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IDProjectCategoryView StatusDate SubmittedLast Update
0001464SphereServerexecutable - genericpublic20-07-08 23:5305-01-14 23:38
ReporterAdmin BladeCraft 
Assigned ToBen 
PrioritynormalSeveritymajorReproducibilitysometimes
StatusresolvedResolutionfixed 
PlatformOSOS Version
Product Version 
Target VersionFixed in Version0.56c Nightly 
Summary0001464: New clients on the Feb 08 build randomly causes rubber band lag
DescriptionWhen using new clients (6.0.0+ for sure) on the last release, characters rubber band lag and stop every few tiles while running. According to Radiant it sounds like the walkbuffer is being tripped but it still happens with it whether it is set to 0 or 2000.

The same set up on June 2007 build does not have this issue.

This happens whether mounted or speedmode=1. It does not appear to be a flag issue, only a speed one for all player/staff characters.

And its not lag :)
Additional Informationhttp://www.sphereserver.net/forums/index.php?showtopic=44523&st=20&gopid=214898&#entry214898 [^]
TagsNo tags attached.
Nightly Version08-02-2008
Experimental FlagsNone
Option FlagsNone
Internal Build Number
Attached Files

- Relationships

-  Notes
(0000021)
Coruja (developer)
21-07-08 15:27

Maybe OSI changed walk packets on these new clients? :(
(0000022)
nazghul (developer)
22-07-08 00:08

have you tested with EF_networkmulti ON and OFF?
(0000027)
Admin BladeCraft (reporter)
27-07-08 06:15

I always had that flag OFF.

So far the "lag" is gone with it turned ON but I would like to test this more before saying for sure. Sometimes it stopped randomly but so far so good.
(0000035)
Gygrazok (reporter)
29-07-08 02:32

I also have this issue, but I found out that if I play with radar map and status closed I can run much more smoothly. Still, I don't think it's totally a client issue, since with other emus the client doesn't behave like that.
(0000036)
Admin BladeCraft (reporter)
29-07-08 02:34

I know it is not a client issue. Simply going back a couple builds to June 6 will remove this issue.

It only happens on the February build and I believe the EF_networkmulti was added at that time so its a logical cause. It seems to be connected in some way at least.
(0000050)
Admin BladeCraft (reporter)
08-08-08 23:24

Okay its been over a week. With EF_networkmulti ON this problem goes away.

I dont know if it will be integrated into sphere permanently but if there are no plans to do that, this should be fixed or sphere should come with it enabled by default :). Thanks for the feedback, else I would be stuck in lagville and recommending 2.0.3 again :S
(0000054)
Coruja (developer)
10-08-08 00:48

But we have problems...

With NetworktMulti ON:
-Server crash (fixed on next release, as it tracker shows)
-Lag on old clients (< 4.0.0)

With NetworkMulti OFF:
-Lag on newest clients (> 5.0.0, or > 6.0.0 I think)
(0001884)
Ben (manager)
05-01-14 23:38

Closing due to old settings that affected this are no longer in use...

- Issue History
Date Modified Username Field Change
20-07-08 23:53 Admin BladeCraft New Issue
20-07-08 23:53 Admin BladeCraft Nightly Version => 08-02-2008
20-07-08 23:53 Admin BladeCraft Experimental Flags => None
20-07-08 23:53 Admin BladeCraft Option Flags => None
21-07-08 15:27 Coruja Note Added: 0000021
22-07-08 00:08 nazghul Note Added: 0000022
27-07-08 06:15 Admin BladeCraft Note Added: 0000027
29-07-08 02:32 Gygrazok Note Added: 0000035
29-07-08 02:34 Admin BladeCraft Note Added: 0000036
08-08-08 23:24 Admin BladeCraft Note Added: 0000050
10-08-08 00:48 Coruja Note Added: 0000054
05-01-14 23:38 Ben Note Added: 0001884
05-01-14 23:38 Ben Status new => resolved
05-01-14 23:38 Ben Fixed in Version => 0.56c Nightly
05-01-14 23:38 Ben Resolution open => fixed
05-01-14 23:38 Ben Assigned To => Ben


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