Game lagging in any server without connection problems

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PrinceOfFunky
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Re: Game lagging in any server without connection problems

Post by PrinceOfFunky »

papercoffee wrote:
JackGriffin wrote:Have you tested your RAM btw? Bad RAM can do odd things.
I would bet on this ... if your RAM needs a medic you'll never know what can happen.
Mouse freezing, stuff disappearing, BSoD because you hit "esc", buffer gets unloaded ... etc.
I have 16GB of RAM, I have tons of tabs open in my browsers usually, Firefox uses 1GB of RAM but even if I close it and the used RAM percentage drops to 14% the fake-lag still persists.

I played that map in VirtualBox and the fake-lag is in there too.
"Your stuff is known to be buggy and unfinished/not properly tested"
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Barbie
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Re: Game lagging in any server without connection problems

Post by Barbie »

PrinceOfFunky wrote:when I play the map I'm going to attach now with UnrealEd the inventory always disappears if I move the player view.
Same happens here with that map.
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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PrinceOfFunky
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Re: Game lagging in any server without connection problems

Post by PrinceOfFunky »

Barbie wrote:
PrinceOfFunky wrote:when I play the map I'm going to attach now with UnrealEd the inventory always disappears if I move the player view.
Same happens here with that map.
Wait what really?? I mean, is it possible nobody tested it before? :wth:
Well thanks then, that's strange anyway because I didn't do anything special in that map, it's just a few brushes and a portal one with LavaZone...
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JackGriffin
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Re: Game lagging in any server without connection problems

Post by JackGriffin »

It's the lava zone causing the problem. Delete that actor and it fixes the map. I don't see any odd settings in the actor itself to cause a problem. UEd gremlins.

NVM, I see the problem. Whomever made this used scaling on the lava brush instead of a properly sized brush. Who gets the pitchfork mob?
Image
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Barbie
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Re: Game lagging in any server without connection problems

Post by Barbie »

JackGriffin wrote:NVM, I see the problem. Whomever made this used scaling on the lava brush instead of a properly sized brush.
If I choose "Select All Brush -> Transform permanently" and rebuild the map, the problem remains.
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JackGriffin
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Re: Game lagging in any server without connection problems

Post by JackGriffin »

Don't ever ever ever build a map while scaling builder brushes and not using a 1:1:1 scale. Take the time to work on-grid and set the size of your brush to what's needed so this ratio is always kept. I don't have a clue as to the 'why' but I've seen all kinds of things go horribly awry when scaled brushes are used in maps. This is just another example of it.

I've tested this myself years back when I first saw the problem. You can get away with a little post scaling but when it comes to level geometry more often than not it's going to make unfixable HOM's, zones that kill you instantly, etc. This is the first "lose your inventory" I've seen but I'm not surprised by it.
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PrinceOfFunky
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Re: Game lagging in any server without connection problems

Post by PrinceOfFunky »

JackGriffin wrote:It's the lava zone causing the problem. Delete that actor and it fixes the map. I don't see any odd settings in the actor itself to cause a problem. UEd gremlins.

NVM, I see the problem. Whomever made this used scaling on the lava brush instead of a properly sized brush. Who gets the pitchfork mob?
Image
Oh no! I will get forked.
Barbie wrote:
JackGriffin wrote:NVM, I see the problem. Whomever made this used scaling on the lava brush instead of a properly sized brush.
If I choose "Select All Brush -> Transform permanently" and rebuild the map, the problem remains.
Oh yes! I won't get forked.
JackGriffin wrote:Don't ever ever ever build a map while scaling builder brushes and not using a 1:1:1 scale. Take the time to work on-grid and set the size of your brush to what's needed so this ratio is always kept. I don't have a clue as to the 'why' but I've seen all kinds of things go horribly awry when scaled brushes are used in maps. This is just another example of it.

I've tested this myself years back when I first saw the problem. You can get away with a little post scaling but when it comes to level geometry more often than not it's going to make unfixable HOM's, zones that kill you instantly, etc. This is the first "lose your inventory" I've seen but I'm not surprised by it.
I never made any map with all the brushes scaled as 1:1:1, how do you even make it? Do you set the sizes in a trial and error way until you get your desired sizes?
And, you're not surprised? I mean I didn't put anything weird in the map and the inventory suddenly disappears, isn't that just totally random? I can understand to die into HOM because there's a code which make you die when get in the void or fall from a too high distance, but there's no code that takes off your inventory, except for DiscardInventory() from within GameInfo.uc.
Maybe it would be useful to use a GameInfo's subclass to log if that function is called in that map.
EDIT: It looks more like AcceptInventory than DiscardInventory, because AcceptInventory keeps some weapons and gives the default inventory to the player.

