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Query

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Everything posted by Query

  1. Yes, full dxdiag image. I will forward it to the MTA team.
  2. Interesting, can you make a "dxdiag" image? I will forward it to MTA-Team. Except that one; Many of my gamers have solved this problem by doing the way I told you.
  3. Mark compatibility at the bottom. As in the picture; and Click on Start as administrator and apply.
  4. No need to take the window mode. I have been talking about this situation in a couple of my players but I have not been able to propose a solution because I have not faced this problem. They found a solution. Right click on the MTA to fix the compatibility issue and click on Start as administrator and the problem is solved.
  5. Thank you for your valuable comments. Our server is installed on the base of Windows Server. But until that time we are using 32 bit MTA-Server. We went to the x64 MTA-Server. Problem solved. Best regards, Query
  6. We installed x64 and installed it. It does not seem to be a problem at the moment. I put 100 players at the same time, no crashes. Let's see what happens to +330 players, time will show. Thanks MTA Team.
  7. We use the latest version on the link. The problem continues.
  8. Hello, There were 300+ players lagging on our server, we optimized it. This problem no longer exists. Even 350 players lag, we have not experienced the delay problem. But when our server has 60-70 people logged in at the same time, the server console closes directly. We have come to expect 350 players to enter the characters of the players by putting in the password anyway. Set password, remove password. Otherwise, the server console will shut down again. We got so much users but when we got over 300 players server got crash. We tried to optimize so many scripts but didnt work. No debugscript errors, only this: http://prntscr.com/knjfwk , any help? Please MTA Team, help us. https://upload.mtasa.com/u/484979287/dumps.zip_ Crash image: http://prntscr.com/knjfwk Server features are fine. Inside there are 280 players with usage values like this.
  9. Hello, There were 300+ players lagging on our server, we optimized it. This problem no longer exists. Even 350 players lag, we have not experienced the delay problem. But when our server has 60-70 people logged in at the same time, the server console closes directly. We have come to expect 350 players to enter the characters of the players by putting in the password anyway. Set password, remove password. Otherwise, the server console will shut down again. We got so much users but when we got over 300 players server got crash. We tried to optimize so many scripts but didnt work. No debugscript errors, only this: http://prntscr.com/knjfwk , any help? Please MTA Team, help us. https://upload.mtasa.com/u/484979287/dumps.zip_ Crash image: http://prntscr.com/knjfwk Server features are fine. Inside there are 280 players with usage values like this.
  10. I support it until the end. We have servers with high features, we can not get full performance.
  11. We are also open to different suggestions.
  12. You do not need to talk in a sarcastic way. 'IIYAMA's recommendation was our job. We solved the problem by 75%. Good people in the field of developers in my team. At least I have the best first four in Turkey. In the meantime I did not insult you, I do not want to be misunderstood. Rather; I did not insult anyone.
  13. Thank you for your valuable comment. We will test with our developer team friends and re-comment.
  14. Yes, you're right, I need to get a better server. (lul) I'm talking about a server that can see 300 players in total. You're telling me to buy a new server, it's funny.
  15. When the script runs, we have turned all SQL into a table. Later in the Quit process we updated the table. However, in the same function, each player has detected the username of the table on input and updated it with "setElementData". But according to SQL the table used more CPU. This was not a solution. We did the tests in this way.
  16. We tried dbQuery. The problem did not change. We can not reduce the number of elements at this time, the server is an active server. So I do not think we can drop it. We need a different solution. and plus a total of 90 elements. When you enter the character 90 elements are working. It's impossible to reduce it.
  17. Sample: local characterData = false if theAdmin then accountID = remoteAccountID characterData = mysql:query_fetch_assoc("SELECT * FROM `characters` LEFT JOIN `jobs` ON `characters`.`id` = `jobs`.`jobCharID` AND `characters`.`job` = `jobs`.`jobID` WHERE `id`='" .. tostring(characterID) .. "' AND `account`='" .. tostring(accountID) .. "'") else characterData = mysql:query_fetch_assoc("SELECT * FROM `characters` LEFT JOIN `jobs` ON `characters`.`id` = `jobs`.`jobCharID` AND `characters`.`job` = `jobs`.`jobID` WHERE `id`='" .. tostring(characterID) .. "' AND `account`='" .. tostring(accountID) .. "' AND `cked`=0") end setElementDataEx(client, "maxvehicles", tonumber(characterData["maxvehicles"])) the last "setElementData" slaves as each player leaves the game. There's no problem here, it's not lagging. The problem occurs when retrieving repetitive data from SQL while doing "setElementData". When the player exits the server, we have no problems with SQL operations. No LAG. When logging into the server, when logging into the character, when pouring the data in SQL into "setElementData", the CPU usage increases considerably. We are experiencing a delay in high player numbers. We exported the entire SQL structure to the table, and we took the "setElementData" by pulling the table with the table. The problem is the same again. Even when the CPU usage was made with the tabulation structure, it increased even more. What kind of solution can you offer us? How did the big servers solve this problem?
  18. Hi, I have a Roleplay server over 200 players per day. But we have a problem with the "Account" issue. 6.000 accounts, 14,000 characters available in SQL. When we reach the high player numbers, there is a function in "setElementData" that treats the data that SQL has drawn when entering each character. This function goes to CPUs that reach 100% - 200% and sometimes 300% when we check it in "ipb" script. How can we fix this? Is there any way that I and my team can help with this?
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