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  #1  
Old 12-28-2008, 11:52 PM
EvoZak
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Quote:
Originally Posted by trevius View Post
Currently, anyone within a certain distance of you should get very frequent updates if they are close. If they are within a range of 50 from you, you get quite a few updates every second already.
I find that interesting. If an NPC walks right by me it is still jumpy as all hell. Not saying you're wrong, just that it still seems "not enough".
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  #2  
Old 12-29-2008, 12:16 AM
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trevius
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Location: USA
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Maybe I am not understanding what you are saying. I see no jumpiness or lag on my server at all. Your server may be having another issue. Have you tried playing on other servers? Also, could you describe the jumpiness? It sounds like you might have a z-axis issue or something from what you guys are describing.

As for the code to do position updates, yes it is old, but it is also much bulkier than it should be. If anything, position updates need to be tuned down (less often) in some situations. I have looked into optimizing position updates, but I haven't had time lately to really work on it at all. It would probably take someone above my code level to really optimize them properly.

I know that one of the revision of code releases included something that basically broke spawn updates, so if you guys are running that revision, you need to update your revision to stop it from happening. I don't recall exactly what release it was, but it was a little before revision 150.
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  #3  
Old 12-29-2008, 12:21 AM
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trevius
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If update manager is being used on your server, you should be able to edit this code:

updatemgr.cpp
Code:
//squared distances for each level
//these values are pulled out of my ass, should be tuned some day
const float UpdateManager::level_distances2[UPDATE_LEVELS]
	= { 50*50, 250*250, 500*500, 800*800 };
	
//delay between sending packets in each level, in ms
//its best if they are all multiples of UPDATE_RESOLUTION
//these values are pulled out of my ass, should be tuned some day
const int32 UpdateManager::level_timers[UPDATE_LEVELS+1]
	= { UPDATE_RESOLUTION,		//.3s
		2*UPDATE_RESOLUTION, 	//.6s
		3*UPDATE_RESOLUTION,	//.9s
		9*UPDATE_RESOLUTION,	//~2s
		34*UPDATE_RESOLUTION	//~10s
	  };
Try something like this for highly increased updates:

Code:
//squared distances for each level
//these values are pulled out of my ass, should be tuned some day
const float UpdateManager::level_distances2[UPDATE_LEVELS]
	= { 250*250, 450*450, 800*800, 1200*1200 };
	
//delay between sending packets in each level, in ms
//its best if they are all multiples of UPDATE_RESOLUTION
//these values are pulled out of my ass, should be tuned some day
const int32 UpdateManager::level_timers[UPDATE_LEVELS+1]
	= { UPDATE_RESOLUTION,		//.3s
		2*UPDATE_RESOLUTION, 	//.6s
		3*UPDATE_RESOLUTION,	//.9s
		4*UPDATE_RESOLUTION,	//~2s
		12*UPDATE_RESOLUTION	//~10s
	  };
I really don't know why you would possibly need more than 3 position updates per second. I have to guess that your issue is related to something completely different than position updates, unless you are running that bad revision version. If you try this, don't complain when your server performance sucks :P
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Last edited by trevius; 12-29-2008 at 08:23 AM..
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  #4  
Old 12-29-2008, 12:59 AM
MNWatchdog
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You would probably get much better performance running on a Linux system too.
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