ID:154575
 
Does anybody else suffer mad lag whenever somebody logs into or out of their game?
On 3/17/01 11:11 am ebonshadow wrote:
Does anybody else suffer mad lag whenever somebody logs into or out of their game?

Nope never hapend yet.
On 3/17/01 11:11 am ebonshadow wrote:
Does anybody else suffer mad lag whenever somebody logs into or out of their game?

No, not on my end. It depends on how many procs you have running for a mob whenever they get created; so if, for example, you had eight procs that get called whenever a mob is created;

mob/New()
..()
EnergyLowBreathLoop()
HPRechargeLoop()
KiRechargeLoop()
EnergyRechargeLoop()
//and whatever else... I can't really think of any in the span of a few seconds =)

then every time a player logs in, eight procs will suddenly get started up. It doesn't matter if the procs themselves loop at random times; it matters that they are all being called simultaneously initially. It's better that if you're doing loops, to have them spawn at random intervals:

mob/New()
..()
spawn(rand(1,5)) EnergyLowBreathLoop()
spawn(rand(1,5)) HPRechargeLoop()
spawn(rand(1,5)) KiRechargeLoop()
spawn(rand(1,5)) EnergyRechargeLoop()
//and so on

Of course, you might already do that... in which case, I'm as intrigued as you are.
In response to Spuzzum (#2)
On 3/17/01 7:22 pm Spuzzum wrote:
On 3/17/01 11:11 am ebonshadow wrote:
Does anybody else suffer mad lag whenever somebody logs into or out of their game?

No, not on my end. It depends on how many procs you have running for a mob whenever they get created; so if, for example, you had eight procs that get called whenever a mob is created;

mob/New()
..()
EnergyLowBreathLoop()
HPRechargeLoop()
KiRechargeLoop()
EnergyRechargeLoop()
//and whatever else... I can't really think of any in the span of a few seconds =)

then every time a player logs in, eight procs will suddenly get started up. It doesn't matter if the procs themselves loop at random times; it matters that they are all being called simultaneously initially. It's better that if you're doing loops, to have them spawn at random intervals:

mob/New()
..()
spawn(rand(1,5)) EnergyLowBreathLoop()
spawn(rand(1,5)) HPRechargeLoop()
spawn(rand(1,5)) KiRechargeLoop()
spawn(rand(1,5)) EnergyRechargeLoop()
//and so on

Of course, you might already do that... in which case, I'm as intrigued as you are.

actually I do them all in one proc and it counts ticks. It always happens on del(src) or something like that it seems.
In response to Ebonshadow (#3)
On 3/17/01 8:12 pm ebonshadow wrote:
On 3/17/01 7:22 pm Spuzzum wrote:
On 3/17/01 11:11 am ebonshadow wrote:
Does anybody else suffer mad lag whenever somebody logs into or out of their game?

No, not on my end. It depends on how many procs you have running for a mob whenever they get created; so if, for example, you had eight procs that get called whenever a mob is created;

mob/New()
..()
EnergyLowBreathLoop()
HPRechargeLoop()
KiRechargeLoop()
EnergyRechargeLoop()
//and whatever else... I can't really think of any in the span of a few seconds =)

then every time a player logs in, eight procs will suddenly get started up. It doesn't matter if the procs themselves loop at random times; it matters that they are all being called simultaneously initially. It's better that if you're doing loops, to have them spawn at random intervals:

mob/New()
..()
spawn(rand(1,5)) EnergyLowBreathLoop()
spawn(rand(1,5)) HPRechargeLoop()
spawn(rand(1,5)) KiRechargeLoop()
spawn(rand(1,5)) EnergyRechargeLoop()
//and so on

Of course, you might already do that... in which case, I'm as intrigued as you are.

actually I do them all in one proc and it counts ticks. It always happens on del(src) or something like that it seems.

I found the problem! If you have a loop like that and you do while(1), it causes major lag on logout! :).