Poll to improve the current situation going on.

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  • logs from the other day


    L 09/25/2016 - 13:42:37: Spewing edict counts:
    L 09/25/2016 - 13:42:37: (0.05%) 1 worldspawn
    L 09/25/2016 - 13:42:37: (0.05%) 1 soundent
    L 09/25/2016 - 13:42:37: (0.05%) 1 player_manager
    L 09/25/2016 - 13:42:37: (0.05%) 1 hl2mp_gamerules
    L 09/25/2016 - 13:42:37: (0.05%) 1 ai_network
    L 09/25/2016 - 13:42:37: (0.05%) 1 npc_breen
    L 09/25/2016 - 13:42:37: (0.05%) 1 func_water_analog
    L 09/25/2016 - 13:42:37: (0.05%) 1 scene_manager
    L 09/25/2016 - 13:42:37: (0.05%) 1 trigger_weapon_strip
    L 09/25/2016 - 13:42:37: (0.05%) 1 npc_pigeon
    L 09/25/2016 - 13:42:37: (0.05%) 1 npc_kleiner
    L 09/25/2016 - 13:42:37: (0.05%) 1 trigger_multiple
    L 09/25/2016 - 13:42:37: (0.05%) 1 npc_zombie
    L 09/25/2016 - 13:42:37: (0.05%) 1 npc_vortigaunt
    L 09/25/2016 - 13:42:37: (0.05%) 1 env_fog_controller
    L 09/25/2016 - 13:42:37: (0.05%) 1 npc_alyx
    L 09/25/2016 - 13:42:37: (0.05%) 1 func_tracktrain
    L 09/25/2016 - 13:42:37: (0.05%) 1 info_player_start
    L 09/25/2016 - 13:42:37: (0.05%) 1 water_lod_control
    L 09/25/2016 - 13:42:37: (0.05%) 1 logic_auto
    L 09/25/2016 - 13:42:37: (0.05%) 1 env_spark
    L 09/25/2016 - 13:42:37: (0.05%) 1 func_physbox
    L 09/25/2016 - 13:42:37: (0.10%) 2 npc_mossman
    L 09/25/2016 - 13:42:37: (0.10%) 2 npc_eli
    L 09/25/2016 - 13:42:37: (0.10%) 2 npc_headcrab
    L 09/25/2016 - 13:42:37: (0.10%) 2 func_clip_vphysics
    L 09/25/2016 - 13:42:37: (0.15%) 3 game_score
    L 09/25/2016 - 13:42:37: (0.15%) 3 npc_dog
    L 09/25/2016 - 13:42:37: (0.20%) 4 team_manager
    L 09/25/2016 - 13:42:37: (0.20%) 4 bodyque
    L 09/25/2016 - 13:42:37: (0.20%) 4 hl2mp_ragdoll
    L 09/25/2016 - 13:42:37: (0.20%) 4 npc_barney
    L 09/25/2016 - 13:42:37: (0.20%) 4 func_rot_button
    L 09/25/2016 - 13:42:37: (0.20%) 4 func_monitor
    L 09/25/2016 - 13:42:37: (0.24%) 5 func_movelinear
    L 09/25/2016 - 13:42:37: (0.24%) 5 env_beam
    L 09/25/2016 - 13:42:37: (0.24%) 5 light_spot
    L 09/25/2016 - 13:42:37: (0.29%) 6 func_brush
    L 09/25/2016 - 13:42:37: (0.29%) 6 phys_bone_follower
    L 09/25/2016 - 13:42:37: (0.29%) 6 npc_gman
    L 09/25/2016 - 13:42:37: (0.29%) 6 info_player_deathmatch
    L 09/25/2016 - 13:42:37: (0.29%) 6 weapon_357
    L 09/25/2016 - 13:42:37: (0.34%) 7 func_useableladder
    L 09/25/2016 - 13:42:37: (0.34%) 7 trigger_hurt
    L 09/25/2016 - 13:42:37: (0.34%) 7 env_steam
    L 09/25/2016 - 13:42:37: (0.34%) 7 game_text
    L 09/25/2016 - 13:42:37: (0.34%) 7 point_camera
    L 09/25/2016 - 13:42:37: (0.34%) 7 env_sprite
    L 09/25/2016 - 13:42:37: (0.34%) 7 trigger_teleport
    L 09/25/2016 - 13:42:37: (0.39%) 8 spotlight_end
    L 09/25/2016 - 13:42:37: (0.39%) 8 beam
    L 09/25/2016 - 13:42:37: (0.39%) 8 npc_monk
    L 09/25/2016 - 13:42:37: (0.39%) 8 point_spotlight
    L 09/25/2016 - 13:42:37: (0.54%) 11 info_target
    L 09/25/2016 - 13:42:37: (0.59%) 12 item_suitcharger
    L 09/25/2016 - 13:42:37: (0.68%) 14 player
    L 09/25/2016 - 13:42:37: (0.68%) 14 env_fire
    L 09/25/2016 - 13:42:37: (0.68%) 14 weapon_physcannon
    L 09/25/2016 - 13:42:37: (0.68%) 14 predicted_viewmodel
    L 09/25/2016 - 13:42:37: (0.83%) 17 info_ladder_dismount
    L 09/25/2016 - 13:42:37: (0.83%) 17 func_areaportal
    L 09/25/2016 - 13:42:37: (0.98%) 20
    L 09/25/2016 - 13:42:37: (1.17%) 24 ambient_generic
    L 09/25/2016 - 13:42:37: (1.32%) 27 entity_blocker
    L 09/25/2016 - 13:42:37: (1.42%) 29 env_soundscape
    L 09/25/2016 - 13:42:37: (1.51%) 31 move_rope
    L 09/25/2016 - 13:42:37: (2.15%) 44 light
    L 09/25/2016 - 13:42:37: (2.44%) 50 path_track
    L 09/25/2016 - 13:42:37: (3.42%) 70 func_button
    L 09/25/2016 - 13:42:37: (4.49%) 92 func_door_rotating
    L 09/25/2016 - 13:42:37: (4.88%) 100 func_door
    L 09/25/2016 - 13:42:37: (5.08%) 104 prop_door_rotating
    L 09/25/2016 - 13:42:37: (5.08%) 104 prop_dynamic
    L 09/25/2016 - 13:42:37: (51.44%) 1054 prop_physics
    L 09/25/2016 - 13:42:37: Total edicts: 2049
    L 09/25/2016 - 13:42:37: Engine error: ED_Alloc: no free edicts
  • 420alex wrote:

