Thread: Negative StrikeTime in env_beam causes horrible lags in multiplayer

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  1. #1
    animaliZed
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    Negative StrikeTime in env_beam causes horrible lags in multiplayer

    A negative "StrikeTime" in env_beam causes horrible lags in multiplayer.

    This is causing the lag problems in multiplayer on they23!

    This also happens on zoology{2,4,8,10,12} (USS DarkStar Coop) - I've added a fixed version to scmapdb.

    Code:
    ~/sc5/svencoop/maps$ grep '"StrikeTime" "-' they23.ent
    "StrikeTime" "-1.5"
    "StrikeTime" "-1.5"
    "StrikeTime" "-1.5"
    "StrikeTime" "-1.5"
    "StrikeTime" "-1.5"
    "StrikeTime" "-1.5"
    "StrikeTime" "-1.5"
    "StrikeTime" "-1.5"
    "StrikeTime" "-1.5"
    "StrikeTime" "-1.5"
    "StrikeTime" "-1.5"
    "StrikeTime" "-1.5"
    https://sites.google.com/site/svenma...guide/env_beam

    However, setting a negative value that causes the next beam to be created the instant a beam is created causes an infinite amount of beams to be created, eventually causing overflows.
    Last edited by nico; 25-02-2016 at 09:59 AM.

  2. #2
    Still learning wolf-3d's Avatar  
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    Re: Negative StrikeTime in env_beam causes horrible lags in multiplayer

    Nice find, the "They Hunger" series was "originally" a single player HL MOD and we must have missed this as a problem during the conversion to Co-op play.
    Regards
    Wolf-3D

  3. #3
    animaliZed
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    Re: Negative StrikeTime in env_beam causes horrible lags in multiplayer

    This is the list of official maps who make use of a negative StrikeTime in env_beam as of the 5.02 update:

    Code:
    hl_c01_a2
    hl_c02_a1
    hl_c02_a2
    hl_c03
    hl_c04
    hl_c07_a2
    hl_c08_a2
    hl_c09
    hl_c10
    hl_c13_a1
    hl_c13_a2
    hl_c13_a3
    hl_c13_a4
    hl_c14
    hl_c16_a2
    hl_c17
    hl_c18
    last
    sc_another
    they23
    they6
    uplink

  4. #4
    Green eyed cat @n!t@'s Avatar
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    Re: Negative StrikeTime in env_beam causes horrible lags in multiplayer

    I'll just add here some maps which have same problem with (if map's name clickable - it's fixed one):

    A negative "StrikeTime" in env_beam:

    bdaw_c1a3 (from Bad Day at Work http://scmapdb.com/map:bad-day-at-work)

    HLSP:

    hl_c01_a2 - dead map now (sc 5.03) - barney will not open the doors if all players got suits...
    hl_c02_a1
    hl_c02_a2
    hl_c03
    hl_c04
    hl_c07_a2
    hl_c08_a2
    hl_c09
    hl_c10
    hl_c13_a1
    hl_c13_a2
    hl_c13_a3
    hl_c13_a4
    hl_c14
    hl_c16_a2
    hl_c17
    hl_c18

    Update 5.03 is not fixing these maps, so, you still need to fix it by yourself (there's updated hl_c13a4, hl_c17 & hl_c04 but with negative StrikeTime again)

    Blueshift:

    ba_canal1
    ba_canal1b
    ba_elevator
    ba_power1
    ba_power2
    ba_teleport1
    ba_teleport2
    ba_xen1
    ba_xen2
    ba_xen3
    ba_xen5
    ba_xen6
    ba_yard3a
    ba_yard3b

    crisis1 (Crisis1 http://scmapdb.com/map:crisis-1)
    crisis2 (Crisis2 http://scmapdb.com/map:crisis-2)
    end (I don't remember what series it was)

    Opposing Force:

    of1a2
    of1a3
    of1a5
    of1a5b
    of1a6
    of2a1
    of2a2
    of2a3
    of2a4
    of2a5
    of3a1
    of3a2
    of3a4
    of3a5
    of3a6
    of4a1
    of5a4
    of6a2

    sc_another (Another Unit http://scmapdb.com/map:another-unit)
    sc_catalyst (Catalyst http://scmapdb.com/map:catalyst)
    all etc2_x maps (from Earthquake Test Center II http://scmapdb.com/map:earthquake-test-center-ii)
    dogs6 (from Dogs http://scmapdb.com/map:dogs)
    fired_06 (from Fired series http://scmapdb.com/map:fired)

    Redemption (http://forums.svencoop.com/showthrea...op-Open-Beta):

    rede1m1
    rede1m2
    rede2m4a
    rede2m5
    rede2m5a
    rede2m6
    rede4m1a
    rede4m2

