Another /stuck Thread...
Chopper_Dave1
Join Date: 2002-11-01 Member: 2353Members
<div class="IPBDescription">Answer me this, admin-modders/NS team!</div> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Hey guys,
Just wanted to update you really quickly with a recent development. I've made a big performance optimization, such that all spawn entities are tracked independently of HL, and are deleted when the map loads. This means there are now 96 less entities on all NS maps! With other improvements from the mappers and some other code changes, this brings some maps below the 200 range (!), and most of the other maps below 300. This should make a HUGE difference in server performance in 1.1 and beyond.
I won't say that it's at CS performance level yet, but it should be a lot better. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Alright, great. It'll be nice to actually be able to play NS_Hera without the lag beast crawling rearing his ugly head. But the methods of this new optimization makes me ponder something: will /stuck still be able to work?
It seems to me, at least from what I see during gameplay, that /stuck commands use these invisible spawn entities as their method of pulling people out of structures. When you use /stuck, it almost always throws you into predictable areas of the room (at least for me), which I assume to be these spawn points Flay is talking about. Now, with the advent of 1.1 and its deletion of such spawn entities, will /stuck still exist, and/or am I just mistaking how /stuck functions?
I know Flay wants to remove the problems causing the bug by 1.1 and hopefully cause the command to fade from existence, but I still think we're better off safe than sorry. Might as well allow some kind of /stuck command than none, just in case. After all, fades and oni both require a beastly amount of resources to evolve to, and those don't come back fast (making suicide all the worse). So, you guys still think we'll be able to use /stuck?
Just wanted to update you really quickly with a recent development. I've made a big performance optimization, such that all spawn entities are tracked independently of HL, and are deleted when the map loads. This means there are now 96 less entities on all NS maps! With other improvements from the mappers and some other code changes, this brings some maps below the 200 range (!), and most of the other maps below 300. This should make a HUGE difference in server performance in 1.1 and beyond.
I won't say that it's at CS performance level yet, but it should be a lot better. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Alright, great. It'll be nice to actually be able to play NS_Hera without the lag beast crawling rearing his ugly head. But the methods of this new optimization makes me ponder something: will /stuck still be able to work?
It seems to me, at least from what I see during gameplay, that /stuck commands use these invisible spawn entities as their method of pulling people out of structures. When you use /stuck, it almost always throws you into predictable areas of the room (at least for me), which I assume to be these spawn points Flay is talking about. Now, with the advent of 1.1 and its deletion of such spawn entities, will /stuck still exist, and/or am I just mistaking how /stuck functions?
I know Flay wants to remove the problems causing the bug by 1.1 and hopefully cause the command to fade from existence, but I still think we're better off safe than sorry. Might as well allow some kind of /stuck command than none, just in case. After all, fades and oni both require a beastly amount of resources to evolve to, and those don't come back fast (making suicide all the worse). So, you guys still think we'll be able to use /stuck?
Comments
I'm not sure, but versions that work will be released.
and <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=24137&hl=clip,and,hull,and,stuck' target='_blank'>here</a>
Basically it's a "thing". What sets it apart from being a non-entity is that entities almost always have dynamic properties of some kind. Or are at least handled in a completely different manner than things like the solid parts of the map.
Hope that clears it up a little.
From what I know about how all this stuff works, ANY /stuck plugin should still work even after the independant tracking system is in place. I think what Flayra is referring to is an optimized system for garbage collection.
In any case, don't worry about it, because if the /stuck plugins stop working, then a LOT of other plugins stop working as well.
You have brushes and entities in a map. Brushes are the "building blocks" and entities are everything else.
A small brush + an illumination entity = a light bulb
A spawn entity *should* be the designated area of a spawn on a map. I've only made CS maps so I don't know how the spawn entities work in NS (with the buildable IP's for example), but in CS a spawn entity is just the area designated as a spawn place for a player.
Just how many cases of stuck is caused by bad mapping and how many are caused by incompetent gorge/commanders?
Worldspawn brushes are the large majority of the architecture of a level. Pretty much every run-of-the-mill non-transparent non-fancy wall, floor, and ceiling is a worldspawn brush, (and very boring).
Anything more exciting is an entity (or ent). There are brush ents (like doors or elevators or semitransparent or grating walls) and point ents (such as some lights, sounds, spawn points, paths for trains, etc.)
Thus ends today's mapping lesson <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->