So since you have the same problems in the first version of the map, the fake-lag issues are related to the multiplayer only. I should check what happens in a local multiplayer match.
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Re: Game lagging in any server without connection problems

Post by JackGriffin »

Build the very same map. In fact copy your map over but replace the brushes with properly scaled ones and you'll see the errors are no longer there. This is precisely why every single editor tutorial says somewhere in it "build on the grid". Scaling a brush to fit is a really bad habit to have and you see the result.

I don't make these rules, it's a waste of time to argue with me about them. It's just the way things work in editor. You are a smart dude though so consider it this way: if you are scaling a portal brush to perfectly fit somewhere how often do you think the math works out perfectly so that it stays on-grid (or even matches the junction location) when there are multiple decimal places involved? The fact it looks OK is nearly irrelevant.
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$carface
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Re: Game lagging in any server without connection problems

Post by $carface »

Looks like render game optimisation to me.

What renderer are you using? Post your HW specs please.
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PrinceOfFunky
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Re: Game lagging in any server without connection problems

Post by PrinceOfFunky »

JackGriffin wrote:if you are scaling a portal brush to perfectly fit somewhere how often do you think the math works out perfectly so that it stays on-grid (or even matches the junction location) when there are multiple decimal places involved? The fact it looks OK is nearly irrelevant.
Ok the math won't for some brushes but why is it irrilevant that it looks OK? If you're making a one-time map and don't plan to modify it a day I think it's not that much of a problem if it looks OK and doesn't follow any math, let's say those are lazy maps lol.
$carface wrote:Looks like render game optimisation to me.

What renderer are you using? Post your HW specs please.
Spoiler
Windows 10 64bit - Version 1809 - Build 10.0.17763

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Location PCI bus 0, device 2, function 0
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I was trying to log AcceptInventory() but looks like it is never called in the entire game, it is an event in GameInfo.uc which has been turned into a normal function in DeathMatchPlus.uc.
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$carface
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Re: Game lagging in any server without connection problems

Post by $carface »

Graphics is where I'd look, particularly where you are running a switchable setup. I suspect it's going from Intel to nVidia and switching back and forth, constantly.

From NVIDIA Control Panel:
3D Settings-> Manage 3D settings
The Tab "Preferred graphics processor ", select
High performance NVidia processor

Try again after you've done that. Let us know how you get on.

Also, post which, game render device you are using.

UnrealTournament > System > UnrealTournament.ini
GameRenderDevice=
RenderDevice=
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PrinceOfFunky
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Re: Game lagging in any server without connection problems

Post by PrinceOfFunky »

$carface wrote:Graphics is where I'd look, particularly where you are running a switchable setup. I suspect it's going from Intel to nVidia and switching back and forth, constantly.

From NVIDIA Control Panel:
3D Settings-> Manage 3D settings
The Tab "Preferred graphics processor ", select
High performance NVidia processor

Try again after you've done that. Let us know how you get on.

Also, post which, game render device you are using.

UnrealTournament > System > UnrealTournament.ini
GameRenderDevice=
RenderDevice=
GameRenderDevice=D3D10Drv.D3D10RenderDevice
RenderDevice=GlideDrv.GlideRenderDevice

I set the Preferred graphics processor to NVIDIA, now the problem is how to determine if the issue still exists? I can play UT until I see one of these issues but they don't always happen :/
Can a software actually switch between graphic cards while running?
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Barbie
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Re: Game lagging in any server without connection problems

Post by Barbie »

JackGriffin wrote:Build the very same map. In fact copy your map over but replace the brushes with properly scaled ones and you'll see the errors are no longer there.
I build the very same map. In fact I replaced every brush of your map with properly scaled one and I saw the errors are still there.

