On the new beta....

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morbydvisns
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On the new beta....

Post by morbydvisns »

Things so far have been working allright. Ive gotten a few scripts implemented, which are working nicely.

would like a delay line in script to delay x seconds to move on to the next line..... (dont ask :D )


still have water on the landscape in netrek mode, and no building access, but theres plenty of time for that =) anyone have anything to add tack 'er on

ps scripts play extreme havoc on .debugweap :shock:
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morbydvisns
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Post by morbydvisns »

I have noticed (an i believe im not the only one, either) a strange spike in disconnectedness with the new version.
the ping i have on my own planet is usually very low. its been in the 200s-500s and even up in the 4 digits.

i have gone back to .4 server for the time being, and players seem to have had less problems keeping on, im still on the .6 client and the ping is still awfully high. swapped to a .5 client and it was considerable lower.. checked this 2 diff times about an hr apart.

ah well its late ill give it another look at tomorrow
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zaroba
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Post by zaroba »

i've almost always seen 4 digit pings on your world over the past month.
have heard others saying they did aswell.
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morbydvisns
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Post by morbydvisns »

i know this, but it hasnt happened before to....myself :wink:

i reeally reeeeeeely need to reinstall windows, but if its going to force a new regi be needed, thats not happening.
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zaroba
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Post by zaroba »

didn't you say you had regi.dat files in the data folders of the worlds?
since you have more then one world, you should have one in atleast one of them.

the regi.dat overrides the serverid it gets from the windows instilation and thus a world containing one would still work fine after you reinstall windows.

i've always hed them on worlds i've run (like zoric) and have never had to reregister them despite many reformats and pc changes.
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Theros_12
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Post by Theros_12 »

How do I make the .mts file for scripting?
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morbydvisns
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Post by morbydvisns »

its called gamescript.mts in the data folder of ur server
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morbydvisns
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Post by morbydvisns »

o and btw ive found when your messing with scripts... using the item scripts, if you change something and *refreshweap, it doesnt replace the script previously, it appends to it in the memory somehow, until the server is restarted and then the old scripts for that event are removed and only the current one works.
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Mit
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Post by Mit »

would the spikes you're getting be related to particular events happening on the world you think? or are they just regular things independent of whats happenin on the world?

one of the perils of server scripting stuff is that you can fairly easily write scripts that demand a lot of bandwidth or processor time. For instance, a script like..

Code: Select all

Event( "NewBuilding", 0 )
{
*command=say Level end or something
*command=delallmap 19
*command=clearallinv
*command=grantitemall 10 Wood
*command=grantitemall 30 Trees
*command=grantitemall 20 Lemons
*command=grantskillall Build Stuff
*command=grantskillall Build Other Stuff
*command=grantskillall Build More Stuff
*command=resetallhealth
 .. etc. etc.
}
.. could end up doing quite a bit of CPU work, as well as sending quite a lot of messages to everyone connected all in one go. I doubt you are doing anything that major yet (and even if you were.. unless you had a lot of ppl on and/or a particularly average PC or connection.. then it shouldnt really harm that much, other than perhaps a very brief lag spike), and the current events presumably wont be happening that frequently anyway.. but its one to look out for.

As well as knowing the regularity of the spikes, I'd like to know if the 0.50.6 server still misbehaves like this if you don't have any ServerGameScript.mts. That would at least confirm if it was definitely event script related.
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morbydvisns
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Post by morbydvisns »

o no the spikes are just.. in general..... since before .6

dont know whatit means, but landscape1 carries really high ping on looking at .profile 1

o yea and also, about the servergamescript.mts.... that would explain why *reloadserver would yield a blank.. ive just been using gamescript.mts for serverscripts. i guess ill move them all over to servergamescript.mts
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