Another /stuck Thread...

Chopper_Dave1Chopper_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?

Comments

  • civman2civman2 Join Date: 2002-11-03 Member: 6116Members, Constellation
    Some /stuck s transport you back to a spawn point, most /stuck s just move you a little bit to get your out of stuff.

    I'm not sure, but versions that work will be released.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    edited March 2003
    The reason you get stuck is because of a mapping bug, which hopefully they will iron out for 1.1 - shameless threadcromancy <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=27457' target='_blank'>here</a>

    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>
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    I somehow doubt that these "spawn entities" are in any real locations on the map, but I really don't know. In any event, I'm sure that /stuck scripts could easily be re-coded to take advantage of some other method of moving you out of the ground (perhaps using the center point on one of the location-naming entities or something. Those are probably in the middle of the room...
  • ZelZel Join Date: 2003-01-27 Member: 12861Members
    ive seen some versions of unstuck plugins that will teleport you to a spawn point, IE to a hive or marine start, but thats rediculous, most unstuckers just move you a half inch up and out of whatever youre in. no need for those spawn point entities.
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    My question is whether or not this affects Emergency Beacon or not. I'm not sure I understand what "spawn entities" really means, though...
  • [WHO]Them[WHO]Them You can call me Dave Join Date: 2002-12-11 Member: 10593Members, Constellation
    there's no real clear definition for what an entity is.

    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.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    An entity is a "function".

    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.
  • littlewildlittlewild Join Date: 2002-11-20 Member: 9467Members
    The last thing I worry about is being stuck in v1.1
    Just how many cases of stuck is caused by bad mapping and how many are caused by incompetent gorge/commanders?
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    Seeing as /stuck works anywhere, and spawn entities only exist (presumably) at spawn, it would stand to reason that this change will not affect the functionality of /stuck.
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    An "entity" is anything that's not a worldspawn brush.
    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-->
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