Building a Server from Tutorial.Base (Lag Problems)
by Matt "Mr. Pig" Razza · in Torque Game Engine · 10/27/2005 (3:00 pm) · 8 replies
I am trying to add multiplayer support to tutorial.base (for many reasons, don't tell me to use the fps starterkit please). I have a working server browser, and I can create multiplayer servers. When you try to join the server the client requests files that don't exist and never existed and when it's done loading the map it gets a disconnect error, the invalid packet one. (Wrong version/files). All the files are the same for both the client and the server.
Note: I am creating a listen server, I.E. The server pc is also connecting to the server (locally it works fine).
Note: I am creating a listen server, I.E. The server pc is also connecting to the server (locally it works fine).
About the author
#2
10/29/2005 (12:28 pm)
Ok... I got multiplayer working but it's really laggy. The server is pinged at 24ms but you lag is if you were getting extream packet loss. This happens when you connect to a deticated server locally and over a network. Any ideas?
#3
$pref::Net::DisplayOnMaster = 1;
$Pref::Net::LagThreshold = "400";
$pref::Net::PacketRateToClient = "32";
$pref::Net::PacketRateToServer = "32";
$pref::Net::PacketSize = "200";
10/29/2005 (2:05 pm)
I think I may have found the problem, what should I set thease to (I'm guessing they are about the same as tickrate in UT2004 servers):$pref::Net::DisplayOnMaster = 1;
$Pref::Net::LagThreshold = "400";
$pref::Net::PacketRateToClient = "32";
$pref::Net::PacketRateToServer = "32";
$pref::Net::PacketSize = "200";
#4
11/01/2005 (3:19 pm)
ROFL... none of the posts I really need answered, the harder ones, get answered.
#5
Do you have any objects in your game that are hogging bandwidth? (Like lots of vehicles, lots of players, etc.)
Does the profiler show any time spikes? It might just be something eating lots of time, not lag.
11/01/2005 (3:53 pm)
Are you actually experiencing extreme packet loss? :)Do you have any objects in your game that are hogging bandwidth? (Like lots of vehicles, lots of players, etc.)
Does the profiler show any time spikes? It might just be something eating lots of time, not lag.
#6
11/01/2005 (3:58 pm)
I don't see what it could be... I have two players and that's it. (One being a bot). I can't see packet loss when it happens even locally. Eating time? What does that mean... singleplayer missions do not lag (same number of players).
#7
Eating time, as in, some process that's happening (like a collision check or some script or anything really) that's taking a lot of time. For instance, if you have a lot of AI Players in a scene, the collision checks end up slowing the game down even though rendering and networking don't take any more time than usual. The profiler will help you locate the problem, if any.
11/01/2005 (5:09 pm)
"I can't see packet loss when it happens even locally." Not sure what you mean by this..?Eating time, as in, some process that's happening (like a collision check or some script or anything really) that's taking a lot of time. For instance, if you have a lot of AI Players in a scene, the collision checks end up slowing the game down even though rendering and networking don't take any more time than usual. The profiler will help you locate the problem, if any.
#8
11/01/2005 (5:50 pm)
What is the profiler, I'm sorry about all the questions. Thanks for the help btw.
Torque Owner Matt "Mr. Pig" Razza
Thanks,
Pig