List of broken things on server atm which broke due to the last patch:
At the moment on server, if someone chooses Seeman, then the second person can choose the hale to be, if they choose prior someone becoming Seeman. This is leading to vs comps of Seeman + Skeleton king, or whatever the second person chooses. (So far we have found that you can get Seeman + Gentlespy as well, and Seeman and Zero, and Skeleton king, so i'm assuming it's all hales). Also, if the second person doesnt pick his hale, it sets it to be seeldier. (How it's supposed to be). The Seemen also stack, so you can get triple seemen, and im assuming it can get to the whole sever being seemen, if you just stack everyone on Seemen. (Managed to get to 6 Seemen and 1 Seeldier)
Also, other items broken, are the Mantreads, they aren't giving you the jump bonus they are supposed to. These are the only things I've noticed which are Major broken at the moment.
Another broken thing to note, is the broken Hyrule map, it's inducing bad FPS, and was part of the cause of the server crash last night (That and slapping). I think the trigger to add colour to the map is causing the lag, as prior, the map was fine and running smooth in black and white. I'm not the only one suffering from FPS issues on it. Personally, I don't mind the map running in black and white, until that issue is resolved, so that we don't have a recreation of the sever black out last night.
It's not a performance issue that hyrulecastle has (the map was designed to be handled on a GCN after all, with a lot of other assets in the scene), but some sort of map logic is stressing the server, that's my best guess anyway.
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frog wrote:
Fluffy wrote:
"Running Around On Whatever Map Happens To Be On And Doing What I Please: The Interactive Past-Time"®.
Ah so that's the name of game that's being played half of the time on HH4.
Thanks for the list, not sure when I'll get time to sort out. (Off to Glasto in a couple of days to start setting up a laser/light show for the Glade and Temple stages, anyone going?) For now all companions are disabled.
Blinx wrote:
It's not a performance issue that hyrulecastle has (the map was designed to be handled on a GCN after all, with a lot of other assets in the scene), but some sort of map logic is stressing the server, that's my best guess anyway.
Nothing is stressing the server. The server doesn't do any rendering and barely breaks a sweat on a single core. Any client FPS issues will be due to individual hardware/software configuration. As with the pl, cp, dom maps, all logic is stripped out of the map by the server when it's loaded.
glastonbury... i wish i could go, i went last year but this year i have my end of ks3 exams, and cant go. i bet this is the year they have deadmau5, the chemical brothers or daft punk performing.
It's not a performance issue that hyrulecastle has (the map was designed to be handled on a GCN after all, with a lot of other assets in the scene), but some sort of map logic is stressing the server, that's my best guess anyway.
Nothing is stressing the server. The server doesn't do any rendering and barely breaks a sweat on a single core. Any client FPS issues will be due to individual hardware/software configuration. As with the pl, cp, dom maps, all logic is stripped out of the map by the server when it's loaded.
Hyrulecastle is an exception, everybody experiences some sort of odd packet-loss like lag (Pings do not go up and FPS does not drop) where everyone jolts around. It should be scrapped altogether (dunno if you've already done that), there's a stuff wrong with it in terms of design too (no medkits/ammo and very plain geometry, doesn't allow for any depth of play), it's just kind of cool to play in because of it's origin.
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