Try the T3D below (I reduced to the absolute necessary) - you see that all brushes are unscaled and perfectly on grid but the error remains.
Spoiler

Code: Select all

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End Actor
End Map
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
User avatar
PrinceOfFunky
Godlike
Posts: 1200
Joined: Mon Aug 31, 2015 10:31 pm

Re: Game lagging in any server without connection problems

Post by PrinceOfFunky »

Barbie wrote:
JackGriffin wrote:Build the very same map. In fact copy your map over but replace the brushes with properly scaled ones and you'll see the errors are no longer there.
I build the very same map. In fact I replaced every brush of your map with properly scaled one and I saw the errors are still there.

Try the T3D below (I reduced to the absolute necessary) - you see that all brushes are unscaled and perfectly on grid but the error remains.
Spoiler

Code: Select all

Begin Map
Begin Actor Class=LevelInfo Name=LevelInfo0
    TimeSeconds=509.192383
    Title="LavaSurfing BETA"
    Author="Francesco Biscazzo"
    Summary=LevelSummary'MyLevel.LevelSummary'
    bHighDetailMode=False
    NavigationPointList=PlayerStart'MyLevel.PlayerStart1'
    AIProfile(0)=57728
    AmbientBrightness=222
    Level=LevelInfo'MyLevel.LevelInfo0'
    Tag=LevelInfo
    Region=(Zone=LevelInfo'MyLevel.LevelInfo0',iLeaf=-1)
    Name=LevelInfo0
End Actor
Begin Actor Class=Brush Name=Brush1
    CsgOper=CSG_Subtract
    MainScale=(SheerAxis=SHEER_ZX)
    PostScale=(SheerAxis=SHEER_ZX)
    Group=Cube
    Level=LevelInfo'MyLevel.LevelInfo0'
    Tag=Brush
    Region=(Zone=LevelInfo'MyLevel.LevelInfo0',iLeaf=-1)
    Location=(X=-544.000000,Y=112.000000,Z=128.000000)
    Begin Brush Name=Model3
       Begin PolyList
          Begin Polygon
             Origin   -00384.000000,-00512.000000,-00256.000000
             Normal   -00001.000000,+00000.000000,+00000.000000
             TextureU +00000.000000,+00001.000000,+00000.000000
             TextureV +00000.000000,+00000.000000,-00001.000000
             Vertex   -00384.000000,-00512.000000,-00256.000000
             Vertex   -00384.000000,-00512.000000,+00256.000000
             Vertex   -00384.000000,+00512.000000,+00256.000000
             Vertex   -00384.000000,+00512.000000,-00256.000000
          End Polygon
          Begin Polygon
             Origin   -00384.000000,+00512.000000,-00256.000000
             Normal   +00000.000000,+00001.000000,+00000.000000
             TextureU +00001.000000,-00000.000000,+00000.000000
             TextureV +00000.000000,+00000.000000,-00001.000000
             Vertex   -00384.000000,+00512.000000,-00256.000000
             Vertex   -00384.000000,+00512.000000,+00256.000000
             Vertex   +00384.000000,+00512.000000,+00256.000000
             Vertex   +00384.000000,+00512.000000,-00256.000000
          End Polygon
          Begin Polygon
             Origin   +00384.000000,+00512.000000,-00256.000000
             Normal   +00001.000000,+00000.000000,+00000.000000
             TextureU +00000.000000,-00001.000000,+00000.000000
             TextureV +00000.000000,+00000.000000,-00001.000000
             Vertex   +00384.000000,+00512.000000,-00256.000000
             Vertex   +00384.000000,+00512.000000,+00256.000000
             Vertex   +00384.000000,-00512.000000,+00256.000000
             Vertex   +00384.000000,-00512.000000,-00256.000000
          End Polygon
          Begin Polygon
             Origin   +00384.000000,-00512.000000,-00256.000000
             Normal   +00000.000000,-00001.000000,+00000.000000
             TextureU -00001.000000,-00000.000000,-00000.000000
             TextureV +00000.000000,+00000.000000,-00001.000000
             Vertex   +00384.000000,-00512.000000,-00256.000000
             Vertex   +00384.000000,-00512.000000,+00256.000000
             Vertex   -00384.000000,-00512.000000,+00256.000000
