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Battlefield Modding Tutorials BFMODS • View topic - Full server test results

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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 Post subject: Full server test results
PostPosted: Fri Sep 03, 2004 6:47 am 
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I modded 5 maps and they were put on our public server for a full test. Nobody crashed (that I know of) but it put a lot of lag on the server that nobody previeously experienced. Lots of "rubberband" lag where it stutters and you go backwards a little. Does SSM'ing generally cause lag? Can it be fixed? People liked the modding but hated the lag.

Also, some strange things happened on some of the maps. On Basrah's Edge, a med locker/ammo crate stopped resupplying health/ammo. No idea where the code is for that, and I'm positive I haven't touched it. There was also a ladder alongside a building that nobody could climb. Again, never touched that. Other things on different maps were glitchy, like an invisible blockage in the road on weapon bunkers.
Anybody experienced this? I'm more concerned about the lag though.


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PostPosted: Fri Sep 03, 2004 7:59 am 
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 Post subject:
PostPosted: Fri Sep 03, 2004 5:05 pm 
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Thanks for the replies. About lag related to placing numerous vehicles: we're all still getting lag on maps where I removed numerous vehicles. On basrah's edge I removed everything except a chopper for each team, a tank for each team and a suicide car. Still laggy.
Anybody want to have a look at the 5 rfas I modded and see if you can pick out anything? These are first versions and a lot of the stuff is already being changed. For example, I had spawn times for fighter jets WAY too low and the max number too high on el al, which made fighters spawn ridiculously too often.
I also borrowed some stuff from previously posted .rfas, like the hidden airfield because I thought it was pure genius.
Anyways, here's the URL.
http://webpages.charter.net/mst3k/serversidemods/

Name of the file is Deux.zip
The other rfas in the directory are just anti-basecamping SSMs.
Thanks


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