Comments (12)
@thecraftianman, I might misunderstood your previous message. Rn I pulled latest dev version and tested it out - engine sound is no longer choppy with net_fakelag 50+. Also asked an admin of a server i usually play on to update ACF and I tested it out there - it sounds just as if there is no ping. I think it's finally fixed. Thank you!
2024-03-23_20-14.webm
from acf-3.
Do you still have this issue on the latest commit to dev as well? This may be the volume issue that I resolved in 8a3bd81 after the commit that you listed.
from acf-3.
Sorry. I specified the wrong commit. Didn't notice that github page switched back to master. The commit is 15007b6. To be completely sure i redownloaded whole repo right now, switched to dev branch and tested once more - the issue is still present, unfortunately.
PS D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\addons> git clone https://github.com/ACF-Team/ACF-3.git
Cloning into 'ACF-3'...
remote: Enumerating objects: 20930, done.
remote: Counting objects: 100% (3243/3243), done.
remote: Compressing objects: 100% (1188/1188), done.
remote: Total 20930 (delta 2089), reused 3034 (delta 1928), pack-reused 17687
Receiving objects: 100% (20930/20930), 795.22 MiB | 3.40 MiB/s, done.
Resolving deltas: 100% (11150/11150), done.
Updating files: 100% (1137/1137), done.
PS D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\addons> git checkout dev
fatal: not a git repository (or any of the parent directories): .git
PS D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\addons> cd .\ACF-3\
PS D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\addons\ACF-3> git checkout dev
Switched to a new branch 'dev'
branch 'dev' set up to track 'origin/dev'.
PS D:\SteamLibrary\steamapps\common\GarrysMod\garrysmod\addons\ACF-3> git pull
Already up to date.
from acf-3.
Just pushed something that should resolve this to dev; can you confirm that it works for your engine setup too?
from acf-3.
The pitch of engine sound still updates too infrequently. Engine sounds too lazy. Is there anything that could be done about that?
2024-03-13_21-58.webm
from acf-3.
How about now?
from acf-3.
Much better. Engine sounds more responsive now. Though refresh rate is not every tick like before but i guess that would put too much strain on networking, right?
2024-03-13_23-34.webm
from acf-3.
Yeah, there's currently a limit on how quickly sounds can be updated to avoid having to send as much network traffic to clients, which is partly the cause of this issue in the first place. If things are no longer a problem now, though, I'll go ahead and close this issue. Thanks for your help testing!
from acf-3.
Thank you, too!
from acf-3.
We found another issue with sounds here.
Updates to pitch and volume being sent by reliable channel. If ping between server and client is big enough, this will cause additional delays in updating pitch and volume of sounds due to client will have to send confirmation receipt before listening for another chunk of data from the server. Maybe for a single run sounds like gun shots that's fine but for engine sounds since they are updated frequently it causes audible choppiness on high ping servers.
from acf-3.
Does sending it through the unreliable channel seem to be more effective for your setup as well? The sound updates appeared to act as expected on my end with this change.
from acf-3.
If you're testing it in singleplayer try it with net_fakelag 50
or higher and listen to the sounds with sending data by reliable and unreliable channels.
Here how it sounds with net_fakelag 0
and net_fakelag 50
on Git-dev-cc340f3 version with no fixes for that.
2024-03-23_00-48.webm
You can hear audible choppiness when ping reaches 100+ ms. This happens because server waits until client confirms that it received previous chunk of data before sending the next one. And if the time taken by server to send the data and receive a confirmation of receipt from the client is bigger than server's rate at which it tries to send data (currently 50ms) it causes it to skip sending next data update to the client causing choppiness.
And here how it sounds with my custom engine sound Starfall chip that sends data by unreliable channel with net_fakelag 0
and net_fakelag 50
2024-03-23_00-49.webm
There's absolutely no choppiness, just a reaction delay between me pressing throttle key and engine's rpm starting to increase.
from acf-3.
Related Issues (20)
- [SUGGESTION] Something to let you know a sound isn't on the server in the sound replacer HOT 1
- [BUG] World penetration causing intense lag HOT 1
- [SUGGESTION] Buff pitiful HE confetti damage against infantry/unprotected HOT 2
- Radio fuses on anti missiles prematurely detonate when the missile going towards it is fast (?) [BUG]
- HEAT falloff way too slow from a balance perspective [SUGGESTION] HOT 1
- [BUG] Shooting map entities causing stack overflow HOT 1
- [BUG] Spawn menu text is cut off with multiple lines HOT 2
- [BUG] List of broken things in ACF at the moment HOT 4
- [BUGS] Installing LVS and ACF-3 on a dedicated server causes strange issues. HOT 4
- [BUG] [DEV] New scalable fuel tanks are more than double the mass and capacity that they were previously HOT 2
- [BUG] ACF Guns when parented and duped are not able to be read from via wirelink HOT 1
- [SUGGESTION] Optional Mag/Shell system
- [BUG] NULL Phys Object on Dupe Spawn
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- [BUG] Sounds not playing in single player
- [BUG] acfGetLinkedWheels() Starfall function returns broken entities
- [BUG] Engines are completely broken HOT 3
- [BUG] Unacceptable turret entity wiggle
- [BUG] Turret stabilizer does not actually stabilize HOT 3
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