             Vertex   -00384.000000,-00512.000000,-00256.000000
          End Polygon
          Begin Polygon
             Origin   -00384.000000,+00512.000000,+00256.000000
             Normal   +00000.000000,+00000.000000,+00001.000000
             TextureU +00001.000000,+00000.000000,+00000.000000
             TextureV +00000.000000,+00001.000000,+00000.000000
             Vertex   -00384.000000,+00512.000000,+00256.000000
             Vertex   -00384.000000,-00512.000000,+00256.000000
             Vertex   +00384.000000,-00512.000000,+00256.000000
             Vertex   +00384.000000,+00512.000000,+00256.000000
          End Polygon
          Begin Polygon
             Origin   -00384.000000,-00512.000000,-00256.000000
             Normal   +00000.000000,+00000.000000,-00001.000000
             TextureU +00001.000000,+00000.000000,+00000.000000
             TextureV +00000.000000,-00001.000000,+00000.000000
             Vertex   -00384.000000,-00512.000000,-00256.000000
             Vertex   -00384.000000,+00512.000000,-00256.000000
             Vertex   +00384.000000,+00512.000000,-00256.000000
             Vertex   +00384.000000,-00512.000000,-00256.000000
          End Polygon
       End PolyList
    End Brush
    Brush=Model'MyLevel.Model3'
    Name=Brush1
End Actor
Begin Actor Class=Brush Name=Brush4
    CsgOper=CSG_Subtract
    MainScale=(SheerAxis=SHEER_ZX)
    PostScale=(SheerAxis=SHEER_ZX)
    Level=LevelInfo'MyLevel.LevelInfo0'
    Tag=Brush
    Region=(Zone=LevelInfo'MyLevel.LevelInfo0',iLeaf=1,ZoneNumber=1)
    Location=(Y=256.000000,Z=128.000000)
    Begin Brush Name=Model2
       Begin PolyList
          Begin Polygon Texture=DefaultTexture
             Origin   -00384.000000,-00512.000000,-00256.000000
             Normal   -00001.000000,+00000.000000,+00000.000000
             TextureU +00000.000000,+00001.000000,+00000.000000
             TextureV +00000.000000,+00000.000000,-00001.000000
             Vertex   -00384.000000,-00512.000000,-00256.000000
             Vertex   -00384.000000,-00512.000000,+00256.000000
             Vertex   -00384.000000,+00512.000000,+00256.000000
             Vertex   -00384.000000,+00512.000000,-00256.000000
          End Polygon
          Begin Polygon Texture=DefaultTexture
             Origin   -00384.000000,+00512.000000,-00256.000000
             Normal   +00000.000000,+00001.000000,+00000.000000
             TextureU +00001.000000,-00000.000000,+00000.000000
             TextureV +00000.000000,+00000.000000,-00001.000000
             Vertex   -00384.000000,+00512.000000,-00256.000000
             Vertex   -00384.000000,+00512.000000,+00256.000000
             Vertex   +00384.000000,+00512.000000,+00256.000000
             Vertex   +00384.000000,+00512.000000,-00256.000000
          End Polygon
          Begin Polygon Texture=DefaultTexture
             Origin   +00384.000000,+00512.000000,-00256.000000
             Normal   +00001.000000,+00000.000000,+00000.000000
             TextureU +00000.000000,-00001.000000,+00000.000000
             TextureV +00000.000000,+00000.000000,-00001.000000
             Vertex   +00384.000000,+00512.000000,-00256.000000
             Vertex   +00384.000000,+00512.000000,+00256.000000
             Vertex   +00384.000000,-00512.000000,+00256.000000
             Vertex   +00384.000000,-00512.000000,-00256.000000
          End Polygon
          Begin Polygon Texture=DefaultTexture
             Origin   +00384.000000,-00512.000000,-00256.000000
             Normal   +00000.000000,-00001.000000,+00000.000000
             TextureU -00001.000000,-00000.000000,-00000.000000
             TextureV +00000.000000,+00000.000000,-00001.000000
             Vertex   +00384.000000,-00512.000000,-00256.000000
             Vertex   +00384.000000,-00512.000000,+00256.000000
             Vertex   -00384.000000,-00512.000000,+00256.000000
             Vertex   -00384.000000,-00512.000000,-00256.000000
          End Polygon
