17.05.2014, 20:52
If a server was set in a whole new mapped city, would it be laggy for others? How come it's okay with normal cities, but not with mapped areas!
A custom city may crash the client if there are too many objects.
Oh yes, we've experienced this in one of the projects I was a part of (PD) and it went unsolved. So, too much might crash/lag. And of course, the above posts. |
Well, if you are using a streamer, there should never be more than 500 or 1000 objects right?
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My server has most of the time around 1000 objects loaded for each player (upped the Streamer Plugin's limit) with very high draw distances on most objects, but low draw distances on smaller ones like benches and fences. Besides some lagg on very slow PCs (which can barely run SA itself), nobody has ever experienced crashes. Some screenshots: 1, 2, 3.
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I've looked at your project, and one of the problems I remember is that objects crash if you have placed them on a Z lower than -100.0. Maybe that was the problem in your project?
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Also, some other objects might be invalid and crash the client, although I have never pinpointed such object or had much problems with it.
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I haven't taken a look at the SSs, but our city had a LOT of objects for the client to load as soon as the player spawned (I believe a bombarding of objects in the range of 1000s to the client's PC) - leading us to believe that the problem wasn't in the total number of objects, it was in the number of objects being loaded per unit time or whatever you want to call it. However this contradicts my below point
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