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| 29 Sep 2015 02:12 AM |
What causes low network recieve when joining a game, apart from bad internet does it have to do with the server itself? Can anyone explain?
There are no viruses in the server (tested in server), however it is a big map.
Problem is when a new server is created, you join really fast and load in fast but as time goes on when another player tries to join they experience low network recieve and can't bascially load in. |
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Sebery
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| Joined: 05 Apr 2014 |
| Total Posts: 182 |
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| 29 Sep 2015 02:14 AM |
The Server needs to send the Player the complete Map that it can be showed at the Client. That uses the Server Network. But if the Server Network needs to send 2 or more Players the big Map at the same time, the Server Network starts to lag and the players are taking extreme long to load.
Greetings, Sebery. |
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| 29 Sep 2015 02:16 AM |
| So is there anyway to reduce loading times other than basically deleting parts off the map? |
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Sebery
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| Joined: 05 Apr 2014 |
| Total Posts: 182 |
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| 29 Sep 2015 03:35 AM |
o my god mate im australian tu
https://www.youtube.com/watch?v=1veJFgQBZbY |
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| 29 Sep 2015 05:38 AM |
| Wow, complete sigh well rest in peace game and players with bad network connection. |
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| 29 Sep 2015 05:47 AM |
It could be solved. It won't be easy but its possible. Make parts of the map models and insert them via the InsertService and only load them in when a player is near. Thats one way of doing it.
Or just divide the map and make it a place to place teleportation. |
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| 29 Sep 2015 05:51 AM |
| Thats an interesting idea, i think alot of big games use this so the entire map of stuff is not loaded all the time, it makes it faster, especially online. |
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robocu3
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| Joined: 13 Mar 2009 |
| Total Posts: 6485 |
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| 29 Sep 2015 08:39 AM |
can somebody explain what a low network receive means if you have a game that has nothing but a baseplate, lol
-=Robo=- |
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| 29 Sep 2015 08:59 AM |
Use the ServerStorage
It is made so the Player doesn't have to load everything at once.
When the player is done loading you can just insert pieces of the map at a time. |
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robocu3
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| Joined: 13 Mar 2009 |
| Total Posts: 6485 |
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| 29 Sep 2015 03:54 PM |
^if you're doing a game that has round based map insertion, you'd probably be better off using replicated storage for the sake of loading time lol
-=Robo=- |
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Cuyler
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| Joined: 27 Feb 2006 |
| Total Posts: 3784 |
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| 29 Sep 2015 04:54 PM |
| Isn't that what Workspace.StreamingEnabled is for? |
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robocu3
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| Joined: 13 Mar 2009 |
| Total Posts: 6485 |
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| 29 Sep 2015 06:14 PM |
streaming enabled isn't very safe, to my knowledge entire chunks of the game can be missing for clients and they won't detect any collisions with them, which means that certain players could potentially fall through the map. that's a big no no.
-=Robo=- |
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| 29 Sep 2015 08:13 PM |
| I used to use serverstorage but I use replicated since I use local scripts. Well guess I have to do some big conversions soon |
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| 29 Sep 2015 08:14 PM |
| StreamingEnabled breaks stuff too, its like FilteringEnabled where you have to rescript your game or convert it so its suitable which in my case will take ALOT of work. |
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| 30 Sep 2015 03:57 AM |
| Ok I moved most of the stuff to server storage, it improved network recieve during gameplay heaps but slow loading is still there. I can't enable streaming since I got pretty important local scripts. Is there anything else I could do? |
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| 30 Sep 2015 07:10 AM |
If its all on the server storage i'm slowly starting to wonder if that is the problem... Make a neat load screen to distract the player with the long load times. Because I don't see anything else you could change. Roblox servers are free to use and won't have the fastest of speeds.
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| 03 Oct 2015 09:28 PM |
There is a neat loading screen in replicatedfirst. HOWEVER since the game takes forveer to load even replicatedfirst does nothing! This is really strange and its decreasing players.
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| 03 Oct 2015 09:48 PM |
One thing tho: theres about 20 guns based off turbo fusion scripts in server storage, they have low brick count and the scripts are modified with lots of effects removed etc. Could it be them? If so I have tried Insert Service but it only made it worse so i reverted to server storage
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| 03 Oct 2015 11:13 PM |
Split your world up so players don't need to load the whole thing.
http://wiki.roblox.com/index.php/TeleportService_guide
I use that for my place: http://www.roblox.com/games/39050052/Developmental-Showcase
I split up the things I want to show into different worlds. |
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| 03 Oct 2015 11:17 PM |
| I :{) you a question, what do you mean you can't enable streaming because of local scripts, just make them work taking the considerations you need to. Next your going to tell me you can't use filtering because of them. |
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| 03 Oct 2015 11:22 PM |
| It can be your computers connection to the internet or your http service if it has anything to do with studio/in-game because http service can cause lag and little to no network connection, I was told this by roblox when I had the same issue. |
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