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Server - All player "lag" spikes


FinestHops

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Basically, every few seconds of running, all players seem to have an issue with their screen freezing for a moment before they continue on. This was not happening before the update.

 

We have a theory that it could be that we are using http://steamcommunity.com/sharedfiles/filedetails/?id=866374030&searchtext=map

 

We are however only utilizing the new hamilton area of the map as of right now. Could this possibly be causing some sort of lag issue with the changes the game has made to 

  • A ‘multi-map’ mod no longer needs to be created. ‘Map Mod Priority order’ setting added to highlight which maps are given precedence if there are geographical overlaps and conflicts, with warnings also given to player.

 

Is this a setting that can be changed on a server even? I do not see any sort of config option for this.

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The mod isn't just a map mod. It does a lot of hack-y Lua things to get spawnpoints to work. That's the part that's failing.

 

I'm not sure how you could disable this short of uploading your own map mod to the workshop containing the New Hamilton area. If New Hamilton is already up on the workshop, you could just use that instead. It shouldn't break  your existing map.

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We get this when a player joins in the console... could this maybe have something to do with ti?

 

java.nio.BufferOverflowException
    at java.nio.Buffer.nextPutIndex(Buffer.java:527)
    at java.nio.HeapByteBuffer.putInt(HeapByteBuffer.java:372)
    at zombie.iso.IsoMetaGrid.savePart(IsoMetaGrid.java:594)
    at zombie.network.GameServer.receiveRequestData(GameServer.java:6189)
    at zombie.network.GameServer.mainLoopDealWithNetData(GameServer.java:2316)
    at zombie.network.GameServer.main(GameServer.java:749)

 

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