problem with maps on servers
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problem with maps on servers
Ok there are 2 issues with some of the maps on the mod, the first one is that if you have a full server and you go to a map with very few spawns like oc_freezingpoint all the gibs splatter together lagging the server like crazy and it crashes, the second is that some of the maps do not change levels like oc_whg, oc_minimall, not trying to flame but these are issues, it would probably help if there was a command witch makes the players nonesolid to eachother.
Re: problem with maps on servers
The problem on Oc_WGH has been fixed already along with alot more things. This will ofcourse be released in the next patch. But yes i can agree some maps are quite buggy in the sence that they wont changelevel propertly or they lag like hell.
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Re: problem with maps on servers
Well if someone gaave us the script that does change map then there prob solved[JSC]_PREDATOR wrote:Ok there are 2 issues with some of the maps on the mod, the first one is that if you have a full server and you go to a map with very few spawns like oc_freezingpoint all the gibs splatter together lagging the server like crazy and it crashes, the second is that some of the maps do not change levels like oc_whg, oc_minimall, not trying to flame but these are issues, it would probably help if there was a command witch makes the players nonesolid to eachother.
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Re: problem with maps on servers
That is such a wild guess to why it crashes. A better explanation would be the mani plugin you use. The crash dumps we recieved says the players spawnpoint doesnt exist which is totally impossible with the amount of checks we have. Our spawnpoint system is somewhat different and the plugin you use could be causing some nasty side effects.[JSC]_PREDATOR wrote:Ok there are 2 issues with some of the maps on the mod, the first one is that if you have a full server and you go to a map with very few spawns like oc_freezingpoint all the gibs splatter together lagging the server like crazy and it crashes, the second is that some of the maps do not change levels like oc_whg, oc_minimall, not trying to flame but these are issues, it would probably help if there was a command witch makes the players nonesolid to eachother.
Ill recompile joes minimall and an updated WGH will be with 1.2.
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#include <iostream>[JSC]_PREDATOR wrote:Well i hope its not a wild guess because i am not getting rid of it.
#include <stdlib.h>
using namespace std;
int main(int argc, char *argv[])
{
signed short int us = 1, coder = 1;
signed short int you = 0;
signed short int iq = -10;
if ( (us==coder) && (you!=coder) )
{
you=iq;
cout<<"Not coder IQ = "<<you<<"\n";
}
else{cout<<"This is not possible\n";}
cin.ignore(cin.rdbuf()->in_avail()+1);
return 0;
}
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skidz wrote: #include <iostream>
#include <stdlib.h>
using namespace std;
int main(int argc, char *argv[])
{
signed short int us = 1, coder = 1;
signed short int you = 0;
signed short int iq = -10;
if ( (us==coder) && (you!=coder) )
{
you=iq;
cout<<"Not coder IQ = "<<you<<"\n";
}
else{cout<<"This is not possible\n";}
cin.ignore(cin.rdbuf()->in_avail()+1);
return 0;
}

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- Obsidian Premium
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- Joined: Mon May 29, 2006 12:06 pm
i lol'dskidz wrote:#include <iostream>[JSC]_PREDATOR wrote:Well i hope its not a wild guess because i am not getting rid of it.
#include <stdlib.h>
using namespace std;
int main(int argc, char *argv[])
{
signed short int us = 1, coder = 1;
signed short int you = 0;
signed short int iq = -10;
if ( (us==coder) && (you!=coder) )
{
you=iq;
cout<<"Not coder IQ = "<<you<<"\n";
}
else{cout<<"This is not possible\n";}
cin.ignore(cin.rdbuf()->in_avail()+1);
return 0;
}
then i laughed and realized how much I have actually learned in the past 3 years.

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- Obsidian Premium
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- Joined: Mon May 29, 2006 12:06 pm
Im starting tho think now that its not the water at the starts, the water bits is were you spawn and as the funk push pushes you down to the teleport, that is were it takes you to the spawn and because its a teleport you don't turn into guts on eachother, i think its something with the mod witch doesn't like people stuck together.
Last edited by [JSC][GU]PREDATOR on Sat Aug 26, 2006 12:17 am, edited 1 time in total.
nope it are the teleports ... 2 players can't collide, when 8 player go trough 8 trigger_ teleport's but there are only 4 teleport "exits" it will go awfully bad
A teleport also causes a huge amount of lag when first used on a map.
For example it takes a few seconds to get out the water spawnbox (because the tp lags ...)
A teleport also causes a huge amount of lag when first used on a map.
For example it takes a few seconds to get out the water spawnbox (because the tp lags ...)