Jump to content

Ambal

Members
  • Posts

    371
  • Joined

  • Last visited

    Never
  • Donations

    0.00 GBP 

Everything posted by Ambal

  1. If you want performance, then choose visibility distance value between 66 and 90 yards. Also you can play with MAX_NUMBER_OF_CELLS (8 or 16) to see which one is better for performance/stability.
  2. Well, nice catch but I and SilverIce already did some more complicated and faster patch on getmangos.ru
  3. Ok, I'm back Will get in shape in few days to support patch further Hello to everyone )
  4. I'll be out untill 12th of August. So are on your own updating patch to new revs. You can still post any patch related info Good luck everyone. See you
  5. How about an idea to check if mob has any loot on creature's death and loot generation leave as-is? If thats (loot check) can be made, ofc.
  6. Hm... is server stability much worse with MAX_NUMBER_OF_CELLS 16? :huh:
  7. Runsttren, you think in correct way: m_currMap should be valid while player is on map and point to NULL when player is being far teleported. If you have any SEGFAULTS or ACCESS VIOLATIONS - this means that someone screwed map system logic. On clean revs everything works fine so I suggest to learn how new map system is implemented + pay attention to DELAYED TELEPORTS we have to made (look into Player::Update()). Gl
  8. Ok, Thyros, I'll try to upload updated patch today. Thanks for reporting.
  9. Thanks, False.Genesis It would be really nice if you could PM me your custom boss patch code. Because I'm kinda confused about issues you have :confused: Anyway, help is highly appreciated. P.S. Did you use the same visibility distances w/o CellSearch patch with MAX_NUMBER_OF_CELLS 4?
  10. Thank you very much, False.Genesis, for your detailed testings As Wyk3d said, you are free to try 8 cells and see how this change would affect server performance. Currently, if its possible, try to test patch with Vmaps disabled. Vmaps use alot of CPU so it is hard to guess whether new cell search algorithm really helps. Also it is good practive to set the same visibility distances for all types of maps: Visibility.Distance.Continents = 160 Visibility.Distance.Instances = 160 Visibility.Distance.BGArenas = 160 Because you can't guess which map type will hold most of players especially on low populated realms. Plus, high CPU usage can be caused by massive PVP actions. Anyway, good job!
  11. It is passed another 3 days and still no patch feedback, no crashdumps, no even visibility distances info from offy, just nothing. Whats wrong with you, guys? If you want fast progress, then be more active in patch testings.
  12. No, you;ll only get compilation speed up. If you want multicore binaries, use mtmaps patch on your own risk.
  13. Having lags when alot of players gather in one place is a bit different problem - server need to send alot of update packets for all players around. This patch possibly can help a bit with that since less cell areas need to be covered, but don't expect too much. Real tweaks need to be done to update packet sending algorithms. We plan some patches for this issue, so stay tuned
  14. yes, screenshots aren't allowed here. It is better for you to make them, reproduce the same situation on mangos and calculate these values using .gps command. If you want to share screens, add them to archive and send a PM to me
  15. oh, jeez This patch offers speedup for small radiuses aka AOE in 10 yards range means that mostly you will search 1 cell of size 33^2 yards and not 66^2 And with visibility distance set to 66 yards we save almost 50% of space covered by 66 yards cells. Plus, current patch allows you to get any visible distances you want
  16. If so then I need visibility distance in Northrend. While .gps command isn't working anymore on offy, you can still make a screenshot, reproduce the same visibility distance in mangos by tweaking config file and report results to me P.S. So whats the results with patch 1.13, did stability improved?
  17. Yes, I think such features aren't hard to implement. They will need mangos.conf file update, but thats not a big deal.
  18. Crash reports w/o crashdumps are useless Collect all needed info about maps, which has specific view distances, and corresponding visibility ranges for them. I'll try to implement them in patch...
  19. Well, making additional options in mangos.conf file doesn't sound logical to me. I can use new conf file settings as 'max visible distance for specific map type', but then I need standard visibility distances in instances/BG/Arenas. For example, lets say, regular visible distance in dungeons is 100 yards, and in Wintergrasp it is 140 yards. So if 'Visibility.Distance.Instances' setting is set to 90 yards, then visibility distance in all instances is set to 90 yards. If it is set to 120 yards, then Wintergrasp will have a cap of 120 yards visibility range. This is very easy to implement, I just need map IDs, their type 'instance/BG/Arena', their specific visible range and standard visibility distances for map type P.S. Whats the stability with patch 1.13? Still crashes? If so, post crashdumps. P.P.S. Also it is possible to make separate options for these maps, but only if their (maps with unique visibility ranges) amount is reasonable.
  20. New patch version. Updated grid unload algorithm + added more security checks for grid/cell coords ranges. Use MAX_NUMBER_OF_CELLS 16 and post crashdumps so I could be able to track the source of these mystical problems.
  21. Updated cell coordinates range checking. Patch supports revs 8182+. First post updated.
  22. Well, even if you compiled successfully that doesn't mean that it would work properly. So you still need to test patch, post bug reports, crashdumps, bla-bla-bla...
  23. I don't know if thats actually possible... Need to ask Vladimir :confused:
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Privacy Policy Terms of Use