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  #16  
Old 07-11-2008, 10:06 PM
Skyld Skyld is offline
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Quote:
Originally Posted by Inverness View Post
If you want people to use client variables more often fix the stupid 255 character limit or its not happening.
I still don't see why you need to be storing that much data, when there are methods to store the same detail of information in less space.
Quote:
Originally Posted by Inverness
Using more than one variable works but it shouldn't be necessary in the first place.
It may encourage more human-friendly flag arrangements.
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  #17  
Old 07-11-2008, 10:06 PM
cbk1994 cbk1994 is offline
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Quote:
Originally Posted by Skyld View Post
Strikes me that you might not be organising your strings in the best fashion, then. I've never found myself needing a text file for something that I couldn't do using existing engine stuff. :/
I find it easier to load from text files than loading from a database of strings ... I'm not talking about how you store the strings in a player.

However, I usually use text files for that so that I can have multiple characters.

But, it's much easier for incompetent staff to edit some text files than strings in a database NPC without messing **** up.
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  #18  
Old 07-11-2008, 10:06 PM
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Quote:
Originally Posted by Kristi View Post
So use more then one variable, then it won't overflow. Crazy pills?
I had to do that just for the item's description.. >_>

I say fix the 255 char limit as Inverness said
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  #19  
Old 07-11-2008, 10:08 PM
Inverness Inverness is offline
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Quote:
Originally Posted by Skyld View Post
I still don't see why you need to be storing that much data, when there are methods to store the same detail of information in less space.
It doesn't matter if you see the reason or not. The point is that the character limit is a problem that needs to be fixed.

Of course there are ways to store large data in less space but I'd rather do that on my own and not be forced by some silly character limit that just breaks scripts.
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  #20  
Old 07-11-2008, 10:09 PM
DustyPorViva DustyPorViva is offline
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Quote:
Originally Posted by Skyld View Post
It may encourage more human-friendly flag arrangements.
Until the player gains a lot of items... then you have a huge mess of flags. I honestly hate looking through the flags of players on systems that used clientr's for item databasing.
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  #21  
Old 07-11-2008, 10:11 PM
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Zodiac also has a problem with the 255 character limit, and they decided to remove every staff's "set attributes" right..
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  #22  
Old 07-11-2008, 10:13 PM
DustyPorViva DustyPorViva is offline
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That was my intention when I was working on my system. Remove all rights to set attributes and then create my own debugging system that allows you to change/add/remove weapons that way.
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  #23  
Old 07-11-2008, 10:16 PM
Inverness Inverness is offline
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And here we have a good example of why bugs should be fixed instead of avoided like the GST are saying.
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  #24  
Old 07-11-2008, 10:21 PM
Skyld Skyld is offline
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Quote:
Originally Posted by Inverness View Post
And here we have a good example of why bugs should be fixed instead of avoided like the GST are saying.
I do not endorse that we avoid fixing bugs, but a bug like that is hardly reason enough to completely abandon client flags when straight-forward optimisations that I would like to hope you are using anyway would provide a suitable workaround.
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  #25  
Old 07-11-2008, 10:21 PM
[email protected] sid.gottlieb@googlemail.com is offline
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if done correctly, you generally only need to load the item once it's been changed and then storing the data in a global flag, how is that causing lag?

fix the 255 character limit and i might just actually use the clientr flags

opening era's item database causes lagg [items 900+], why use a database??

your reasons for not using a mudlib are void, why should we use clientr.flags?
why does GK use a mudlib is clientr flags are available??
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  #26  
Old 07-11-2008, 10:25 PM
DustyPorViva DustyPorViva is offline
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My idea(well really Zero's) was to load the item upon login, and then store them in objects. Only need to save them was upon any sort of change. I don't find that too demanding, really.

I would love to use clientr flags as it's really the least amount of hassle, but I'd really, really hate to see random glitches appear because item data is getting cropped.
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  #27  
Old 07-11-2008, 10:26 PM
Skyld Skyld is offline
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Quote:
Originally Posted by [email protected] View Post
if done correctly, you generally only need to load the item once it's been changed and then storing the data in a global flag, how is that causing lag?

opening era's item database causes lagg [items 900+], why use a database??
In this instance, loading things from text files is more CPU cycles and memory overhead than is required than directly accessing a flag would produce.
Quote:
Originally Posted by [email protected] View Post
your reasons for not using a mudlib are void, why should we use clientr.flags?
How are they void? You are clearly not focusing enough here on performance.
Quote:
Originally Posted by [email protected] View Post
why does GK use a mudlib is clientr flags are available??
Because GK actually has a proper mudlib library available in the NPC-Server which means that script CPU cycles are not being used instead.
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  #28  
Old 07-11-2008, 10:29 PM
Inverness Inverness is offline
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Quote:
Originally Posted by Skyld View Post
I do not endorse that we avoid fixing bugs, but a bug like that is hardly reason enough to completely abandon client flags when straight-forward optimisations that I would like to hope you are using anyway would provide a suitable workaround.
That bug has been around for years and I highly doubt it would be difficult to fix.

If Stefan would just put a bit of time into looking at it and fixing it we wouldn't have this problem. That or pass on the RC code to someone else who can do it.

People have been complaining about it for forever can someone just effing fix it already.
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  #29  
Old 07-11-2008, 10:31 PM
[email protected] sid.gottlieb@googlemail.com is offline
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Quote:
Originally Posted by Skyld View Post
In this instance, loading things from text files is more CPU cycles and memory overhead than is required than directly accessing a flag would produce.
not really, no.
your loading a file as you are loading a flag, sure it'll take a little more CPU but not a substantial amount though.

Quote:
Originally Posted by Skyld View Post
How are they void? You are clearly not focusing enough here on performance.
please try to create a system that has alot of information in each flag
currently, my item system contains the following flags, make try make them into a flag with less than 255 chars.
HTML Code:
#The archetype name
realname=Fung Si Yan

#The file location
archetype=equipment/shields/

#The Display Name
displayname=Fung-Si-Yan Shield

#The Display Icon
itemimage=Shield-FungSiYan

#Item Description
itemdescription=Forged by the almight Stefan at birth!

#The Weight [kg]
weight=10

#The Value [Rupees]
value=5

#Can Be Traded
candrop=true

#base, agility, magic, mental, personality, physique, wisdom
reqlevels={0, 0, 0, 0, 0, 0, 0}

#strength, dexterity, vitality, intelligence, wisdom, power, charm 
reqstats={0, 0, 0, 0, 0, 0, 0}
basestats={3, 3, 3, 0, 0, 0, 0}

#Item Data [+Melee weapon functions]
itemname=+Shields
itemequip=true
itemganis=fungsiyan

#Can The Shield Break
canbreak=true
#Amount Of Hits Taken Then It Breaks
breakamount=750
Quote:
Because GK actually has a proper mudlib library available in the NPC-Server which means that script CPU cycles are not being used instead.
didn't know this, release to servers that want a mudlib to solve the CPU issue?
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  #30  
Old 07-11-2008, 10:42 PM
Kristi Kristi is offline
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Quote:
Originally Posted by [email protected] View Post
not really, no.
your loading a file as you are loading a flag, sure it'll take a little more CPU but not a substantial amount though.
False
Quote:
Originally Posted by [email protected] View Post
didn't know this, release to servers that want a mudlib to solve the CPU issue?
He was implying it used exactly what he was saying everyone else should (flags and such)
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