Posted on 07 February 2016 - 03:54 AM
@MasterGberryThe problem may be caused by when someone dies, they do not press Respawn. I don't think that they are Teleported back to spawn while they are dead. I'm not 100% sure but there have been cases where I have seen dead players glitched in the arena where I am fighting and im guessing they are the previous people who were fighting on that map.
Last edited on 07 February 2016 - 03:58 AM by Eboryte
The solution is Badlion Asia eZPosted on 07 February 2016 - 05:54 AM
MrStealYoFill wrote
How to recreate the glitch: go afk for about half an hour in the respawn menu screen after you die in a buildUHC match.
Posted on 07 February 2016 - 07:02 AM
THIS IS MY THEORY, I JUST CAME UP WITH AFTER LOOKING AT THE CHAT(OR WHATEVER IT IS):I think that we should make more servers with less max amount(eg. 250). It's like lobbies on servers. It's why they have it. The more people there is on a lobby, the more lag there is. That's why when it's 3:00am EST lagspikes rarely happen. I would say the some kits are very complicated and there's always some hackers(no offense Badlion)hacking with whatever hacks he/she uses, or someone trying to destroy/place blocks when your not supposed to. Kits like no debuff aren't so bad since it's just a bunch of pots and effects with people hitting each other. Build? I think they just do. Or just people that spam chat every 3 seconds(Please don't change it, I'm just saying). If you're thinking about 2v2s, just make some 2v2 ArenaPvP server, and let people party in lobbies. Yeah, is this detailed enough?
Posted on 07 February 2016 - 07:09 AM
Huh this might be because of the amount of players badlion have + the spam in chat?on eu there is like x10 more lag than on na
Posted on 07 February 2016 - 07:25 AM
We Should Seperate the Servers for less Lag for example Make a Seperate server for Soup like how the server did 8 months ago and make a seperate Arena Pvp and a seperate PotPvP or merge the potpvp and the souppvpPosted on 07 February 2016 - 08:41 AM
There are too many blocks registered in the system. Too many being broken, placed, and thrown. The server lags because of the entities. Between block placement blocks are considered entities. When blocks are broken they are entities. When there are blocks sitting as entities it could lag the server due to the number of entities. Bigger groups of spleen and build uhc create more entities and it lags even more. The solution is every few seconds clear all entities and make room for more to come without having a huge quantity of entities. This is the solution. This is the answer. ~RobotzManPosted on 07 February 2016 - 10:28 AM
How far do chat logs go back @SmellyPenguinPosted on 07 February 2016 - 10:34 AM
RobotzMan wrote
But then my gapples disappear when I'm trying to give em to my teammate !!1!!
Posted on 07 February 2016 - 12:08 PM
xSpqcey wrote
Again, I don't know if you already use efficient ways of regenerating arenas, but either way, I guess it is worth taking a look at.
-Spacey.
The problem is it should not be doing 100k chunk updates :P It should be doing 20-50. Which is normal/fine. We already have code optimized to handle this. The issue is when someone glitches out and causes a 100k chunk update.
Posted on 07 February 2016 - 12:23 PM
go back to 750 people for each ArenaPVP serverPosted on 07 February 2016 - 12:32 PM
fybians wrote
no
Last edited on 07 February 2016 - 12:52 PM by Kodene
Whats up guys, I'm not even close to sloving this bug but I have noticed every time 4 players show up in an arena in Build UHC 1v1's, its on the same map every time. I'm not sure what this map is called, but Its the one with a giant tree in the middle with 2 hills on opposite corners and players starting in opposite corners with grass every where.Also in attempt to slove this bug, I would like to know what the map rotation is for Build Uhc 1v1?
UPDATE:
This is the map.
https://imgur.com/PQodrB3
Last edited on 07 February 2016 - 12:58 PM by 77cm
My theory.1. spam blocks/lava in multiple arenas at once. Creating your lag source. (Remember, 100's of people are doing this at the same time across servers).
2. Make one person kill the other in each arena at the same time. Causing multiple arenas to be reset at the same time.
3. Server attempts to reset all the water/lava/blocks placed as quick as possible. 100's of Arena's going through this every minute.
4.Server will freeze as it gets to much to handle sending new chunks and resetting the worlds at the same time.
How?
The theory that i have is when there are to many entities and matches ending at the same time, the server goes mentally haywire, causing a short/long lagspike. The reason for the 100k chunks loading is due to the fact that the server feels the need to get unnecessary chunks to load in because the server is requesting as many as possible to make the new maps to reset and load as fast as possible.
When a match of build UHC ends there is almost always blocks and lava/water to be reset. When over 500+ duels are happening at once(At peak time), there is bound to be multiple arenas finishing and reseting at the same time. Which sometimes gets to much for the server to handle.
NOTE
THIS CANNOT BE TESTED BY MYSELF DUE TO NOT BEING ABLE TO GET ENOUGH FRIENDS ONLINE AND NOT WANTING TO DISRUPT THE SERVER. BUT REMEMBER, IF THERE IS 5 DUELS FINISHING AT THE SAME TIME, TIMES THE CHUNKS BEING SENT BY 2-4.
Posted on 07 February 2016 - 12:51 PM
ItsPeel wrote
1. spam blocks/lava in multiple arenas at once. Creating your lag source. (Remember, 100's of people are doing this at the same time across servers).
2. Make one person kill the other in each arena at the same time. Causing multiple arenas to be reset at the same time.
3. Server attempts to reset all the water/lava/blocks placed as quick as possible. 100's of Arena's going through this every minute.
4.Server will freeze as it gets to much to handle sending new chunks and resetting the worlds at the same time.
How?
The theory that i have is when there are to many entities and matches ending at the same time, the server goes mentally haywire, causing a short/long lagspike.
When a match of build UHC ends there is almost always blocks and lava/water to be reset. When over 500+ duels are happening at once(At peak time), there is bound to be multiple arenas finishing and reseting at the same time. Which sometimes gets to much for the server to handle.
NOTE
THIS CANNOT BE TESTED BY MYSELF DUE TO NOT BEING ABLE TO GET ENOUGH FRIENDS ONLINE AND NOT WANTING TO DISRUPT THE SERVER. BUT REMEMBER, IF THERE IS 5 DUELS FINISHING AT THE SAME TIME, TIMES THE CHUNKS BEING SENT BY 2-4.
Issue:
Arenas: 20-30 Chunks, Badlion can handle
Issue: There's a bug that loads 100,000 chunks. The issue isn't everyday fights
Posted on 07 February 2016 - 12:54 PM
Whats up guys, I'm not even close to sloving this bug but I have noticed every time 4 players show up in an arena in Build UHC 1v1's, its on the same map every time. I'm not sure what this map is called, but Its the one with a giant tree in the middle with 2 hills on opposite corners and players starting in opposite corners with grass every where.Also in attempt to slove this bug, I would like to know what the map rotation is for Build Uhc 1v1?
UPDATE:
This is the map.
https://imgur.com/PQodrB3
Bump
@Archybot