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#1 (permalink) |
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I won?!?
Join Date: Sep 2002
Location: Sandusky, Ohio
Age: 32
Posts: 164
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I am looking for a little friendly advice on reducing CPU usage...
I upgraded my shard to Beta33 and my processor utilization has gone from an average of 3% (with Beta32) to a constant 95% with Beta33 as well as using almost 100 more MB of RAM. The lag is very annoying (like every 3 steps, a few seconds of lag, 3 steps, a few seconds of lag, wash rinse repeat...). I poked around the forums and tried a few things (like making sure the NPC "idle" mode was enabled) and it hasn't helped. I did disable the new pathfinding and that did bring the utilization down a tad, but not enough. I am figuring I didn't update something correctly, but I just wanted to check with the experts first. For now, I reverted back to Beta32 (ahh, backups are good). Thank you very much for your time. It is appreicated (honestly). 8)
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Cyberspud "You don't have to attend every argument you are invited to." New Sosaria: The Second Coming RunUOXBox |
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#3 (permalink) |
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Forum Expert
Join Date: Nov 2002
Posts: 630
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Make sure your playersensitive is true. I know when you upgrade the shards will by default load everything and cause your usage to skyrocket. I turn on sectors so it uses only whats needed.
Try basecreature.cs and look for PlayerSensitive make it true and see what you get. |
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#4 (permalink) |
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I won?!?
Join Date: Sep 2002
Location: Sandusky, Ohio
Age: 32
Posts: 164
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Thanks for the replies :P
Yoyu007, I'm running it on a fully patched Windows Server 2003 (Web Edition) ... which I kind of doubt is the problem as nothing changed OS-wise between b32 and b33. I *thought* I checked that, Static Loader, but I will definitely double check it when I get home tonight. That is surely what it seems like...like all of a sudden all the NPC's are being processed. I'll let you know either way. Like I said, I am sure it is user error... Again, thanks for the replies...the help is much appreciated!
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Cyberspud "You don't have to attend every argument you are invited to." New Sosaria: The Second Coming RunUOXBox |
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#5 (permalink) |
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I won?!?
Join Date: Sep 2002
Location: Sandusky, Ohio
Age: 32
Posts: 164
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ops: Sigh ops: I must have overwritten my custom BaseCreature with the default one ... the PlayerRange setting was indeed set to false. Made that change and everything is just as it should be. Like I said ... user error. Thank you very much, Static Loader, for the help. *Sulks in the corner*
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Cyberspud "You don't have to attend every argument you are invited to." New Sosaria: The Second Coming RunUOXBox |
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#7 (permalink) |
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Guest
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Hmm.. what does the disable new pathfinding and enabling the npc idle thingy do?
Does it increase the server performance? cause eversince I upgraded to beta33 its bringing my dual p3 server to a crawl... I tried doing a search thru the forums and can't seem to find any info... |
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#8 (permalink) | |
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I won?!?
Join Date: Sep 2002
Location: Sandusky, Ohio
Age: 32
Posts: 164
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Quote:
I am really starting to dig this community ... to be honest, I never thought I would find the same kind of camaraderie over here that I felt on UOXC, but I am constantly blown away at the help I receive (and I need alot). Kudos to all you guys for making these forums an enjoyable place to visit (even if I am doing it at work :twisted: ).Shinji, if you do what Static Loader describes above, it puts the NPC's in "idle" mode ... basically, the only NPC's that are "processed" are the ones that are around the player. This really helps cut down on lag...this is how most emus do it (I think). As for turning off the pathfinding, I re-enabled it because after the Idle thing, I was back down to 3% CPU.
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Cyberspud "You don't have to attend every argument you are invited to." New Sosaria: The Second Coming RunUOXBox |
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#10 (permalink) | |
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Quote:
Thanks in advance. |
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#11 (permalink) |
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I won?!?
Join Date: Sep 2002
Location: Sandusky, Ohio
Age: 32
Posts: 164
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Open up your \RunUO\Scripts\Engines\Pathing\PathFollower.cs and look right near the top ... you should see this line:
[code:1] private static bool Enabled = true; [/code:1] Change it to this: [code:1] private static bool Enabled = false; [/code:1] I believe this will disable the pathfinding. ... To be honest, I wouldn't suggest it. This new pathfinding is great. :!:
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Cyberspud "You don't have to attend every argument you are invited to." New Sosaria: The Second Coming RunUOXBox |
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#13 (permalink) | |
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#14 (permalink) |
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Forum Expert
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[code:1]public virtual bool PlayerRangeSensitive{ get{ return false; } }
public override void OnSectorDeactivate() { if ( PlayerRangeSensitive && m_AI != null ) m_AI.Deactivate(); [/code:1] is that what u are talkign about making to true cause mines been on false and ive been fine although i do have a p4 2.4ghz 512 ddr, and just starting server so not really any players. |
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#15 (permalink) | |
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Quote:
Set it to true and see the performance difference! Oh and leave pathfinding ON as it doesn't effect server CPU usage THAT much but it is an excellent 'anti player cheet' ! |
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#16 (permalink) |
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Forum Expert
Join Date: Feb 2003
Age: 30
Posts: 515
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What does the PlayerRangeSensitive do?
And if it makes performance better why is default set to false? :? Just curious because im on a 4-5 year old machine and it takes a beating sometimes and anything that will help performance IM INTERESTED Had 5 people on my server today and im running the server and client on the same pc and it got a little laggy on us sometimes, and after about a hour or 2 RunUO crashed after spawning and beating on a few doom boss's Im on a 650mhz with 128 SDRAM :evil: :shock: *Is dying for a new PC* |
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#17 (permalink) |
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UO Gamers: Demise Administrator
Join Date: Oct 2002
Location: Swamp
Age: 29
Posts: 10,819
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IT makes it so that NPCs "stop" if no players are around, thus reducing CPU and RAM usage.
The reason it's not set by default is that it has it's own problems. Example: You go to Destard. You fight an Ancient Wyrm. The AW follows you to the entrance, but you run and leave. With PlayerSensitivity set, when you come back to Destard a WEEK later (assuming no one else has), the AW will STILL be by the entrace. With it set to the default, the AW would walk back to where it was.
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psz Demise' Creator (Retired) The RunUO.com Forum Moderator Team Former Official RunUO Scripter (Retired) Websites: My 360 Blog My Gaming Site(Old Link) My Gaming Site(New Link) |
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#19 (permalink) |
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UO Gamers: Demise Administrator
Join Date: Oct 2002
Location: Swamp
Age: 29
Posts: 10,819
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It will attempt to walk back to the spawner. You can test this in Green Acres.
Create a spawner with homerange 1. Teleport the creature to someplace just outside of the homerange. It'll walk back (usually)
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psz Demise' Creator (Retired) The RunUO.com Forum Moderator Team Former Official RunUO Scripter (Retired) Websites: My 360 Blog My Gaming Site(Old Link) My Gaming Site(New Link) |
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#20 (permalink) | |
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lol...it will attempt to get that far...but with it set to false once the player is out of range it will stop moving...so if you were to test this you should tele it away and then tele away urself, then come back later and see where it is...
btw i can't figure out this quote thing all my quotes look like this... Quote:
*is confused* ... or just stupid [/quote] |
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#21 (permalink) | |||
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Forum Expert
Join Date: Feb 2003
Age: 30
Posts: 515
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Quote:
(quote="CraZy_NooB")*is confused*(/quote) Quote:
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