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Any tricks to test a mission that will be a multiplayer mission...


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Posted (edited)

S! All,

 

A bit tricky as a question... but here I go.

I did a multiplayer event (PvP) today and it seems that the sector of the map (where I did the tank battles) did something that was slowing the gameplay for all players in-game(?). Looking at the server stats, the CPU was very good and the famous tick delay was around 4.

All this, with most of the stuff on the map - static blocks and many groups or scripts, that were triggered by distance only if a plane (for most) or a tank was near a specific area (radius).

So my question: Is there any way to test a mission without having 20 to 30 players in the game (server)?
This would help in knowing if the server will be OK when having many players when doing the event.

 

Thanks for any help with this kind of issue.
I know that some other mission creators did get this kind of problem (slow motion for players) with specific sectors of other maps in IL-2.

Cheers,
GenMarkof  +

p.s.: the map area I'm talking about is the Isle of Wight on the Normandy map... near the western area of the town Freshwater. I did add some houses inside that town. If this could be an issue?
 

Edited by GenMarkof007
Posted
On 9/23/2024 at 3:36 AM, GenMarkof007 said:

p.s.: the map area I'm talking about is the Isle of Wight on the Normandy map... near the western area of the town Freshwater. I did add some houses inside that town. If this could be an issue?

I cannot help you on the first part of your question. But on the second part if additional houses in a town could impact so as to slow down the whole thing, then I would say no. Except if these are hundreds of objects and big large ones like cathedrals etc. That may have an impact on framerate when they are visible in the field of view, but it will not slow down the game globally in a constant manner.

  • Thanks 1
  • 2 weeks later...
Posted

Are there a lot of systematic activations/deactivations?

I had a system I called "blinker". I used it in the map to highlight stuff/activity/targets in the main map, so some icons would blink in 1 sec interval by activating/deactivating them continuously. At some point however it turned out once that framerate was same, tick was same, but the experience for players was diashow. After removing those, the problems were solved.

Just a thought.

  • 2 weeks later...
Jaegermeister
Posted

The most likely cause is that you have Check zones that are reversed activating and deactivating something. If the activation Check zone is larger than the deactivation zone it would do that.

  • Like 1
Posted
3 hours ago, Jaegermeister said:

The most likely cause is that you have Check zones that are reversed activating and deactivating something. If the activation Check zone is larger than the deactivation zone it would do that.



I did check this... but I'm not sure if this was the case or not.
We will do a new MP mission soon and I will see if removing many of those activating/deactivating will help.

Thanks
GenMarkof007  ;)

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