Re: [hlcoders] Lots of NPC's on screen in a multiplayer.

2006-02-22 Thread Jason Houston
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I'm sure that system info thing (caps lock isn't it?) shows a metre for bots
and one for AI.


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Re: [hlcoders] Lots of NPC's on screen in a multiplayer.

2006-02-22 Thread Benjamin Davison
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Good idea about the system load, is there anyway to check it from the Source
engine? But saying that, I added "simple" Ai like Mossman and it was able to
hold a couple more NPC's before becoming laggy again.

I was also thinking about the bot idea and how that would work, because the
bots just act as clients controlled by the engine. But for some reason
network usage ramps up pretty fast with them, which is weird because the
CS:S bots are quite good at it but are more complex than the SDK bots.

On 2/22/06, Jason Houston <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> If you add lots of the SDK bots to a server, especially an listen server
> you
> get a hell of a lot of CPU related lag as you strugle to process all of
> them. This happens in other games too. If all else fails do what the
> Brainbread team did, if no one is near, kill the npcs. If theres too many
> in
> the area, kill some npcs. Don't spawn anything unless the player can
> interact with it. Set up triggers for when the players enter somewhere.
>
> Try and optimise the NPC's more if you need LOTS of them. Yet again,
> brainbread is an example of this, the zombies are rather docile, rather
> dumb
> and doesn't do as much processing. You could also cut down on some extras
> like animations, certain sounds and other tidbits.
>
>
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> Draco
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Re: [hlcoders] Lots of NPC's on screen in a multiplayer.

2006-02-21 Thread Jason Houston
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If you add lots of the SDK bots to a server, especially an listen server you
get a hell of a lot of CPU related lag as you strugle to process all of
them. This happens in other games too. If all else fails do what the
Brainbread team did, if no one is near, kill the npcs. If theres too many in
the area, kill some npcs. Don't spawn anything unless the player can
interact with it. Set up triggers for when the players enter somewhere.

Try and optimise the NPC's more if you need LOTS of them. Yet again,
brainbread is an example of this, the zombies are rather docile, rather dumb
and doesn't do as much processing. You could also cut down on some extras
like animations, certain sounds and other tidbits.


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Re: [hlcoders] Lots of NPC's on screen in a multiplayer.

2006-02-21 Thread Jeff Fearn
On 2/22/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:
> --
> [ Picked text/plain from multipart/alternative ]
> Kills the network, any suggestions on how to lower the bandwidth of NPC's
> like the zombie?

Are you sure the lag is network related? AI puts a heavy load on the
server, a lot of NPC's on the map will mean the server is doing a hell
of a lot more work and using a fair bit more memory than having a
bunch of players on the server. First thing I'd check would be cpu and
memory usage on the server.

The next point to consider is how much information gets sent for each
NPC across the network? How much of that do yo need to be sent from
the server and can any of it be predicted on the client? i.e. is it
really necessary for the NPC position to be updated every frame? Maybe
it can be predicted on the client and the server information can be
sent less often. Where can you get away with small differences? Where
can you get away with big differences?

> Or should I roll my own AI(eek)

Rolling your own AI won't change the network load unless you make it
mostly client side. In any event you'd probably still be better off
using the supplied AI and predicting some of it client side.

Be aware that moving things client side is not a panacea for lag. My
comp is running pretty close to maxed out on some mods, so while
moving a whole lot of stuff client side may reduce network lag, it may
also hammer the client in to submission :}

Good luck! I think more mods should have AI in MP/Co-op, so let us
know if you find a good solution :)

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Jeff Fearn

"Postmodernism: Once more without feeling." -- Geoffrey Nunberg

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Re: [hlcoders] Lots of NPC's on screen in a multiplayer.

2006-02-21 Thread Charles Solar
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well I have no programming experience with this sort of thing..  But I would
assume that adding an npc to the game would be like adding a player to the
world too.  Since everyone needs to be aware of what the npc is doing at all
times.  So since the source engine and valve specifially state to not allow
more then 32 players on a server or experience heavy net lag, I think you
are slightly limited in the number of npcs you can have.  But thats just a
guess.

to get around it you might have to make your own net code geared
specifically for npc's, or, just have the npc's client side and then when
player B kills NPC Z, Player A will not see it.  Which if you are creating
some sort of coop mod then thats probably not a very good thing.

So my best suggestion is just make new net code for npcs.  Something with a
lot less overhead.
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Re: [hlcoders] Lots of NPC's on screen in a multiplayer.

2006-02-21 Thread Michael Kramer
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You could try having the AI server side..or client side..whichever it isn't
on already..lol

On 2/21/06, Benjamin Davison <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Kills the network, any suggestions on how to lower the bandwidth of NPC's
> like the zombie?
>
> Or should I roll my own AI(eek)
>
> --
> - Benjamin Davison
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[hlcoders] Lots of NPC's on screen in a multiplayer.

2006-02-21 Thread Benjamin Davison
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[ Picked text/plain from multipart/alternative ]
Kills the network, any suggestions on how to lower the bandwidth of NPC's
like the zombie?

Or should I roll my own AI(eek)

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