Hey everyone, bought this game during the steam sale and totally in love
with it. Amazing game, having hours of fun in it going through the
campaign!
There's just 1 small thing that is bugging away at me. It seems at times
I am getting mutliplayer like lag effects in the single player
campaign. My character would walk a bit up to the top of a path lets say
and he would then run on the spot and then "teleport" back to the
bottom of the path. Like a lag spike or something.
I (total speculation) think it may be due to an AI companion getting
"stuck" on something in the world and my character teleporting back to
them but I cant be sure.
Anyone else get this problem?
Singleplayer Lag?
Débuté par
Alan3002
, juil. 16 2011 01:49
#1
Posté 16 juillet 2011 - 01:49
#2
Posté 16 juillet 2011 - 03:04
#3
Posté 16 juillet 2011 - 03:06
Cheers
#4
Posté 16 juillet 2011 - 03:07
I've experienced it even without any companions. It only happens when using WASD to move, and keeping the keys constantly pressed. There's a technical reason for the 'rubberband' effect, some fix they introduced to solve another problem, but I forgot what it was about.
Basically, just let up on the WASD for a second every now and then, and it shouldn't be much of a problem anymore.
Basically, just let up on the WASD for a second every now and then, and it shouldn't be much of a problem anymore.
#5
Posté 16 juillet 2011 - 03:24
Lugaid of the Red Stripes wrote...
I've experienced it even without any companions. It only happens when using WASD to move, and keeping the keys constantly pressed. There's a technical reason for the 'rubberband' effect, some fix they introduced to solve another problem, but I forgot what it was about.
Basically, just let up on the WASD for a second every now and then, and it shouldn't be much of a problem anymore.
Thanks, I was wondering why I didnt experience the problem in a while now and its because I have started to use "hold left click to move".
Thanks again for the info!
#6
Posté 16 juillet 2011 - 09:44
I get this problem too quite a bit. Very irritating, but no known solution for it unfortunately.
#7
Posté 17 juillet 2011 - 05:21
Try the NWN 2 Client Extension which has some reworking of that for multiplayer. Not sure if it will help it completely, but it at least improves it somewhat in my experience.
The game has an actual server hidden there, technically most games are set up like this, just the WASD is not the best.
This is a tool made to fix bugs in general, add features, and is very useful for single player games.
The game has an actual server hidden there, technically most games are set up like this, just the WASD is not the best.
This is a tool made to fix bugs in general, add features, and is very useful for single player games.
#8
Posté 17 juillet 2011 - 09:11
Didn't this issue plague NWN2 ever since release?
I did some research into this yesterday.
Here is a test area, red colored is non-walkable terrain and black colored is walkmesh cutter.
400x200http://www.abload.de/img/nw1mnsj.jpg[/img]
It seems that if you keep bumping (using WASD controls, in this case W+D pressed) with your character against one side only of the rectangular walkmesh cutter, nothing bad happens.
400x200http://www.abload.de/img/nw2ocfm.jpg[/img]
However, if you come to the end of the cutter and still keep W+D pressed your character will turn right and start bumping against another side of the cutter and this is when the bug occurs. When you release controls there is a high probability that your character will teleport back to a intersect corner of the cutter. I have also noticed that sometimes after releasing controls PC doesn't teleport but turns around and tries to walk back to a corner instead.
400x200http://www.abload.de/img/nw3ynmg.jpg[/img]
The same is applicable for non-walkable terrain, however PC doesn't teleport to a corner immediately. When you release controls he will stop and remain in place, but will keep playing the move forward animation or if you press S move backward animation. To teleport him you have to keep moving around a bit or issue a move command with mouse.
400x200http://www.abload.de/img/nw4gaay.jpg[/img] 400x200http://www.abload.de/img/nw5zbmw.jpg[/img] 400x200http://www.abload.de/img/nw6mx9y.jpg[/img]
Be aware that this doesn't occur always in these cases.
It will happen very frequently though when bumping against cutter shapes like this:
400x200http://www.abload.de/img/nw7gxuf.jpg[/img]
I did some research into this yesterday.
Here is a test area, red colored is non-walkable terrain and black colored is walkmesh cutter.
400x200http://www.abload.de/img/nw1mnsj.jpg[/img]
It seems that if you keep bumping (using WASD controls, in this case W+D pressed) with your character against one side only of the rectangular walkmesh cutter, nothing bad happens.
400x200http://www.abload.de/img/nw2ocfm.jpg[/img]
However, if you come to the end of the cutter and still keep W+D pressed your character will turn right and start bumping against another side of the cutter and this is when the bug occurs. When you release controls there is a high probability that your character will teleport back to a intersect corner of the cutter. I have also noticed that sometimes after releasing controls PC doesn't teleport but turns around and tries to walk back to a corner instead.
