01-06-2010, 02:46 AM
(This post was last modified: 01-06-2010, 02:51 AM by RKDmitriyev.)
(01-06-2010, 02:10 AM)Zulu1 link Wrote: Hey Kurtz,
I noticed last night that it looked as though your mission crashed the server. Server was shown down but mission was left hanging.
That happens sometimes when I get so utterly desynced that I can't even use admin commands. The first time it happened I freaked out and emailed Lobanak, but as far as I've observed, it always corrects itself in about 20 minutes (or maybe Lobanak is very quick on the ball ).
(01-06-2010, 02:10 AM)Zulu1 link Wrote: I don't think it's so much the number of units you have as much as a scripting issue. If you have too many scripts running at the same time or long looping scipts that will cause excessive lag.
This is probably it. Sadly, it seems that I'll have to either get rid of some scripts--at least in the multiplayer version--or overhaul them completely. The reason I put so much stuff in looping scripts is so that I could control how often they loop. I believe triggers will always update every 0.5 seconds or so, but they may only need to check every 10 or 20. But clearly this level of desync isn't acceptable. (Hopefully I can get this all fixed before Lobanak yells at me for crashing the server too often!)
(01-06-2010, 02:10 AM)Zulu1 link Wrote: Looking at your scripts in v2.8 SP, beastcoms and beastcoms2 look normal but the others look they they have control characters from a word processor. Take a look and you'll see what I mean. Do you use notepad or a script editor to write these? I'm not a scripting expert but that looks suspicous.
??? I use Geany. In Geany, it looks to me like my scripts don't contain any odd characters.
Now that you've mentioned it, though, I've copied and renamed as .txt both beastcomms.sqs and celebrate.sqs (the final cutscene). Beastcomms is fine, but celebrate has weird square things where there should be line breaks. You might be on to something there. What sort of odd characters do you see?
Pretty bizarre.
(01-06-2010, 02:10 AM)Zulu1 link Wrote: oh another thought, some mission makers use spawn scripts to generate units rather than placing a whole bunch on the map at once. This is an option, but yet another script to deal with.
Tsk tsk, yes, I noticed that when I was snooping around through others' missions. ;D
EDIT: About my mission.sqm, thanks for the thought. Many parts of that file were rewritten for the multiplayer version, though. If you give me your email I can send you an attachment with the latest version.
R. Kurtz "Koortz" Dmitriyev
My methods have become "unsound."
My methods have become "unsound."