          Begin Polygon Texture=DefaultTexture
             Origin   -00384.000000,+00512.000000,+00256.000000
             Normal   +00000.000000,+00000.000000,+00001.000000
             TextureU +00001.000000,+00000.000000,+00000.000000
             TextureV +00000.000000,+00001.000000,+00000.000000
             Vertex   -00384.000000,+00512.000000,+00256.000000
             Vertex   -00384.000000,-00512.000000,+00256.000000
             Vertex   +00384.000000,-00512.000000,+00256.000000
             Vertex   +00384.000000,+00512.000000,+00256.000000
          End Polygon
          Begin Polygon Texture=DefaultTexture
             Origin   -00384.000000,-00512.000000,-00256.000000
             Normal   +00000.000000,+00000.000000,-00001.000000
             TextureU +00001.000000,+00000.000000,+00000.000000
             TextureV +00000.000000,-00001.000000,+00000.000000
             Vertex   -00384.000000,-00512.000000,-00256.000000
             Vertex   -00384.000000,+00512.000000,-00256.000000
             Vertex   +00384.000000,+00512.000000,-00256.000000
             Vertex   +00384.000000,-00512.000000,-00256.000000
          End Polygon
       End PolyList
    End Brush
    Brush=Model'MyLevel.Model2'
    Name=Brush4
End Actor
Begin Actor Class=LavaZone Name=LavaZone2
    AmbientBrightness=222
    Level=LevelInfo'MyLevel.LevelInfo0'
    Tag=LavaZone
    Region=(Zone=LavaZone'MyLevel.LavaZone2',iLeaf=2,ZoneNumber=2)
    Location=(X=-2.878550,Y=258.270203,Z=1.616552)
    OldLocation=(X=32.000000,Y=-16.000000,Z=-112.000000)
    Name=LavaZone2
End Actor
Begin Actor Class=Brush Name=Brush2
    CsgOper=CSG_Add
    MainScale=(SheerAxis=SHEER_ZX)
    PostScale=(SheerAxis=SHEER_ZX)
    Level=LevelInfo'MyLevel.LevelInfo0'
    Tag=Brush
    Region=(Zone=LevelInfo'MyLevel.LevelInfo0',iLeaf=-1)
    Location=(X=768.000000,Y=768.000000,Z=128.000000)
    Begin Brush Name=Model4
       Begin PolyList
          Begin Polygon Texture=AmmoLed Link=0
             Origin   -00384.000000,-00128.000000,-00128.000000
             Normal   -00001.000000,+00000.000000,+00000.000000
             TextureU +00000.000000,+00001.000000,+00000.000000
             TextureV +00000.000000,+00000.000000,-00001.000000
             Vertex   -00384.000000,-00128.000000,-00128.000000
             Vertex   -00384.000000,-00128.000000,+00128.000000
             Vertex   -00384.000000,+00128.000000,+00128.000000
             Vertex   -00384.000000,+00128.000000,-00128.000000
          End Polygon
          Begin Polygon Texture=AmmoLed Link=1
             Origin   -00384.000000,+00128.000000,-00128.000000
             Normal   +00000.000000,+00001.000000,+00000.000000
             TextureU +00001.000000,-00000.000000,+00000.000000
             TextureV +00000.000000,+00000.000000,-00001.000000
             Vertex   -00384.000000,+00128.000000,-00128.000000
             Vertex   -00384.000000,+00128.000000,+00128.000000
             Vertex   +00384.000000,+00128.000000,+00128.000000
             Vertex   +00384.000000,+00128.000000,-00128.000000
          End Polygon
          Begin Polygon Texture=AmmoLed Link=2
             Origin   +00384.000000,+00128.000000,-00128.000000
             Normal   +00001.000000,+00000.000000,+00000.000000
             TextureU +00000.000000,-00001.000000,+00000.000000
             TextureV +00000.000000,+00000.000000,-00001.000000
             Vertex   +00384.000000,+00128.000000,-00128.000000
             Vertex   +00384.000000,+00128.000000,+00128.000000
             Vertex   +00384.000000,-00128.000000,+00128.000000
             Vertex   +00384.000000,-00128.000000,-00128.000000
          End Polygon
          Begin Polygon Texture=DefaultTexture Link=3
             Origin   +00384.000000,-00128.000000,-00128.000000
             Normal   +00000.000000,-00001.000000,+00000.000000
             TextureU -00001.000000,-00000.000000,-00000.000000
