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[L4D2] nb_update_frequency fix (Experimental)


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larrybrains
Senior Member
Join Date: May 2017
Old 12-09-2023 , 15:14   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #41

Quote:
Originally Posted by HarryPotter View Post
Launch Game -> single player (30 tickrate, no cheats, no nb_update_frequency set, all vanilla) -> alart horde -> observe how comon zombies move / collide / surround player, better record video

And then test your server 100 tick/nb_update_frequency 0.01.
Adjust z_resolve_zombie_collision_multiplie until zombies' behavior match almost the same as video
Nice! I just tested on my server 100 tick/nb_update_fequency 0.02 and setting z_resolve_zombie_collision_multiplier "0.25" made the zombie behavior closely match vanilla for me, thanks!
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Shimo
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Join Date: Dec 2023
Old 01-18-2024 , 11:08   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #42

Did you fix the issue where common infected would fall back when you used a melee with a wider attack range?
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BHaType
Great Tester of Whatever
Join Date: Jun 2018
Old 01-18-2024 , 16:26   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #43

Quote:
Originally Posted by Shimo View Post
Did you fix the issue where common infected would fall back when you used a melee with a wider attack range?
I didn't and I have no idea what is this and what it has to do with nb_update_frequency convar.
Describe issue better or show video if possible.
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Shimo
Junior Member
Join Date: Dec 2023
Old 02-07-2024 , 09:49   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #44

Like this.
https://drive.google.com/file/d/15sK...ew?usp=sharing

Last edited by Shimo; 02-07-2024 at 09:53.
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Shimo
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Join Date: Dec 2023
Old 02-07-2024 , 10:02   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #45

As far as I can tell this is also caused by nb_update_Frequency, it seems to be that knockback from melee weapon attacks is ruled multiple times
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BHaType
Great Tester of Whatever
Join Date: Jun 2018
Old 02-07-2024 , 23:05   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #46

Quote:
Originally Posted by Shimo View Post
As far as I can tell this is also caused by nb_update_Frequency, it seems to be that knockback from melee weapon attacks is ruled multiple times
This happens due to collision between 2 commons is being called more frequently rather than on lower nb_update_frequency.
The extension provides "z_resolve_zombie_collision_multiplier" convar to change multiplier of the collision force.
For reference see this post

I was suggested to automatically set this value based on server's nb_update_frequency and now I think it would have been better to do so back then.
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Last edited by BHaType; 02-08-2024 at 07:59.
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KoMiKoZa
Senior Member
Join Date: Dec 2017
Location: Thy old times.
Old 03-15-2024 , 14:32   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #47

What the heck, great work!
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ProjectSky
AlliedModders Donor
Join Date: Aug 2020
Old 03-17-2024 , 09:36   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #48

Quote:
Originally Posted by ProjectSky View Post
witch still gets stuck
server tick: 96
nb_update_frequency: 0.0

https://imgur.com/HtwILWX
Quote:
Originally Posted by BHaType View Post
Extension doesn't fix every possible stuck situations.
Only those that were affected by ResolveCollision early return but thanks for report, I will try to fix it.
same issue, I know it cannot be full fixed, just reporting it.
https://imgur.com/a/b11VB30
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HarryPotter
Veteran Member
Join Date: Sep 2017
Location: Taiwan, Asia
Old 04-01-2024 , 18:29   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #49

Quote:
Originally Posted by ProjectSky View Post
same issue, I know it cannot be full fixed, just reporting it.
https://imgur.com/a/b11VB30
try lower z_resolve_zombie_collision_multiplier value?
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larrybrains
Senior Member
Join Date: May 2017
Old 08-24-2024 , 20:49   Re: [L4D2] nb_update_frequency fix (Experimental)
Reply With Quote #50

I’ve noticed that this extension seems to be causing significant slowdowns on my server when there’s a lot of activity in large open maps such as c2m2_fairgrounds. This issue occurs in-game on a versus server with 8 players and sometimes 4 or 5 spectators.

For testing, when I’m the only one connected and increase the mob and common limit from default to 75 and then spawn a large horde, I can replicate the slowdown.

In net_graph 1, I see the tick rate drop from 100 to around 50 when the large horde is spawned. When the extension collision handling is turned off (toggle "z_resolve_zombie_collision" and "z_resolve_collision" to 0) while the horde is still present, the tick rate improves to about 85 or 90. If I turn it back on again, it drops back down to around 50.

When it drops to around 50 or below, the common infected become quite jittery and it feels like the server is struggling.
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