Testing potential Warpath fixes

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Plinko
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Testing potential Warpath fixes

Post by Plinko » Fri Sep 14, 2012 4:02 pm

ON Saturday, Sept. 15, we will be running a stress test of a different version of the warpath map on TV8 at 8PM VST (U.S. Central Standard Time).

The purpose of this test is to see if this version solves any or all of the lagging issues that have plagued TV8. As I understand it, there are some very minor fixes to other map flaws that have been made to this version. The changes are extremely minor overall but should fix some of the bigger problems with the map.

The map file is on the fast dl server and can be downloaded upon connection pretty quickly since the map file is small. If I can get you a link to the map download, I will post it in the thread for convenience.

If you are or have been a warpath fan, I would appreciate if you could try to join us for the test so we can get feedback from players who know the map and see if we can replicate the conditions that have historically caused the biggest lag issues (sentry placements, wrangling, multiple ubers at the fence, having somedude on the other team) to see if there are real improvements.

We'd also like your feedback if any fixes have caused other problems that you notice.

Please feel free to notify any of your Warpathian friends that don't visit the forums much to swing by and help with the test.
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Re: Testing potential Warpath fixes

Post by black_and_blue » Sat Sep 15, 2012 8:57 am

Isn't that at the same time as Randomiser night?

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Re: Testing potential Warpath fixes

Post by OldMan » Sat Sep 15, 2012 9:06 am

Warpath server test is on Saturday, the Randomizer night is the next night on Sunday, no conflict, lotsa fun!
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Re: Testing potential Warpath fixes

Post by The Domer » Sat Sep 15, 2012 9:24 am

I'll try to be there, but I might have a pretty significant conflict of interest. Also, my internet has been awful lately (tried playing last night, had pings in the 600s) so I don't know if I'd be that useful anyway.

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Re: Testing potential Warpath fixes

Post by black_and_blue » Sat Sep 15, 2012 1:09 pm

Oh, good! That means I definitely won't miss the randomiser night.

As for Warpath, I'll probably be late (not sure by how much, anywhere from 15 minutes to 2 hours), so hopefully this will go on long enough for me to participate.

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Re: Testing potential Warpath fixes

Post by Masakari » Sat Sep 15, 2012 1:43 pm

I am the 1%!

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Re: Testing potential Warpath fixes

Post by somedude » Fri Sep 21, 2012 9:13 am

So what was the result on this for everyone? Personally I did not notice any difference. I *think* one of the intended fixes was supposed to reduce the lag around the fence area, but it seemed like every time there was one or especially two simultaneous ubers any where on the map that the lag got bad, so it was hard to tell if that was resolved. I'm not sure what this issue is with the monster lag when ubers get kicked off? It's been happening for quite a while now, and unfortunately this newer version did not resolve that :(
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Re: Testing potential Warpath fixes

Post by Plinko » Fri Sep 21, 2012 9:34 am

That's funny, I did not notice any lag at the fence during our test. What I did notice was a lot of lag in the middle that I don't normally see on warpath2 - I didn't see any major slideshows lasting 10+ seconds like we often do at the fence, but a bunch of 1-2 second lag moments.

If anyone else can share their feedback, we'd appreciate hearing it.
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Re: Testing potential Warpath fixes

Post by Plas » Fri Sep 21, 2012 1:59 pm

I thought it seemed like the general consensus during testing was that the lag around the fence was much improved. But there was now some "fence style" lag on the center point.

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Re: Testing potential Warpath fixes

Post by Flash » Fri Sep 21, 2012 2:10 pm

Plas wrote:I thought it seemed like the general consensus during testing was that the lag around the fence was much improved. But there was now some "fence style" lag on the center point.

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