    Other problems with maps:

    sc_avp2 (from Aliens vs. Players series http://scmapdb.com/map:avp) - there's broken model of soldier - just replace it by some other soldier model (i'm temporary using default soldier's model)

    craxnhax (from craxnhax series http://scmapdb.com/map:craxnhax) - there's wrong weapon class in craxnhax.cfg (change weapon_buckshot to weapon_shotgun)

    bdaw_c1a4 (from Bad Day at Work http://scmapdb.com/map:bad-day-at-work) - it's crasing server and client if you try to run it in single, so, you may change next map on bdaw_c1a3 to some other until somebody will find how to fix it

    toonrun1 (from Toon Run series http://scmapdb.com/map:toon-run) - I still can't get any error messages, it's just crashing server after player standing on "big hand" for jumping updated in sc5.03

    camp (Camp http://scmapdb.com/map:camp) - 3 houndeeyes spawn in the floor. They just need to be replaced higher

    central_bunker (Central Bunker) - the problem with elevator doors. External door have timer and kill players and add 2nd problem with internal doors

    hl_t00 - new map (sc 5.03) but unplayable: all doors opening once and closing. Only one player may get suit & weapons

    polar_rescue (Polar Rescue) - Scientists are dying in the elevator

    sc_tetris4 (from Tetris) - barnacle is not clipping to green walls

    6 (from 1, 2, 3, 4, 5 & 6) - there's no trigger of map's end

    bm_nightmare_c_final (from Black Mesa Nightmare) - bosses on elevator is not dying

    deluge_beta_v3 (Deluge http://scmapdb.com/map:deluge) - too much files in .res file, so, impossible to use on servers... (FATAL ERROR (shutting down): SZ_GetSpace: overflow without FSB_ALLOWOVERFLOW set on )

    dukemap2 (Dukemap http://scmapdb.com/map:dukemap) Some unreadable name of wad file in .bsp

    faraon2 (from Faraon series http://scmapdb.com/map:faraon) changelevel to faraon1 need to be removed and changelevel to faraon3 need to be replaced by game_end

    gash (Gash http://scmapdb.com/map:gash) robo_grunt spawning on the lamp near last door and may not be killed until you'll replace this spawn

    goodoldtime (Good Old Time http://scmapdb.com/map:good-old-time) - there's no game_end

    Work in progress, so, to be continued...
    Last edited by @n!t@; 30-03-2016 at 08:30 AM.
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  5. #5
    Administrator AdamR's Avatar  
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    Re: Negative StrikeTime in env_beam causes horrible lags in multiplayer

    Please do not post copyrighted content. Fixes for copyrighted mas must be posted in entity data from only.
    Adam "Adambean" Reece
    Sven Co-op team

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  6. #6
    Green eyed cat @n!t@'s Avatar
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    Re: Negative StrikeTime in env_beam causes horrible lags in multiplayer

    You may remove links, but why are you removed just list of maps... I lost all this day for this and you removed... thank you...
    Anitalink.com
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  7. #7
    Administrator AdamR's Avatar  
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    Re: Negative StrikeTime in env_beam causes horrible lags in multiplayer

    The post was hidden, not removed. I was not on a BBcode editor friendly device at the time to edit out the links. (Still not)
    Thank you.

    Edit: It's back now.
    Last edited by AdamR; 25-02-2016 at 01:35 PM.
    Adam "Adambean" Reece
    Sven Co-op team

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    Released AMXX plug-ins: Bind number slots | NextMap with Sven Co-op fix | Sven Co-op administrator icons

  8. #8
    Green eyed cat @n!t@'s Avatar
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    Re: Negative StrikeTime in env_beam causes horrible lags in multiplayer

    Ok, thank you. Tomorrow i'll continue finding these maps after real life's bad day at work...
    Anitalink.com
    Жизнь порой несправедлива... но любовь придаёт этой несправедливости смысл...
    Life is unfair from time to time... But love gives a sense to this injustice...

  9. #9
    Server Operator Blizzard Fox's Avatar
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    Re: Negative StrikeTime in env_beam causes horrible lags in multiplayer

    Does changing the value to "0" help server performance and produce less crashes? Or not really?

  10. #10
    Green eyed cat @n!t@'s Avatar
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    Re: Negative StrikeTime in env_beam causes horrible lags in multiplayer

    It will remove client's "lag" in some places. The best example is bdaw_c1a3 (from Bad Day at Work http://scmapdb.com/map:bad-day-at-work) if you will see it, you'll understand...
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  11. #11
    Server Operator Blizzard Fox's Avatar
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    Re: Negative StrikeTime in env_beam causes horrible lags in multiplayer

    I was poking through the hl_c10.ent and noticed an extra space through some of the "StrikeTime" lines such as "StrikeTime" "5 .5" is this known to cause any issues or not really?

  12. #12
    Green eyed cat @n!t@'s Avatar
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    Re: Negative StrikeTime in env_beam causes horrible lags in multiplayer

    You may fix it, but it's using 5 i think
    Anitalink.com
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  13. #13
    Registered User KabutoLT's Avatar
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    Re: Negative StrikeTime in env_beam causes horrible lags in multiplayer

    figured it out. In Single play "new game" no lags spikes. but server itself lags so much. Client is ok but server lag spikes problem i think.


    Feel free to add friend, just click picture where Card displaying and we can play Sven Co-op.

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