             TextureV +00000.000000,+00000.000000,-00001.000000
             Vertex   +00384.000000,-00128.000000,-00128.000000
             Vertex   +00384.000000,-00128.000000,+00128.000000
             Vertex   -00384.000000,-00128.000000,+00128.000000
             Vertex   -00384.000000,-00128.000000,-00128.000000
          End Polygon
          Begin Polygon Texture=DefaultTexture Link=4
             Origin   -00384.000000,+00128.000000,+00128.000000
             Normal   +00000.000000,+00000.000000,+00001.000000
             TextureU +00001.000000,+00000.000000,+00000.000000
             TextureV +00000.000000,+00001.000000,+00000.000000
             Vertex   -00384.000000,+00128.000000,+00128.000000
             Vertex   -00384.000000,-00128.000000,+00128.000000
             Vertex   +00384.000000,-00128.000000,+00128.000000
             Vertex   +00384.000000,+00128.000000,+00128.000000
          End Polygon
          Begin Polygon Texture=AmmoLed Link=5
             Origin   -00384.000000,-00128.000000,-00128.000000
             Normal   +00000.000000,+00000.000000,-00001.000000
             TextureU +00001.000000,+00000.000000,+00000.000000
             TextureV +00000.000000,-00001.000000,+00000.000000
             Vertex   -00384.000000,-00128.000000,-00128.000000
             Vertex   -00384.000000,+00128.000000,-00128.000000
             Vertex   +00384.000000,+00128.000000,-00128.000000
             Vertex   +00384.000000,-00128.000000,-00128.000000
          End Polygon
       End PolyList
    End Brush
    Brush=Model'MyLevel.Model4'
    PrePivot=(X=768.000000,Y=128.000000,Z=128.000000)
    Name=Brush2
End Actor
Begin Actor Class=Brush Name=Brush3
    CsgOper=CSG_Add
    MainScale=(SheerAxis=SHEER_ZX)
    PostScale=(SheerAxis=SHEER_ZX)
    PolyFlags=67108876
    Level=LevelInfo'MyLevel.LevelInfo0'
    Tag=Brush
    Region=(Zone=LavaZone'MyLevel.LavaZone2',iLeaf=2,ZoneNumber=2)
    Location=(Y=128.000000,Z=112.000000)
    Begin Brush Name=Model7
       Begin PolyList
          Begin Polygon Item=Sheet Texture=DefaultTexture Flags=67117324 Link=0
             Origin   +00384.000000,+00384.000000,+00000.000000
             Normal   +00000.000000,+00000.000000,-00001.000000
             TextureU -00001.000000,+00000.000000,+00000.000000
             TextureV +00000.000000,+00001.000000,+00000.000000
             Vertex   +00384.000000,+00384.000000,+00000.000000
             Vertex   +00384.000000,-00384.000000,+00000.000000
             Vertex   -00384.000000,-00384.000000,+00000.000000
             Vertex   -00384.000000,+00384.000000,+00000.000000
          End Polygon
       End PolyList
    End Brush
    Brush=Model'MyLevel.Model7'
    Name=Brush3
End Actor
Begin Actor Class=PlayerStart Name=PlayerStart1
    Level=LevelInfo'MyLevel.LevelInfo0'
    Tag=PlayerStart
    Region=(Zone=LevelInfo'MyLevel.LevelInfo0',ZoneNumber=1)
    Location=(X=16.000000,Y=640.000000,Z=176.000000)
    OldLocation=(X=16.000000,Y=640.000000,Z=176.000000)
    Name=PlayerStart1
End Actor
End Map
I thought the problem went away in the second version because I changed the way the brushes were placed, but I was wrong, because the problem is not happening again with the third version, in which everything worked fine until I made a room out of the middle cube.
EDIT: Also I forgot to mention that only the weapons got with the command "loaded" disappear from the inventory, the picked ones won't.
Attachments
CTF-LavaSurfing_BETA_3.unr
(174.2 KiB) Downloaded 31 times
"Your stuff is known to be buggy and unfinished/not properly tested"
User avatar
Hitman
Adept
Posts: 281
Joined: Mon Aug 16, 2010 11:01 am
Location: Sweden
Contact:

Re: Game lagging in any server without connection problems

Post by Hitman »

I had this issue some years ago to, was going crazy, turned out it was a bad trojan that snuck in, once removed all went back to normal..just a tip
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