Page 2 of 2

Re: Why do even simple movers lag when playing online?

Posted: Tue Oct 16, 2018 12:52 am
by Dizzy
@sektor I tested this on my server (laggy mover maps: CTF-BT-SeGear and CTF-BT-Donnie-v1) and it works beautifully. Really excellent. Thank you very much to you and Higor for your help.

If you have no objections I will post this on Github with you and Higor as the authors.

If you think of any improvements to the code, please post them here and I will update mine also.

:gj:

Re: Why do even simple movers lag when playing online?

Posted: Tue Oct 16, 2018 6:15 am
by sektor2111
I hope you will remove RotatingMover from deal like I said...

Main credit goes at Higor, he figured what has to be changed at movers and was writing formula, I just followed advice and I wrote a few lines, first time I was over-thinking problem but in fact was doable more simple. As for GitHub - let's say not every admin can compile or has clue about coding, probably this Server-Actor should be compiled and posted somewhere visible for admins which are not running XC Servers because a double-fix I don't know if it's recommended, probably will slow-down movers based on a double patch...

On the other side, (@Higor) the other tweak to TriggerControl mover was still leaving a door open in some map because in that server I did not install the mutator with tweaker assistant which I wrote for these stupid movers where instigator can be killed in trigger radius and NOTHING is calling UnTrigger when pawn dies - perhaps I have to screw "Killed" or "Destroyed" from Actor definitely forcing some UnTouch at nearby actors which have this pawn in Touching[4] list.
The problem perhaps will need a small package to be sent in player because of new content of execution. New stuff added cannot be conformed properly so client will need to know what's new because here will be needed some variables added - I'll try to figure if exist another simple solution - probably game-controller is an answer.

Re: Why do even simple movers lag when playing online?

Posted: Sat Jan 15, 2022 4:18 pm
by Buggie

Code: Select all

static final function float GetNMT( float f )
{
    f = int(100.f * FMax(0.01, (1.0 / FMax(f, 0.005))) + 0.5f);
    f/=100.f;
    Return (1.f/f);
}
Proper implementation must include "+ 0.5f" part.

For example:
14.3 -> not proper = 16.66667, but proper = 14.28714
6 -> not proper 6.25 , proper = 5.882353.

Re: Why do even simple movers lag when playing online?

Posted: Tue Jan 18, 2022 6:58 am
by 1337GameDev
Buggie wrote: Sat Jan 15, 2022 4:18 pm

Code: Select all

static final function float GetNMT( float f )
{
    f = int(100.f * FMax(0.01, (1.0 / FMax(f, 0.005))) + 0.5f);
    f/=100.f;
    Return (1.f/f);
}
Proper implementation must include "+ 0.5f" part.

For example:
14.3 -> not proper = 16.66667, but proper = 14.28714
6 -> not proper 6.25 , proper = 5.882353.
What does NMT mean?

Re: Why do even simple movers lag when playing online?

Posted: Tue Jan 18, 2022 10:23 am
by Buggie
Not sure, but think NetworkMoveTime. Safe MoveTime for Movers which allow replicate it over network via existing way without loose precision and get same value on replication side.

So Mover on network stop lag. flicker and all actors on it (players usually), stop act strange.

Re: Why do even simple movers lag when playing online?

Posted: Tue Jan 18, 2022 10:39 am
by Barbie
Buggie wrote: Tue Jan 18, 2022 10:23 am So Mover on network stop lag. flicker and all actors on it (players usually), stop act strange.
Recently I noticed fast and small vertical shaking of my view while I was standing on a resting vertical mover; the view trembled with about 5 Hz. Happened on server "BarbiesWorld"(v469c) in map "MH-3072-FloorWays+SBMod". It was only visible for me, not for other players. Also not visible when I team-viewed myself through them.

Re: Why do even simple movers lag when playing online?

Posted: Tue Jan 18, 2022 11:19 am
by Buggie
Barbie wrote: Tue Jan 18, 2022 10:39 am Recently I noticed fast and small vertical shaking of my view while I was standing on a resting vertical mover; the view trembled with about 5 Hz. Happened on server "BarbiesWorld"(v469c) in map "MH-3072-FloorWays+SBMod". It was only visible for me, not for other players. Also not visible when I team-viewed myself through them.
https://github.com/OldUnreal/UnrealTour ... issues/720

Re: Why do even simple movers lag when playing online?

Posted: Tue Jan 18, 2022 4:36 pm
by sektor2111
Then it's time to setup a revision for old code concerning mover timers... perhaps at end of week or some day in closer future.

Re: Why do even simple movers lag when playing online?

Posted: Fri Jan 28, 2022 12:06 am
by sektor2111
New formula for calculating movement timer of a Mover it's implemented here (I'll do some testing another time...) but this ServerActor can be configured for using old method if newer one recommended by Buggie will not be suitable for everyone. All INI variables are explained in the document from archive and source-code is there as well...
MovSync.7z
(78.08 KiB) Downloaded 17 times
If this ServerActor is not helpful, get rid of it. Once again, this is an Actor usable as ServerActor in Dedicated Servers. Stand Alone games don't need any mover related tweak.