Howdy,
on my PW i have an issue with the clock (or i atleast think it's the clock).
Not really sure if i can explain my issue well, but here it goes:
Everytime the ingame clock advances one hour the client and/or the server lags/stutters (i'm not sure if it is the client or the server or both). However, it lags/stutters for 1 second and there is no smooth transition between night and day (when it happens from hour 5 to 6 for example). It seems to only happen once in each area.
So basically, i log in to the server, i load up the zone and as soon the time advances one hour for the very first time in the area i lag/stutter for a short moment, after that every hour and the day/night transition works fine and smooth.
Now if i zone into another area, the same thing happens again for the first hour advanced.
I use HCR2 and the Legends Plugins on the PW module
xp_bugfix, xp_time, xp_AuroraServerNWScript and of course xp_mysql on the nwnx4 server.
Or is this maybe even just a glitch/bug/issue of NWN2 itself?
Or i'm simply the only one with this problem? Can someone else confirm the same behaviour?
If nobody can confirm the same glitch, does someone maybe have any idea what could cause this?
ingame time/clock issue (lag/stutter when the clock advances 1 hour)
Débuté par
Himmelweiss
, mars 08 2012 06:49
#1
Posté 08 mars 2012 - 06:49
#2
Posté 08 mars 2012 - 07:52
Sounds like a script is doing this. Search for scripts which set the time, probably something being run by HCR2.
#3
Posté 10 mars 2012 - 05:54
hmm yeah, was my first thought of course as well. But SetTime and SetCalendar is only called once by HCR2 at the moduleload script.
No other script in the module is makeing use of SetTime or SetCalendar.
Maybe there is more behind the entire time thing i'm not aware of. It might be even possible that the Legends Plugins are causing this. But i would not know how and why since nowhere is the time set constantly,
- Also, "SetClockOnForPlayer" is called only once OnClientEnter for each PC.
- SetClockOnForAllPlayers is never being used in any script.
The only thing HCR2 is doing is calling "h2_SaveCurrentCalendar" every 60 seconds
Maybe my problem is something completly different, maybe no time thing is causing this at all. But the lag just happens everytime the game clock advances 1 hour (only once in each area i just zoned into).
So yeah i'm confused....
No other script in the module is makeing use of SetTime or SetCalendar.
Maybe there is more behind the entire time thing i'm not aware of. It might be even possible that the Legends Plugins are causing this. But i would not know how and why since nowhere is the time set constantly,
- Also, "SetClockOnForPlayer" is called only once OnClientEnter for each PC.
- SetClockOnForAllPlayers is never being used in any script.
The only thing HCR2 is doing is calling "h2_SaveCurrentCalendar" every 60 seconds
void h2_SaveCurrentCalendar(int nYear = -1, int nMonth = -1, int nDay = -1, int nHour = -1, int nMinute = -1)
{
object oMod = GetModule();
float fTimeFactor = 60/(HoursToSeconds(1)/60);
if (nYear == -1)
nYear = GetCalendarYear();
if (nMonth == -1)
nMonth = GetCalendarMonth();
if (nDay == -1)
nDay = GetCalendarDay();
if (nHour == -1)
nHour = GetTimeHour();
if (nMinute == -1)
{
nMinute = GetTimeMinute();
nMinute = FloatToInt(nMinute * fTimeFactor);
}
string sDateTime = GetDateTimeString(nYear,nMonth,nDay,nHour,nMinute,0);
SetPersistentString(oMod, H2_CURRENT_DATE_TIME, sDateTime);
}
Maybe my problem is something completly different, maybe no time thing is causing this at all. But the lag just happens everytime the game clock advances 1 hour (only once in each area i just zoned into).
So yeah i'm confused....
Modifié par Himmelweiss, 10 mars 2012 - 05:57 .
#4
Posté 13 mars 2012 - 10:13
I have tracked down the issue further. The lag/stutter problem even happens if i run a simple module on the server with just 1 outside area with no scripts, haks etc.
After exact 2 minutes when the clock advances 1 hour the character jumps/hangs while running (Point & Click), But it happens even if i do not move, easily noticeable since the sky/light in the area just jumps to the settings it should have or something.
But as i have mentioned here already it happens only once in each area.
I have already reinstalled the server from scratch, the problem is still there.
Even without any Server Plugin, the problem is still there.
I tested the "Client Extenstion" for the other PC i play NWN2 on since CE is doing something different with the Point/Click move, but no difference there.
I know that pretty much nobody can help me there, but incase someone has any idea what i could try, as stupid as it may sound, please let me know.
After exact 2 minutes when the clock advances 1 hour the character jumps/hangs while running (Point & Click), But it happens even if i do not move, easily noticeable since the sky/light in the area just jumps to the settings it should have or something.
But as i have mentioned here already it happens only once in each area.
I have already reinstalled the server from scratch, the problem is still there.
Even without any Server Plugin, the problem is still there.
I tested the "Client Extenstion" for the other PC i play NWN2 on since CE is doing something different with the Point/Click move, but no difference there.
