Wortel Angels Posted January 28, 2013 Share Posted January 28, 2013 > I don't seem to have those problem at my engine .. i guess it's my host ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png)Yeah :-)I dont have this problem too xD Link to comment Share on other sites More sharing options...
kyle9217 Posted January 28, 2013 Author Share Posted January 28, 2013 i guess its not really like a lag, more of packets being sent only when the player with the highest index moves. so if there not sent, the lower index players wont get the updated movements of npcs and damage and suchim gona test in windows 7 ill report back my findings Link to comment Share on other sites More sharing options...
kyle9217 Posted January 28, 2013 Author Share Posted January 28, 2013 **(solved! for some reason this problem only existed it the server was run on windows xp, tested on windows 7 it worked normal)** Link to comment Share on other sites More sharing options...
Ryo Posted January 28, 2013 Share Posted January 28, 2013 there is a lot of problems when you run the server and the client on the same Pc,I tested eo though and i couldn't reproduce this. Link to comment Share on other sites More sharing options...
Exception Posted January 28, 2013 Share Posted January 28, 2013 ITT: Why VB6 could do with multi-threading.* * *Anyway, as far as the issue goes itself, it's never happened to me (this is the first time I've heard of such issue.), so unfortunately, I can't actually offer much towards actually fixing the cause…although, I imagine the cause is more spec. related than server related, as proved earlier.Out of curiosity, could you post the specs of the WinXP and Win7 computer you used (including your download/upload speeds, if they run on different networks), and tell us if your server is compiled to native code, or pseudo code (Can supposedly make a difference. I've never personally noted or cared about it.)? I'd like to see if we can determine an actual cause, and work on properly fixing it.PS: I've not read this topic fully. Probably should do. Tell me if I'm incorrect about something. :> Link to comment Share on other sites More sharing options...
Matt Posted January 28, 2013 Share Posted January 28, 2013 Windows 7 64 bitAMD A6-3400M APU with Radeo HD Graphics 1.40 GHz6gb RAMQuad CoreCompiled to native code.![](http://www.speedtest.net/result/2469160871.png)A similar issue comes up with the messages in game. If the lower index player sends a map message, he'll only see it either when the highest index moves, or (usually) around six seconds from the original send time.These issues also exist in EO 1.3\. However, when the lower index player admin warps, both the NPCs and messages catch up. Link to comment Share on other sites More sharing options...
kyle9217 Posted January 29, 2013 Author Share Posted January 29, 2013 i think it mainly had to do with server and client on same pc, sence vb6 applications can only use the first core on the processor both server and and client has to share the 1st core =Pi can see now why the lag can occur, running 2+ clients and the server on one core =Pi was using an AMD Athlon II X2 3.2 and used AMD Athlon II X3 400e 2.2 for my testsWindows XP SP3 and Win 7 SP1and i noticed lag occur with 2 clients on tricore and lag occur with 3 clients on the duel core Link to comment Share on other sites More sharing options...
kyle9217 Posted January 29, 2013 Author Share Posted January 29, 2013 So in conclusion DO NOT RUN CLIENT ON SAME PC AS SERVER XD Link to comment Share on other sites More sharing options...
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