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The lag/warp issue is fixed!
+4
S@M
Izaki
SuFyastiC
VK.Angel.OfDeath
8 posters
Page 1 of 1
The lag/warp issue is fixed!
Update 1 (7 oct): The timer has been set to 2.5 sec, there were some minor warps, but I think the warp is not so much noticeable when fighting. I might remove one of the timers or increase the time on some timer. I also think by adjusting the timer so that no timers performs its code at the same time will decrease it even more. I will try testing both of these things when I get more time to absolutely minimize the warp until I can "clean" up the script. What I am doing is of course acceptable, but I want the script to be perfect, which is why it needs to be "cleaned" up
Explanation: I did a lot of testing and came up the conclusion that my timer scripts contained too much code for pawn to handle. To explain this easily for non scripters pawn is like a kid with a todo list from his mom that he has to complete every weekend, the exception is that pawns todo list codes and that it (in timer scripts) have to perform every code in 1 sec. In that timer script we kinda had a todo list that couldn't be performed in 1 sec, because pawn wasn't fast enough.
So first changed the time for the "todo" list to 5 sec and there was no warp and then I brought it down to 2 sec the warp was minimal, I think 2.5 sec will remove the warp for good.
What this means:
In the future: Since I didn't have much experience in pawn and didn't care about how big my scripts were when I started scripting in pawn, the script takes a up a lot more memory than it needs to. That's why I will in the future short down the old scripts so that less memory are used.
<h1>NE.Restricted</h1>
Text listed
Explanation: I did a lot of testing and came up the conclusion that my timer scripts contained too much code for pawn to handle. To explain this easily for non scripters pawn is like a kid with a todo list from his mom that he has to complete every weekend, the exception is that pawns todo list codes and that it (in timer scripts) have to perform every code in 1 sec. In that timer script we kinda had a todo list that couldn't be performed in 1 sec, because pawn wasn't fast enough.
So first changed the time for the "todo" list to 5 sec and there was no warp and then I brought it down to 2 sec the warp was minimal, I think 2.5 sec will remove the warp for good.
What this means:
- There will most likely not be so much warp anymore that makes the server unplayable.
- There is no way to know for sure how the speed hack and HP hack systems respond to this, so be patience and report any false Hack kick.
- Commands that depends on timers like !heal and !getcar might take a little more waiting time. But don't worry I'm planning on removing the timers for commands like that In the future.
In the future: Since I didn't have much experience in pawn and didn't care about how big my scripts were when I started scripting in pawn, the script takes a up a lot more memory than it needs to. That's why I will in the future short down the old scripts so that less memory are used.
<h1>NE.Restricted</h1>
Text listed
Last edited by VK.Angel.OfDeath on Thu Nov 07, 2013 7:04 pm; edited 1 time in total
_______________________________________
VK.Angel.OfDeath- Server Owner & Forum Admin
- Chuck NorrisedYou been norrised.
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Re: The lag/warp issue is fixed!
Good +1..
SuFyastiC- Ultra Legendary
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Re: The lag/warp issue is fixed!
okay gud
Izaki- Veteran Member
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Re: The lag/warp issue is fixed!
Good job!
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VK.Angel.OfDeath- Server Owner & Forum Admin
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VK.Luca- Legendary Member
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Re: The lag/warp issue is fixed!
if you edit something I edited that contains, pm me as I have to edit and post it.
EK.CrystalBlue- Deputy Chief of the Community
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Re: The lag/warp issue is fixed!
There was no edits other than that I changed the "1000" argument in ongamemodeinit for the timer CheckEverything. You can edit it that yourself to 2500.NE.Restricted wrote:if you edit something I edited that contains, pm me as I have to edit and post it.
As I was saying this is simply a way to deduce the warp by 99 % until the release. When the release comes I have to clean up the script so that it is fully optimized, but doing what I just said is good solution for now.
Other than what I just described nothing has been changed. Don't worry about these things res, I got a text file that contains all the edits I have made, which you hopefully have too, so it will be easier to merge the scripts.
_______________________________________
VK.Angel.OfDeath- Server Owner & Forum Admin
- Chuck NorrisedYou been norrised.
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Re: The lag/warp issue is fixed!
I use html (< h1>) so if you edit, the html turns to plain text(which looks like: < h1>NE.Restricted</ h1> instead of <h1>NE.Restricted</h1>)VK.Angel.OfDeath wrote:There was no edits other than that I changed the "1000" argument in ongamemodeinit for the timer CheckEverything. You can edit it that yourself to 2500.NE.Restricted wrote:if you edit something I edited that contains, pm me as I have to edit and post it.
As I was saying this is simply a way to deduce the warp by 99 % until the release. When the release comes I have to clean up the script so that it is fully optimized, but doing what I just said is good solution for now.
Other than what I just described nothing has been changed. Don't worry about these things res, I got a text file that contains all the edits I have made, which you hopefully have too, so it will be easier to merge the scripts.
EDIT: oh wait I mean if you edit a post on the form I edited
EK.CrystalBlue- Deputy Chief of the Community
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Re: The lag/warp issue is fixed!
razor wrote:Nice.
CleaVeR- Normal Member
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