I know that pretty much nobody can help me there, but incase someone has any idea what i could try, as stupid as it may sound, please let me know.
#5
Posté 14 mars 2012 - 05:09
Does the client-side framerate drop when this happens or does your character just jump forward?
You can use /showfps in the CE to bring up the framerate display in-game.
You can use /showfps in the CE to bring up the framerate display in-game.
#6
Posté 14 mars 2012 - 12:07
There is no drop in the FPS when this happens.
The character sometimes just does jump forward instantly and sometimes just stands still, with the walking animation still on the char, and is then jumping forward after a while.
I have tested it on a third computer, same issue there.
But, here comes the big "but", like i said in a previous post here, this happens even if i do not move at all. So i think it doesn't even have to do anything with Point&Click move.
In the simple test module i just setup one 8x8 outside area with no placeables and so on, just a simple flat terrain. What i added is a NPC that is walking arround in circles for testing reasons.
Now after 2 minutes, if standing still i can easily tell by the walking NPC what's going on. Exactly after 2 minutes (when the clock advances 1 hour) the NPC then just jumps to the next Waypoint and sometimes the sky/light (depending on the current time ingame) changes to the values it should have (so i'm guessing atleast).
I know i repeat myself alot here, but just want to make sure that i'm not missing anything.
Now since the same issue is there with the PC of my GF, my guess is there must be something wrong with my Server or the Game itself? Just a wild guess, since i'm honestly very clueless atm.
The Server PC's Hardware is:
- Windows XP
- 4GB RAM
- Intel P4 3.00 Ghz (2 CPUs)
- NVIDIA Geforce 7600 GS
- 120GB HDD
Not the greatest setup, but for a simple test module this should be enough.
And on the Client PCs we had Vista, Geforce GTX 275, 4 GB RAM and plenty of DiscSpace.
One PC had an Athlon X64 2.6 Ghz Dual Core CPU and the other Intel with 3Ghz Dual Core.
The character sometimes just does jump forward instantly and sometimes just stands still, with the walking animation still on the char, and is then jumping forward after a while.
I have tested it on a third computer, same issue there.
But, here comes the big "but", like i said in a previous post here, this happens even if i do not move at all. So i think it doesn't even have to do anything with Point&Click move.
In the simple test module i just setup one 8x8 outside area with no placeables and so on, just a simple flat terrain. What i added is a NPC that is walking arround in circles for testing reasons.
Now after 2 minutes, if standing still i can easily tell by the walking NPC what's going on. Exactly after 2 minutes (when the clock advances 1 hour) the NPC then just jumps to the next Waypoint and sometimes the sky/light (depending on the current time ingame) changes to the values it should have (so i'm guessing atleast).
I know i repeat myself alot here, but just want to make sure that i'm not missing anything.
Now since the same issue is there with the PC of my GF, my guess is there must be something wrong with my Server or the Game itself? Just a wild guess, since i'm honestly very clueless atm.
The Server PC's Hardware is:
- Windows XP
- 4GB RAM
- Intel P4 3.00 Ghz (2 CPUs)
- NVIDIA Geforce 7600 GS
- 120GB HDD
Not the greatest setup, but for a simple test module this should be enough.
And on the Client PCs we had Vista, Geforce GTX 275, 4 GB RAM and plenty of DiscSpace.
One PC had an Athlon X64 2.6 Ghz Dual Core CPU and the other Intel with 3Ghz Dual Core.
#7
Posté 14 mars 2012 - 11:20
Is anything else happening when the clock gets updated?
You might have to dig around in the HCR code or heartbeat to see.
You might have to dig around in the HCR code or heartbeat to see.
#8
Posté 15 mars 2012 - 06:28
The weird thing is...
Nothing is happening since the problem is even there if i run a module with just 1 outside area, there are zero scripts, zero haks, zero custom anything in the test module and the problem still exists.
Also, with no additional Server Plugins for NWNX4 the problem still exists.
Note, i have already setup my Server from scratch, but it didn't help.
So the problem still exists with an vanilla installation of NWN2 on the client PC, vanilla installation of NWN2Server and NWNX4 on the Server PC.
Using Client Extension for the Client and xp_bugfix, script_accelator etc. for the Server, well pretty much anything decent from Skywing you just need for a Server anyway didn't help for my issue here.
I'm seriously very curious what is causing this, and i'm really surprised that i'm so far the only one with this issue :/
Nothing is happening since the problem is even there if i run a module with just 1 outside area, there are zero scripts, zero haks, zero custom anything in the test module and the problem still exists.
Also, with no additional Server Plugins for NWNX4 the problem still exists.
Note, i have already setup my Server from scratch, but it didn't help.
So the problem still exists with an vanilla installation of NWN2 on the client PC, vanilla installation of NWN2Server and NWNX4 on the Server PC.
Using Client Extension for the Client and xp_bugfix, script_accelator etc. for the Server, well pretty much anything decent from Skywing you just need for a Server anyway didn't help for my issue here.
I'm seriously very curious what is causing this, and i'm really surprised that i'm so far the only one with this issue :/





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