Well, I have a problem that can be seen in the film.
https://youtu.be/9qL3Vn8BAi8 (sorry for quality).
When current packet loss reaches 100%, I can't write on chat and spawn. I see what others write in the chat. The problem occurs after a few minutes from the entrance to the server. This problem is repeated for each server. The problem doesn't occur on hamachi. I don't have this problem on 0.3, Liberty Unleashed or another multiplayer. I have XP SP3.
Quote from: Piterus on Apr 12, 2015, 04:20 PMI have XP SP3.
That operating systrm is no longer supported by the 0.4, I think that is the problem.
In vcmp are other people who have this system and they dont have this problem.
Quote from: Piterus on Apr 12, 2015, 05:05 PMIn vcmp are other people who have this system and they dont have this problem.
Could be something wrong with your hardware if others don't have this issue :-\
Does this error occur immediately after joining or after some time? If after some time, how long on average?
Who is your ISP? Do you usually have packet loss issues? Can you do a test on pingtest.net and post the results so I can try to emulate your connection?
Quote from: Doom_Killer on Apr 12, 2015, 05:00 PMQuote from: Piterus on Apr 12, 2015, 04:20 PMI have XP SP3.
That operating systrm is no longer supported by the 0.4, I think that is the problem.
SP3 is still supported. XP SP2 and below are not.
QuoteDoes this error occur immediately after joining or after some time? If after some time, how long on average?
On average a few minutes after entering the server.
(https://forum.vc-mp.org/proxy.php?request=http%3A%2F%2Fwww.pingtest.net%2Fresult%2F121137743.png&hash=4a9608f08d05095040f3b5082eb178ca5826efd7) (http://www.pingtest.net)
Quote from: Piterus on Apr 12, 2015, 07:41 PMOn average a few minutes after entering the server.
Does it fluctuate in the game? Or it's just continuous packet loss after it starts?
Sorry for bump.
He changed a router and problem solved.
he could've just allowed VCMP through the router's firewall.
My router thought it was a DDoS attack and I couldn't receive any more packets from the server.
Use switch case instead of using tons of if statement.
Quote from: Anik on Jun 13, 2017, 08:25 AMUse switch case instead of using tons of if statement.
?????
Quote from: KAKAN on Jun 13, 2017, 09:36 AMQuote from: Anik on Jun 13, 2017, 08:25 AMUse switch case instead of using tons of if statement.
?????
if( M == 1 ) { NPC.MoveTo( Vector( NPC.Pos.x + 2, NPC.Pos.y, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
if( M == 2 ) { NPC.MoveTo( Vector( NPC.Pos.x - 2, NPC.Pos.y, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
if( M == 3 ) { NPC.MoveTo( Vector( NPC.Pos.x, NPC.Pos.y + 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
if( M == 4 ) { NPC.MoveTo( Vector( NPC.Pos.x, NPC.Pos.y - 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
if( M == 5 ) { NPC.MoveTo( Vector( NPC.Pos.x + 2, NPC.Pos.y + 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
if( M == 6 ) { NPC.MoveTo( Vector( NPC.Pos.x + 2, NPC.Pos.y - 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
if( M == 7 ) { NPC.MoveTo( Vector( NPC.Pos.x - 2, NPC.Pos.y + 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
if( M == 8 ) { NPC.MoveTo( Vector( NPC.Pos.x - 2, NPC.Pos.y - 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
He could used switch case instead of tons of if statements. Like this :
switch( M )
{
case 1: NPC.MoveTo( Vector( NPC.Pos.x + 2, NPC.Pos.y, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
case 2: NPC.MoveTo( Vector( NPC.Pos.x - 2, NPC.Pos.y, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
case 3: NPC.MoveTo( Vector( NPC.Pos.x, NPC.Pos.y + 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
case 4: NPC.MoveTo( Vector( NPC.Pos.x, NPC.Pos.y - 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
case 5: NPC.MoveTo( Vector( NPC.Pos.x + 2, NPC.Pos.y + 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
case 6: NPC.MoveTo( Vector( NPC.Pos.x + 2, NPC.Pos.y - 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
case 7: NPC.MoveTo( Vector( NPC.Pos.x - 2, NPC.Pos.y + 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
case 8: NPC.MoveTo( Vector( NPC.Pos.x - 2, NPC.Pos.y - 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
}
Quote from: Anik on Jun 13, 2017, 10:58 AMQuote from: KAKAN on Jun 13, 2017, 09:36 AMQuote from: Anik on Jun 13, 2017, 08:25 AMUse switch case instead of using tons of if statement.
?????
if( M == 1 ) { NPC.MoveTo( Vector( NPC.Pos.x + 2, NPC.Pos.y, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
if( M == 2 ) { NPC.MoveTo( Vector( NPC.Pos.x - 2, NPC.Pos.y, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
if( M == 3 ) { NPC.MoveTo( Vector( NPC.Pos.x, NPC.Pos.y + 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
if( M == 4 ) { NPC.MoveTo( Vector( NPC.Pos.x, NPC.Pos.y - 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
if( M == 5 ) { NPC.MoveTo( Vector( NPC.Pos.x + 2, NPC.Pos.y + 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
if( M == 6 ) { NPC.MoveTo( Vector( NPC.Pos.x + 2, NPC.Pos.y - 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
if( M == 7 ) { NPC.MoveTo( Vector( NPC.Pos.x - 2, NPC.Pos.y + 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
if( M == 8 ) { NPC.MoveTo( Vector( NPC.Pos.x - 2, NPC.Pos.y - 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); }
He could used switch case instead of tons of if statements. Like this :
switch( M )
{
case 1: NPC.MoveTo( Vector( NPC.Pos.x + 2, NPC.Pos.y, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
case 2: NPC.MoveTo( Vector( NPC.Pos.x - 2, NPC.Pos.y, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
case 3: NPC.MoveTo( Vector( NPC.Pos.x, NPC.Pos.y + 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
case 4: NPC.MoveTo( Vector( NPC.Pos.x, NPC.Pos.y - 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
case 5: NPC.MoveTo( Vector( NPC.Pos.x + 2, NPC.Pos.y + 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
case 6: NPC.MoveTo( Vector( NPC.Pos.x + 2, NPC.Pos.y - 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
case 7: NPC.MoveTo( Vector( NPC.Pos.x - 2, NPC.Pos.y + 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
case 8: NPC.MoveTo( Vector( NPC.Pos.x - 2, NPC.Pos.y - 2, NPC.Pos.z ), 3000 ); NPC.RotateToEuler( Vector( NPC.RotationEuler.x, NPC.RotationEuler.y, NPC.RotationEuler.z + 1 ), 1000 ); break;
}
Do you know what you're talking about?
Fuck!! I posted in wrong topic.. Lmao... Sorry.. xd
Quote from: rww on Jun 12, 2017, 03:46 PMSorry for bump.
He changed a router and problem solved.
Ye, solved, thx for help lol.
Quote from: KAKAN on Jun 12, 2017, 04:34 PMhe could've just allowed VCMP through the router's firewall.
¯\_ツ_/¯
Buying a new router was a good decision anyway. I had a lot of problems with the previous one. Now just better.
Time to close that :D