I had a group of our players spawn a bunch of dupes all over the map, spawn money printers, holograms, gun shipments, etc. I had our tester modify their client.vdf and config.cfg (just to be safe I guess?) to set utime_enable 0 (with the proper formats for each file) to ensure that when they join, the convar would already be set to 0.īecause I couldn't get any valid results on the test server, I took a risk and just threw it on our primary server where we regularly see 20-30 players.Īfter restarting, our tester was able to join without issues. My thinking was that if it was something to do with the logic, breaking out early and defaulting utime_enable to 0 could help the clients running on the base gmod branch. On top of sparky's patch, I also tried simply breaking out of the think function if the panel was supposed to be hidden (if the convar is set to 0, or if the player is using the camera, etc.). All of the logic (the traces and so forth) was still being done even with the convar set to 0. I can't use that server as a way to test because our testers aren't even crashing reliably anymore.Īs a result, take all of these outcomes with a grain of salt.Īfter digging through the clientside code some more I realized that the utime_enable convar doesn't really do anything but show/hide the panel. I really expected them to have crashed at this point. They had tried joining at different points in the game - when there were no props but many players (right as it started), and when there were many props and players (after hours of gameplay). This threw me off because they have been timing out reliably ever since we added utime.
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