Animated Props

Discussion in 'Mapping Questions & Discussion' started by Frozen Goat, Nov 28, 2009.

  1. Frozen Goat

    Frozen Goat L1: Registered

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    Hey guys,

    Been testing my map and I'm having problems with high pings. I'm pretty sure it's because I have animated props such as scouts and heavies doing a few different actions. Is there a way that I can use them and make them only happen on the client side so it does not pull down the server? The server I put my map on I usually get 40 ping or so. I'm up around 200 with my map. I have about 10 scouts and Heavies that are animated.

    I'd love to be able to keep them but obviously I can't the way it's currently set up.

    Thanks in advance.
     
  2. Firest0rm

    Firest0rm L4: Comfortable Member

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    i doubt that it is because of animated props, unless you have a massive amount of hugely animated props. i dont think a few animated heavies and scouts would affect lag-related stuff, because there are usually quite a few players with heavy and scout models running around. anyway, stuff like that *shouldnt* affect ping, it should only affect fps. the problem would probably be a lack of optimization. could you maybe post a few screenshots of your map, so that i can see if you have anything else that might cause stuff like that?
     
  3. Westerhound

    Westerhound L5: Dapper Member

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    tr_walkway doesn't lagg

    'nuff said
     
  4. Frozen Goat

    Frozen Goat L1: Registered

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    Firest0rm,

    Thanks for the great link. I learned a lot from that. I went through my map and changed my sky boxes, added a bunch of no draws and even a few occluders.

    I went back in and tested my map. While my FPS improved my ping did not change.

    Any other map on this server I'm running 35-40ms on.

    I went back to my map and removed my animated prop_dynamics and boom my ping is right where it should be. I did not change anything else except for removing them

    I have 12 animated props in the map not counting my teleporters. I have 16 running teleporters in my map.

    The map runs perfectly with the teleports but once I add in all the animated props I have issues.

    The animated props are in 2 separate areas and in two bunches. I've tried placing occluders in the walls that surround the props but it had no effect.

    I know I'm a noob but from what I've done it seems to prove out the animated prop_dynamics are the cause of my high ping.

    Please let me know if I'm missing something. Is there a step I need to do to the map to make the props not pull down the server like that? Am I using the wrong type of prop?

    I really don't want to pull them from my map and from what others have suggested it sounds like there is a way to make this work.

    Any suggestions would be greatly appreciated.
     
  5. Frozen Goat

    Frozen Goat L1: Registered

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    From what I can see and read about tr_walkway it has a bunch of bots in the map. Much different than animated prop_dynamics.
     
  6. Dravu

    Dravu L1: Registered

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    I had this same problem in a map I'm working on. Each prop_dynamic that uses an animated model adds around 10kb/sec in information that the server has to send to clients. When I ran it locally, my ping was fine of course, but it said I was recieving around 345kb/sec. When you put that on a real server, it caps you at a certain amount of data, so your ping will shoot up and you'll lag. Unfortunately, I couldn't find any solutions to the problem. If you limit it to around one animated prop, it'll do fine, but anymore and it starts becoming too much.
     
    • Thanks Thanks x 1
  7. Frozen Goat

    Frozen Goat L1: Registered

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    Ugh....not the reply I wanted but thanks for the information. The props really add a lot to my map. If I can't find a solution I guess I'll have to take the animations off.:(
     
  8. Dravu

    Dravu L1: Registered

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    Yeah. It was a drag when I realized it. Locally, I didn't have any problems, so I kept developing on it and using those props. It wasn't until I threw it on a server to show someone else that I noticed the issues and looked into it. Maybe someone else will come along and offer a solution. :(
     
  9. Wander

    Wander L3: Member

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    I know this topic is quite old, but I couldnt find a more recent topic, and didnt see the point of opening a new one
    I found a solution, so I want to post it in case anyone else runs into this, and finds this topic through search

    I also ran into this issue (the "in" part in netgraph showed 80kb/s), and only found this out after testing it on a real server (everyone's ping went twice as much as normally)
    After looking into what could cause it, I found this topic, which confirmed what I was afraid of, the animating props are evil

    Then I remembered I saw these animating props in pl_thundermountain, so had a look at how valve did it there, and the solution is quite easy:
    DisableBoneFollowers

    Some property that hammer doesnt know (and the valve dev wiki doesnt have it either)

    I went to all my animating dynamic props, turned smartedit off, added a property with name DisableBoneFollowers and value 1

    The 'in' part of netgraph went from 80kb/s to 5kb/s
     
    • Thanks Thanks x 3
    Last edited: Jan 30, 2011
  10. Mzullos5

    Mzullos5 L1: Registered

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    Thank you so much. This really helped me out.
     
  11. Mr. Happy

    Mr. Happy L6: Sharp Member

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    That's really interesting thanks
     
  12. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    This may be helpful with all the portal 2 mapping going on...