    The last plugin ( or second to last.. idk at this point, we've been through a few ) used had 2-3 day uptime..
    There could at least be some trash cleanup protocol ported over
    L 09/25/2016 - 13:42:37: (0.20%) 4 hl2mp_ragdoll


    too much rdm

    Thats also the funny thing alex. There IS things TF put in place in an effort to recycle entity numbers and reduce waste while keeping the ability to have sanitation or furniture in the first place.

  • I'm going to need a Chainsaw to cut through all this Tension.



    Both sides honestly have a point and I feel more inclined towards the Players side of this. I know Cheesy has been dedicating a lot of time to the Server that could probably be better used towards his Schooling or Real Life in general but the real victims here are the players, so nothing I say is to diminish his work in any way.

    Without Players there would be no more Syles RP, without Syles RP there would be no players here but think of it more like a Business perspective. Customers(Players) are what keeps you running and operating, without them your Business(Server) will deteriorate until it's no more.

    Players don't want to return somewhere that has so much fucking up at once. I voted yes not because I honestly wanted to but because it's something I know the Players would prefer, the Players deserve better.

  • duer wrote:

    we need a more efficient coding/dev testing process that doesnt involve 1 guy's schedule


    but a team that works in the same syntax, same page

    content and good staff is what sets us apart from any other rp community



    duer wrote:

    plugin still crashing

    Why do you feel entitled to this? Why do any of you feel entitled to anything? Do you pay on a monthly basis or are you all just getting upset that people are moving servers and you have no one to ban?

    There are a lot more issues with Cold Community than just the plugin. You all need to get your shit together, but yelling at your only dev(s?) isn't going to do shit but halt progress.
  • ZomBloR! wrote:

    duer wrote:

    we need a more efficient coding/dev testing process that doesnt involve 1 guy's schedule


    but a team that works in the same syntax, same page

    content and good staff is what sets us apart from any other rp community



    duer wrote:

    plugin still crashing

    Why do you feel entitled to this? Why do any of you feel entitled to anything? Do you pay on a monthly basis or are you all just getting upset that people are moving servers and you have no one to ban?
    There are a lot more issues with Cold Community than just the plugin. You all need to get your shit together, but yelling at your only dev(s?) isn't going to do shit but halt progress.
    He is one of the admins, he is more than entitled to this. And even players, should be entitled to give their opinion.
    I haven't seen you online for a bit now, maybe that's why you think that there are worst things than what's happening now. I don't blame anyone for it, I know zero about coding so I have no idea what needs to happen next, but right before Duer left, one 1000h player and a new player both said that they were going to change servers, and they disconnected. That's bad for business, if people come online and see everything going to shit, it makes them leave. They will eventually be back (not the new players, the only impression they had was bad, so they have no reason to try again, those are lost), but if it happens 2/3 times a day, even the thousand hours players will eventually get bored of it.
    They are trying to fix it and make it work, they don't have to pay a monthly fee, Duer already puts in a lot of time in the server and not once have I seen him plant or print, it's literally just to help out other players or fix something that keeps getting broken.
  • The server has been getting better and better though.

