Seit gestern Mittwoch den 02.03 wurde herausgefunden das es bei einem Jump in Counter-Strike:Source ein Bug verursacht wird.
Der Bug lässt sich so erklären, dass wenn ein Spieler auf dem Server springt, es sofort anfängt auf dem Server zu laggen.
Die Kollegen von
http://www.counter-strike.de/ haben diesen Fehler entdeckt, getestet und bestätigt. Sofort wurden Antworten von Valve gefordert, hier eine Mail von Cstrike.de:
Zitat: Hello list members,
There seems to be a problem inside the cs:source engine regarding
player movement while someone anywhere on the map is jumping.
Let me describe this issue a bit. It will make it easier for you to
recreate this bug at your favourite place.
Take any empty cs:s server you like. Make two people join it.
Let one of them strafe sidewards with fast direction changes, like
side-stepping at aztec´s bridge to dodge bullets.
The movement here should be as it is intended to be.
Now do the same moves with the other player jumping around on the map.
It doesnt matter where on the map the other player is or if that
player is rendered anywhere on or off screen, even being on two places
with the greatest possible distance between each other.
The player strafing around will experience "lags" in his movement. It
feels like being pushed around a bit or like being teleported, doing
the same move two times and so on.
Using net_graph "2" one can see a little spike for each jump the other
player is performing. You can tell when and even how often the other
guy was jumping, even if he is at the far other side of the map.
We tested this (me and two friends) for some hours on different
servers over the net, using windows and linux hosts.
hl2mp does not have this phenomenon, the source of this effect should
be anywhere inside the cs:s server binaries. Since clients should
never recieve all informations regarding player positions or the fact that
a player on the other side of the map is jumping right now i guess
this problem is located on the server side.
The Thread in the Steampowered Forums didnt achieve anything, this
problem has not been solved by the last update as we speak.
Please try to confirm this bug and include your relevant server-data
to make it easier to valve to find a solution for this.
I wonder what happens to a 64slot-box when everyone is jumping.
--
Kind Regards,
...
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Wie gesagt wurde, liegt das Problem im inneren der Engine. Die Movements sind mit diesem Bug verkuppelt, sodass der Bug dadurch ausgelöst wird.
Der Bug wird natürlich so schnell wie möglich beseitigt, wie in der Mail zu lesen ist.
Mich würde interessieren was passiert, wenn 64 Player anfangen zu springen? Dazu vllt. eine Antwort aus den Kommentaren.
Danke an ozzy für den Hinweis