400x200http://www.abload.de/img/nw3ynmg.jpg[/img]
The same is applicable for non-walkable terrain, however PC doesn't teleport to a corner immediately. When you release controls he will stop and remain in place, but will keep playing the move forward animation or if you press S move backward animation. To teleport him you have to keep moving around a bit or issue a move command with mouse.
400x200http://www.abload.de/img/nw4gaay.jpg[/img] 400x200http://www.abload.de/img/nw5zbmw.jpg[/img] 400x200http://www.abload.de/img/nw6mx9y.jpg[/img]
Be aware that this doesn't occur always in these cases.
It will happen very frequently though when bumping against cutter shapes like this:
400x200http://www.abload.de/img/nw7gxuf.jpg[/img]
#9
Posté 17 juillet 2011 - 09:26
Skywing rewrote that section of code, the client process and server process are not always in sync like they should be.
Note that despite it being done pretty poorly it's the same thing happening in NWN1.
Note that despite it being done pretty poorly it's the same thing happening in NWN1.
#10
Posté 17 juillet 2011 - 09:48
I've done some SP testing with the Extension and have so difference in the walkmesh popping that is described by the OP. I'm sure that there are lots of fixes, but the WASD movement popping is not one of them.
#11
Posté 17 juillet 2011 - 10:26
There is an excellent spot to test this in OC tutorial West Harbor map. If I run from the spot straight into the three fences while holding w+d it teleports the PC just about always.
400x200http://www.abload.de/img/nw895x1.jpg[/img]
Also it looks like the issue doesn't happen with placeables that have dynamic collision enabled, the PC will just bump into them and stop.
400x200http://www.abload.de/img/nw895x1.jpg[/img]
Also it looks like the issue doesn't happen with placeables that have dynamic collision enabled, the PC will just bump into them and stop.
#12
Posté 18 juillet 2011 - 12:27
I haven't read the entire thread, so maybe it's been mentioned. I tried the Client Extension briefly in single player, and got several crashes. Maybe it's been fixed by now. Haven't tried it in multi.
#13
Posté 18 juillet 2011 - 01:10
If you post the crash log for any crashes to skywing, he can fix them, and also describe to you why it crashed in a way soas to properly figure out why the problem happened. Very hard to know why you crashed, could be something which was more of a coincidence, or something specific which not a lot of users have going on. Generally it's a good idea when community content has a problem for you to put some effort into contacting the author, the good authors tend to quickly fix it, and no author can prevent all issues.
From my experience it's top notch quality, and i use it extensively in single player. Any time there is an issue - and i am talking about issues with the game itself for the most part, he's got a fix for it in a few days. That is the thing, he's removing multiple problems with the game itself, so even if it caused some issues it's still much better than without.
It is this reporting of issues to him, which led him to rework somewhat the way WASD works, and preventing some rubberbanding. I clearly remember him discussing it, but he said he could not fix it entirely, but after wards it was a lot better for me. If you can get this to his attention ( he's on IRC ), and can describe what is going on i am sure he might have some ideas on how to help it since he is the only member of the community who can mod that part of the game. ( the second or third post in the thread i linked to is him asking someone to disable it via typing /mpredict , so it's definitely doing this.
From my experience it's top notch quality, and i use it extensively in single player. Any time there is an issue - and i am talking about issues with the game itself for the most part, he's got a fix for it in a few days. That is the thing, he's removing multiple problems with the game itself, so even if it caused some issues it's still much better than without.
It is this reporting of issues to him, which led him to rework somewhat the way WASD works, and preventing some rubberbanding. I clearly remember him discussing it, but he said he could not fix it entirely, but after wards it was a lot better for me. If you can get this to his attention ( he's on IRC ), and can describe what is going on i am sure he might have some ideas on how to help it since he is the only member of the community who can mod that part of the game. ( the second or third post in the thread i linked to is him asking someone to disable it via typing /mpredict , so it's definitely doing this.
#14
Posté 18 juillet 2011 - 01:44
Wait, I contacted him and sent him my crash log. Just describing my (short) experience with it. I rarely get crashes, and in the short time I tried it I had multiple ones. I uninstalled it and the crashes stopped, so I'd say they were related to the CE.
After that, I haven't tried it again, and this was like two months ago, so as I said, it's probably solved now.
After that, I haven't tried it again, and this was like two months ago, so as I said, it's probably solved now.
#15
Posté 18 juillet 2011 - 02:53
If you sent him crash logs, yes he likely updated things to handle those issues.
Generally if you ask him, he will tell you exactly why the game crashed - that is a lot better than guesswork. ( the crash logs show exactly what piece of code caused the crash ). Anytime anyone crashes, it helps to send him the logs to see if it's some new issue.
Generally if you ask him, he will tell you exactly why the game crashed - that is a lot better than guesswork. ( the crash logs show exactly what piece of code caused the crash ). Anytime anyone crashes, it helps to send him the logs to see if it's some new issue.





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