    Right now the biggest issue out of all of them are the following:
    1) Entity counts (too much fucking furniture)
    2) Possible object memory leak.

    #1 is the biggest problem. I think I can implement a way to reduce the amount of furniture spawned by revisiting the concept of player linking, except instead of player linking, do door linking. Basically the server starts with global furniture spawned. The furniture plugin then spawns furniture based on which doors have at least one keyholder online. If a player goes offline, then any doors that have 0 key holders online have their props despawned. Instead of spawning and despawning however, I will re-use entities in a similar manner to how I will handle trash and money in the upcoming days. This will drastically keep uptime going. In fact, that will make #2 become the real problem.

    #2 is the object leaks. Currently I am contemplating adding in an automated garbage collection system that way any memory leaks I have will not be a problem. Said garbage collection system would run once per hour and would destroy any entities not being tracked by the core plugin. However, I am hesitant to do that because it doesn't solve the memory leak problem (it does, but it doesn't solve it in the best way), and there is huge potential for bugs (such as things disappearing when they shouldn't or entities losing their adjacent objects somehow).
  • Sazuke wrote:

    ZomBloR! wrote:

    duer wrote:

    we need a more efficient coding/dev testing process that doesnt involve 1 guy's schedule


    but a team that works in the same syntax, same page

    content and good staff is what sets us apart from any other rp community



    duer wrote:

    plugin still crashing

    Why do you feel entitled to this? Why do any of you feel entitled to anything? Do you pay on a monthly basis or are you all just getting upset that people are moving servers and you have no one to ban?There are a lot more issues with Cold Community than just the plugin. You all need to get your shit together, but yelling at your only dev(s?) isn't going to do shit but halt progress.
    He is one of the admins, he is more than entitled to this. And even players, should be entitled to give their opinion.I haven't seen you online for a bit now, maybe that's why you think that there are worst things than what's happening now. I don't blame anyone for it, I know zero about coding so I have no idea what needs to happen next, but right before Duer left, one 1000h player and a new player both said that they were going to change servers, and they disconnected. That's bad for business, if people come online and see everything going to shit, it makes them leave. They will eventually be back (not the new players, the only impression they had was bad, so they have no reason to try again, those are lost), but if it happens 2/3 times a day, even the thousand hours players will eventually get bored of it.
    They are trying to fix it and make it work, they don't have to pay a monthly fee, Duer already puts in a lot of time in the server and not once have I seen him plant or print, it's literally just to help out other players or fix something that keeps getting broken.



    I'm not on because the server is boring/just an RDM fest. I don't even get why people are upset about the plugin being down. Just let everyone spawn with a revolver and it will be the same server it was a month ago.

    Chaotic Roleplay has a lot of things going for it that Cold Community should have implemented awhile ago.
  • Volar wrote:

    Wouldn't Number 1s fix get nullified to a degree due to the people that are liked by the majority and have keys to just about every where on the map?
    Maybe I could have it not spawn those props until they open, lock, or unlock the door then?

    So give each door a flag. The flag for a door is false if no keyholders are online, and the flag is true if at least one keyholder is online.
    Then each door could get another flag. False if props not spawned for that door, and true if they are.

    If flag1 is true and player opens that door, then spawn that door's props and set flag2 to true.

    When a player goes offline then we just see which doors they had keys to. If no keyholders are on for that door then despawn props (make invisible and move outside map to be used later on for something else), and set flag1 and flag2 to false. If a player goes offline, but the checked doors still have at least one keyholder online, then do nothing. Keep the flags the same and don't spawn or despawn anything at all.

    Worst case is that player opens every door they have keys to, but even then it's no worse than having all furniture spawned at the same time.
  • What happened when trying to bring in pseudo objects is the same as what happens when you code something complex in C++. You sometimes get memory leaks.

    The plugin itself tracks every object in one form or another.
    Every object the plugin tracks is in the players arraylist, the entities array, the global itemlist, or in a player inventory arraylist. If a module creates an entity, one of the rules to writing modules is that it must register that entity by creating an entity object. Creating an entity object automatically registers that object to the global entities array. So any valid object that isn't in one of those is of no use to the main plugin. Except for one of them which is used for some settings data, but that object has a known index.

    EDIT: I would also like to mention that I don't think there is a memory leak. At least not a consistent one. I think there is a specific event which, under specific circumstances, is creating a large number of objects in an infinite loop similar to an old drug drop glitch I had a while ago, except this is with objects rather than entities. Or perhaps this is a particular situation where a bunch of objects are made which don't get disposed somehow.
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