Server side , Scoreboard feedback

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outofhere!
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hello .
i post it too in excessiveplus 2.1 but i think i make a new thread about it.

what can we do about 3 things:

1. on public server (
examble aim freeze ) when 2 ppl connect to the server and in the moment
they join. the players have a packetloss examble from me from 43 - 66
ping and thats is a lag from 25 sec most of the time . not always but
more enough to say it here...

2. scoreboard bug :showing still on the monitor after rotate... and u need type often tab button to shut the scoreboard down...

3.
connection to the server awaiting snapshot ,only little thing: u
connect to the server he shows version 2.0a - 2.1 and when u make
reconnect it show only version 2.1.

regards asphyx

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Re: Server side , Scoreboard feedback

first one is model loading based, there was a way to delay loading model until next map.

second one: never expirienced it and were is the prob hitting tab once?

third is prolly files based of the server. or its compability.

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outofhere!
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Re: Server side , Scoreboard feedback

1. ? aha ?

2. its not good when it rotate u respawn and see the scoreboard and need to type tab before u can see the enemies really good. in public dont care but on wars it have an effect ....

3. i think when ppl join the server he load informations in engine or server what is a problem...thats why i post it...

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epsiplayer
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Re: Server side , Scoreboard feedback

1. i think that less pk3s on the client would reduce this lag a bit
Big grin

could we do something like if you use enemymodel and cg_forcemodel 1 then dont allow to search & load the player model of the joined one ..? i dont know in what area of q3 sources this is implemented.

2. Maybe it's a feature? i like having "still" scores like that in the middle of the game when im frozen Big grin it happens if i press Tab multiple times .. i dont know exactly how .. i think its about the load times of scores apparence?

a. \+scores command launched (cause the tab key was pressed)
b. scores starts loading to show
c. \-scores command launched to hide the scores but scores are not on the screen YET(cause the tab key was unpressed) - the scores still not loaded to show.
d. now the scores ended loading and it appears on the screen .. (\-scores is not launched because the tab key unpress event is no more)

if these a-d are true then it could be related to hud elements or something that makes scores to load harder .. maybe the cg_drawteamoverlay is also on ?

this scores thing was in 2.0 too but maybe now is more seenable.

3. No idea (i pass)

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epsislow


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Re: Server side , Scoreboard feedback
epsiplayer wrote:

1. i think that less pk3s on the client would reduce this lag a bit
Big grin

Loading the pk3s on need is better than loading all from a to z as the q3 engines does.

...

If possible could this method get overrightten ? as in some servers we have so much custom maps the q3 folder has a lot of pk3s and I think this is reducing perfs. is that true ?

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epsiplayer
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Re: Server side , Scoreboard feedback

hmm having pk3 load on need would increase drastically the time for load .. because pk3s are zip files so .. for example if an enemy player join the server and he use the HomerSimpsons model .. that let's say you have it in pk3, the pk3 load on need would add the time for "pk3 content read"/ "pk3 decompress" which q3 does when it loads in console ... i think that no one would want something like that happening in the game ..

and besides that loading happens in the main engine which is impossible to be changed unless the exe is changed so ... this is a clear "won't implement"

how is done now its everything is loaded in the beginning and added into a queue ... when something is needed like a model or something , it is searched there and its loaded if it is founded.. if you have many pk3s (many files in pk3) then this queue is big .... this is why if epsi for example uses pepsinator skin that no-one has .. the q3 will need to search all the entries in the queue ... before saying its not found .. = bigger lag.

thats why i said less pk3s = less lag.

And i was speaking only about clients .. For servers less pk3 = less time to onload / restart of server .. but not too much.

feel free to correct me if i'm wrong .

_________
epsislow


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Re: Server side , Scoreboard feedback

I have meant load only what the map needs as a start and do not update till next map (rotate).
so if a map needs shader xxx it is searched before map loading completes.

But on the ideal.

Load first time to connect to a server then basta.

actually, if you wanna connect, reconnect, switch to/from fullscreen, vid_restart it is reloaded. that's much of an unnecessary process.

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lagstard
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rabusmar's picture
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Re: Server side , Scoreboard feedback

1. Even when model loading can cause lags, a reason for server-side packet loss on player connect can also be due to large bans.txt files on the server, since it needs to load, read and parse the file every time a player connects. It also should happen on name changes.

3. As skull pointed out, that is for compatibility with 2.0a, and has no effects anywhere else.

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Re: Server side , Scoreboard feedback
lagstard wrote:

a reason for server-side packet loss on player connect can also be due to large bans.txt files on the server, since it needs to load, read and parse the file every time a player connects. It also should happen on name changes.

maybe you can make some kinda cache for that info? or maybe creation of a temp sqlite db upon server startup will help speed up access to bans info in game? or whatever if it's worth Happy

lagstard wrote:

Even when model loading can cause lags

beast, does cg_deferPlayers cvar have something to do with this?


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outofhere!
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Re: Server side , Scoreboard feedback

so and beast what is with the scoreboard bug...? now its is also in the game and not only after rotate.

SO NOW WHEN U TYPE TAB AND U RESPAWN THEN SCOREBOARD IS STILL THERE

1.beast can we do only what on server , client side for this joining lag or is it possible to have optimize engine or modified script for this?

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