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-   -   Graal v6 Open Beta (https://forums.graalonline.com/forums/showthread.php?t=134260699)

BigBear3 03-13-2011 04:33 AM

Thanks boss.

cbk1994 05-09-2011 05:55 AM

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.

kia345 05-13-2011 12:46 AM

Quote:

Originally Posted by EclipsedAngel (Post 1629195)
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 (Post 1629199)
Sounds like a gani script error

This is on UN, right? Happens after people use the broomstick NPC in v6.

ffcmike 05-19-2011 07:43 PM

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.

Crow 05-19-2011 07:57 PM

Quote:

Originally Posted by ffcmike (Post 1650622)
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..?

ffcmike 05-19-2011 08:14 PM

Quote:

Originally Posted by Crow (Post 1650623)
Where? I thought v6 was utilizing DirectX 9..?

Hm yes this does seem to be the case after all, I must have misread something.

Admins 05-19-2011 08:35 PM

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.

ffcmike 05-19-2011 08:55 PM

Quote:

Originally Posted by Stefan (Post 1650630)
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.

WhiteDragon 05-19-2011 09:44 PM

Quote:

Originally Posted by Stefan (Post 1650630)
- 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.

cbk1994 06-04-2011 08:54 PM

Quote:

Originally Posted by cbk1994 (Post 1648538)
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?

ReptarKingOfTheOZone 06-17-2011 05:41 PM

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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