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Old 06-02-2003, 12:31 AM   #1 (permalink)
 
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Default Server lag with beta 30

When i up graded the shard to beta 30 it laaaaagggggs real bad

i went back to check to see if i lagged on beta 29 and nope no lagg what so ever.

i had to change back to 29 cause every body was paging of the really bad lagg.

does any one else have this problem with beta 30

which brings forth this question....

in the down load of beta 30 theres a readme file that says what scripts have changed
would it hurt to just drop the changed scripts i want in beta 29 so i can not lagg?
or do i have to have the runuo.exe from 30 to work with the changed scripts?

thanks so much phaera
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Old 06-02-2003, 12:35 AM   #2 (permalink)
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Are you sure you merged your custom scripts correctly?

Specifically if you had turned on player range sensitive NPCs, did you remember to turn them back on after upgrading?
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Old 06-02-2003, 12:55 AM   #3 (permalink)
 
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http://www.runuo.com/discussion/viewtopic.php?t=5975&highlight=npc+lag

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Old 06-03-2003, 12:41 PM   #4 (permalink)
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Quote:
Originally Posted by Regressi0n
http://www.runuo.com/discussion/viewtopic.php?t=5975&highlight=npc+lag

I can confirm this. When I first had B30 in it lagged like crazy. I have over 20k npcs. When I made that tweak from the above thread, no lag.
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Old 06-03-2003, 07:16 PM   #5 (permalink)
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All betas do not have this as default (or one did) but they dont anymore and you should always check that first off.
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Old 06-03-2003, 08:21 PM   #6 (permalink)
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If you didn't save your old datapath.cs file make sure that you update your new datapath.cs file as well.
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Old 06-03-2003, 09:40 PM   #7 (permalink)
 
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Default ok but

thanks so much for the information

now for the other question... :shock:

in the down load theres a readme file that says what scripts have changed
would it hurt to just drop the changed scripts in
or do i have to have the runuo.exe for the beta to work with the changed scripts?
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Old 06-03-2003, 11:29 PM   #8 (permalink)
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Well, if the .exe is the same, then adding the "new" one wouldn't hurt, right? :->

But, if it's a NEWER .exe, then you'd HAVE to add it ;->

Either way, you prolly should, just to be on the safe side ^_^
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Old 06-04-2003, 09:35 PM   #9 (permalink)
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Quote:
Originally Posted by Quantos
If you didn't save your old datapath.cs file make sure that you update your new datapath.cs file as well.

erm... can you explain what you mean and why ??
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Old 06-05-2003, 09:29 AM   #10 (permalink)
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Oh sorry, that is a little vague, isn't it. I'm referring to using a seperate set of files for the server. It may make a difference if the server has it's own set of files, as opposed to running from the clients files.
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Old 06-05-2003, 09:38 AM   #11 (permalink)
 
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Quote:
Originally Posted by Quantos
Oh sorry, that is a little vague, isn't it. I'm referring to using a seperate set of files for the server. It may make a difference if the server has it's own set of files, as opposed to running from the clients files.
In the past when I ran a different emulator, it did indeed make a difference. I went so far as to put them on separate HDD's, separate IDE channels (and ran a 2 processor machine). While not a huge, constant improvement, at times there was a noticeable change, due in part, I suppose, to lower file access contention. That was back on a dual Celeron 500MHz machine. With a faster machine now (Athlon 1800+) and a quicker FSB, the difference is less noticeable now.

Just remember to update both sets of files whenever you update one, or ugly things happen...
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Old 06-07-2003, 02:14 PM   #12 (permalink)
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Well what do I do to make that change in speed, is there a data file in client I have to put into the server ??
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Old 06-07-2003, 06:21 PM   #13 (permalink)
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Quote:
Originally Posted by bleis
Well what do I do to make that change in speed, is there a data file in client I have to put into the server ??
You can't change the speed.

Explain exactly what your talking about.

There is a sector property for spawns which helps lower memory usage which will help runuo have more free memory but thats about it.
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