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Less Lagg in Levels
After a lot of lagg on certain servers i have came up of a way to reduce alot of the lag, This is what i have so far:
//# In NPC's what have //#NPC MADE BY I AM GOD OK. or just messages //#THIS IS THE MAIN PART OF THE SYSTEM And such, These create more lagg, Please do not add them onto the script into a level. By doing this you will create alot more lagg. Gmap By making the whole server a Gmap you can lose alot of the lagg also, This way you can drive cars/moter bikes and all the other transportation. Serverside By scripting most of the systems serverside you will also lose lagg(from what I have heard anyway). I am not to sure if this is true but I decided to add it in just in case it was. Images/Gani's By making Tree's or any other kind of walk under object, By making the image into a gani can also reduce a hugh amount of lagg. By doing this you would remove the tree image from the image box. And probably make the tree into a class: join tree; In the class there would be a setshape2 ofcourse. If you know any other ways to reduce a serious amount of lagg post it here please. -Andrew. |
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*/ <comments> <comments> /* Quote:
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However, the increase of productivity that comes from properly documented scripts is by far exceeding the marginal loss of performance you claim to experience. Quote:
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A cleanly designed system that is easy to maintain and to extend is worth far more than a system that is a bunch of hacks that you think will decrease what you think is lag. Quote:
Use it. |
We got told by stefan that if we made our systems serverside and our tree's would be changed as a gani alot of the lagg would be gone.
The systems what will be serverside: HP/BULLIT SYSTEM. And alot of people hate lag, That's the main reason why I posted this. |
This was all sort of...obvios? :o
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Not many people know about it curt :P
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I think what you mean by images is that you shouldn't use a lot of setshape and images and should try to use the gani that has a built-in setshape. Especially should avoid using setshape2 unless you absolutely have to.
As for comments in scripts... Removing the unnecassary would speed up level loading I would imagine... But there's nothing wrong with leaving important comments in your scripts. Though I never really saw a reason to put your name at the top of it. Like wow, you need to give yourself recognizition for a light or something? :rolleyes: But the default if created, if playerenters script that is put into every new npc... that definitely should be removed. I know a lot of level makers put "blank" npc images all over the level but tend to forget that every one of those npcs has like 6 lines of code. Sometimes people use like 30+ "empty" npcs like that, and you can remove all that unneeded script and it cuts the level filesize nearly in half. Loriel, the npc server can take the abuse. As long as the scripts are done well, and you don't have some crazy script looping with sleeps and for loops in a timeout or something... then it will be faster. Clientside sends the information to every client individually. People think clientside is better, but in reality, clientside is only better for people with incredibly fast computers. Serverside is pretty much the same for everyone. |
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I find it pretty useful to know made a script. By putting your name on a script, you take the responsibility for what it does, make it clear who to contact about issues with it or for information and suggested improvements, etc. Quote:
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I think that there is only a relatively small amount of code that could be put equally well serverside and clientside. For that, I suggest that it is put clientside, so there is no lag, and less work for the server, etc. Quote:
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Loriel the problem with the npcserver being slow on kingdoms had to do with the mudlib and is fixed now (except some lag spikes which are caused by the mudlib too). Playerworlds should use the npcserver more, most npcservers are quite bored. In general it is good to avoid any clientside script, so levels load faster, scripts don't need to be compiled etc. Setshape2 is a nice thing but it should not be used too often - if you have 100 trees in one level then the trees should use ganis (and possibly setshape) instead. I can possibly post a little optimize-howto here.
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:) |
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Woot, My thread is going to a good cause, Sure why not stefan :D
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