View Single Post
Re: Linux Bug in CVS source
Old
  (#10)
minorgod
Member
 
minorgod's Avatar
 
Status: Offline
Posts: 43
Join Date: Jan 2004
Default Re: Linux Bug in CVS source - 10-07-2004

I think the linux lag issue I was experiencing several weeks ago was either fixed by a CVS update or by a Steam update. Either way I now only have intermittent lag spikes over 200 with 14-16 bots and 2 humans playing. Installed mods are Metamod, Realbot WIP, AMX, WC3FT, AdminMod and StatsMe running on a 1Ghz P3. Also running MySQL for saving AMX/WC3 info. Lagspikes will happen every couple of minutes, but only last a few seconds (5-10). I thought it might only happen when a new map starts and all the bots are alive and moving around at the same time, but the number of live bots doesn't seem to have any effect. It will sometimes lagspike when there's just a couple of players left alive. Still, it's very playable now and the lag is usually so short it goes unnoticed. Pings rarely jump over 250 now when they do spike and I'm pretty convinced now that it's just the slow processor maxing out. Something is definitely taking more CPU cycles than it used to though.

In all, I'm very happy to finally have these various mods working this well together on a low-end P3. RealBot WIP is really starting to kick some booty! My best friend and I have been playing against the various realbot versions for over a year and it seems like the WIP is almost as good as the old non-WIP version ever was. Bots are showing more interesting behaviors and working together better. I'm still seeing some problems with bots taking the same path every time and some getting stuck and blocking each other in hallways, etc. From the WIP source code, it looks like there's some work going on to allow automatic generation of .rbn files from .bsp files. That would be really cool if there was a way to render some higher quality nodes from the bsps. Maybe a program that would run overnight and do things that would be too cpu intensive to do during the game, such as shoot tracelines in all directions from every location in the game and use the data to fix existing node files. Just some random speculation of course.

Now if only I could figure out which mod has control of my mapcycle!


Nowhere does science promise emancipation.

Last edited by minorgod; 10-07-2004 at 00:41..
  
Reply With Quote