

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Re:MP Sync problem?
« Reply #8 on: 01 Aug 2003, 21:25:24 »
Your problem sounds like desync, which is basically client and server out of Sync due to packet loss

Desync is normally at its worse when a client's connection hasn't enough bandwidth to cope with the amount of data flowing between machines (Try playing the initial CTI with a 56K or even ISDN to see the effects at its worse)

So if your mission is heavily laden with fast looping scripts, lots of @ statements or Triggers, try replacing them with slower looping scripts and try to make it as much clientside as possible

I asked a question about @ and trigger loop speeds, i think the answer was

@ is an extremely fast loop checking to see if the condition has been reached
Triggers are slightly slightly slower

Scripts looping at 1 sec intervals are by far the slowest

I have noticed big improvements when replacing  a heavily Triggered map,  with scripts


Thanks, Terox.  And the missions where you replaced triggers with scripts were all MP missions?

Quote
The only advantage that triggers would seem to give is synchronisation between machines

EXACTLY! Or at least that's what I thought regarding the triggers. Only 1 of the 11 scripts in my mission uses the  @ condition (Toadlife's mini Weapon respawn script, below). However, I just added that the other day and these problems existed prior. Most of the scripts are activated by triggers. Yes, I have quite a few triggers.   :-X   :-\
 
;; WeaponsAtDeath Script by Toadlife

#START
@!alive player
_magArray = magazines player
_weapArray = weapons player
@alive player
removeAllWeapons player
{player addMagazine _x} forEach _magArray
{player addWeapon _x} forEach _weapArray
player selectWeapon _primary
goto "START"

Where would a ~1 delay be placed in this script?


  After reading and participating in several client/server discussions, I attempted to add stuff like

? (local server) : exit

to the scripts I felt only needed to be run on the indiv. players' PC's, yet when I played those roles, things didn't show up anymore, so I deleted those lines. What if you are both the server AND that player?   :-\   :o
 
There are a couple of places where I have 2 stacked triggers so that there is a delay between effects and dialogue, for instance. Is there a way to add a time delay between sidechats in the OnActivation line of the same trigger?

i.e., in a script u could have :

P1 sidechat "Blah Blah Blah";
~3
P2 sidechat "Well, Blahbety Blah blah";
exit

So, can you make all of that happen in one trigger? I've gotten errors when I tried before.  :-\  I'm sure there are other places where I could eliminate triggers if I knew a better way to condense things into one.   ???
« Last Edit: 01 Aug 2003, 21:28:49 by Mr.BoDean »