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  #271  
Old 03-13-2011, 04:33 AM
BigBear3 BigBear3 is offline
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  #272  
Old 05-09-2011, 05:55 AM
cbk1994 cbk1994 is offline
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Has anyone had issues with the players array being empty clientside? It's happening to me both on GMAPs and in single levels randomly on Mac. Reconnecting fixes it.
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  #273  
Old 05-13-2011, 12:46 AM
kia345 kia345 is offline
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Quote:
Originally Posted by EclipsedAngel View Post
I'm starting to see random people's bodies shrink and grow back to normal, while being transparent when they do stuff like walk or attack.

Kind of annoying.
Quote:
Originally Posted by MrOmega View Post
Sounds like a gani script error
This is on UN, right? Happens after people use the broomstick NPC in v6.
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  #274  
Old 05-19-2011, 07:43 PM
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I don't consider myself to be knowledgeable about how these things work, but it seems like certain things don't add up and so I'm seeking some further clarification.

One of the more commonly mentioned advantages to the new client is reduced lag, I understand that displays have been largely over-hauled, so I didn't really expect an improvement on script time which I'd guess isn't really possible to much extent anyway.

Sure enough when I test script time via showscriptstats and /clientstats within RC, systems are taking a higher percentage of resources in the V6 client.
I've considered the possibility that there may be new processes that might lead to a visible increase on display related script times, but ultimately be speeding things up in the background. However when I check CPU usage of the entire client via windows task manager this is also a higher number in V6 compared to V5.

One possibility I've considered is that the current beta client could possibly contain alot of consuming debug processes which would be removed with the real thing, another possibility is that the new built-in optimisations of displays are rendering the optimisations of displays within Classic's custom systems un-necessary.
A common example of this optimisation would be the storing of display objects, then simply modifying the objects x, y, text and colors whenever there's a related change from the relevant player, as opposed to creating a new display each frame.
Another thought is simply that script time is being sacrificed to save on a different form of resource.

Another thing I'm somewhat confused about is that I've read directX has been phased out of the new client, with opengl now being some form of default.
When I open the client normally to test usage I'm getting a significantly higher percentage compared to when I am deliberately opening the client via shortcut with "-opengl" at the end of the target.
There may be a good explanation for this but it goes against my current understanding.

Last edited by ffcmike; 05-19-2011 at 07:55 PM..
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  #275  
Old 05-19-2011, 07:57 PM
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Quote:
Originally Posted by ffcmike View Post
I've read directX has been phased out of the new client, with opengl now being some form of default.
Where? I thought v6 was utilizing DirectX 9..?
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  #276  
Old 05-19-2011, 08:14 PM
ffcmike ffcmike is offline
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Quote:
Originally Posted by Crow View Post
Where? I thought v6 was utilizing DirectX 9..?
Hm yes this does seem to be the case after all, I must have misread something.
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  #277  
Old 05-19-2011, 08:35 PM
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About speed:
- the base systems in v6 take much less CPU time
- scripting is 20-50 % faster (fast delivery of events, optimized statements etc.)
- the particle engine is around 20-50 times faster than before
- GUI drawing, especially for gui styles (.wba), has been improved
- it's now using DirectX9 instead of DirectX7
- always using optimized bitmap fonts
- scripts use less memory, graphics might take more (depending on the driver)

Things that could eventually slow down a little bit:
- hacker protection
- some older graphic cards might have slower implementation of DirectX9 than DirectX7 (you can use OpenGL by using parameter -opengl to speed it up eventually)

About script stats:
That can be a little bit tricky, the /clientstats shows relative percentages so when the game is faster in general you usually get higher percentages for the same action. The task manager is not really known for accurate results.
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  #278  
Old 05-19-2011, 08:55 PM
ffcmike ffcmike is offline
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Quote:
Originally Posted by Stefan View Post
About speed:
- the base systems in v6 take much less CPU time
- scripting is 20-50 % faster (fast delivery of events, optimized statements etc.)
- the particle engine is around 20-50 times faster than before
- GUI drawing, especially for gui styles (.wba), has been improved
- it's now using DirectX9 instead of DirectX7
- always using optimized bitmap fonts
- scripts use less memory, graphics might take more (depending on the driver)

Things that could eventually slow down a little bit:
- hacker protection
- some older graphic cards might have slower implementation of DirectX9 than DirectX7 (you can use OpenGL by using parameter -opengl to speed it up eventually)

About script stats:
That can be a little bit tricky, the /clientstats shows relative percentages so when the game is faster in general you usually get higher percentages for the same action. The task manager is not really known for accurate results.
I see, thank you.
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  #279  
Old 05-19-2011, 09:44 PM
WhiteDragon WhiteDragon is offline
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Quote:
Originally Posted by Stefan View Post
- scripting is 20-50 % faster (fast delivery of events, optimized statements etc.)
Is it possible to get an inline pragma for functions?

Example:

PHP Code:
function foobar() {
  return 
this.distance(10102020) * 2;
}

inline function distance(temp.x1temp.y1temp.x2temp.y2) {
  return ((
temp.x2 temp.x1)^+ (temp.y2 temp.y1)^2)^0.5;

would be transformed to

PHP Code:
function foobar() {
  return (((
20 10)^+ (20 10)^2)^0.5) * 2;

at compile time.

Obviously don't really care about syntax, whatever works better is fine.


Function calls really do cause some bad overhead issues in certain places and being able to inline things would be really useful.
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  #280  
Old 06-04-2011, 08:54 PM
cbk1994 cbk1994 is offline
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Quote:
Originally Posted by cbk1994 View Post
Has anyone had issues with the players array being empty clientside? It's happening to me both on GMAPs and in single levels randomly on Mac. Reconnecting fixes it.
This is happening on Windows as well on Kingdoms. Nobody else is having issues with it?
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  #281  
Old 06-17-2011, 05:41 PM
ReptarKingOfTheOZone ReptarKingOfTheOZone is offline
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not a huge problem, but i cant seem to enter server login screen via F8 on v6.
i can stick click worlds at the bottom, but im used to F8 xD is there anything i can do to make it happen?
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