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Fps sidetalk
Fps sidetalk




fps sidetalk
  1. FPS SIDETALK UPDATE
  2. FPS SIDETALK PATCH
  3. FPS SIDETALK CODE
  4. FPS SIDETALK WINDOWS

FPS SIDETALK WINDOWS

On windows its much faster, but not as fast. Now 10 seconds on a 8km x 8km map (with a 24 thread processor) on Linux - down from 6 minutes 50 seconds. Map Generation is now massively multithreaded. Added "Deployable Airstrip" lot in the Fortifications tab. Added a height map selector to vtclient. In level 9 there are 4, and in level 10 there are 5. You must capture all of them in a dungeon in order to fight the Dungeon King. You can now generate Tropical biome maps and Dryland biome maps via invoking vtserver via the command line. Outback now has dry grass areas and salt flats, and red rocky areas in the hills Blocks cannot be removed from Control Points if game rule "Block Place" is not "ANYWHERE" This means you get 800 exp for beating the level 6 dungeon, all the way up to 2500 exp for the level 10 dungeon Dungeons now give (Lv^2 + Lv - 10)*25 exp for beating them.

FPS SIDETALK UPDATE

vtclient will now discard chunk updates if the chunk does not exist on the client and the update is over a minute oldĮDIT: 1.7.1 Hotfix to add additional exp for defeating dungeons + removed spawner stealing exploit from control points AI vehicles fade out when they despawn now

fps sidetalk

Moving slowly will pause the timer, moving at speed (as in there is no cars blocking it) will wind back the timer. AI vehicles despawn if they are stuck in traffic for 40 seconds. vtserver now tracks what chunks vtclient has ever received, and only sends chunk updates if vtclient has ever requested the chunk that they are inĮDIT 1.7.2 Hotfix despawns vehicles that are stuck in traffic jams, vtclient will now discard irrelevant chunk updates, helping reduce lag-accumulation-over-time. vtserver now groups chunk updates together into packets of at least 500 bytes (before they were sending 1 packet for each chunk updated!) vtclient now instantly discards chunk updates if the chunk does not exist on the client and it is out of draw distance Hills bandit bases are no longer sunken if repaired (requires a new map to take effect)ĮDIT 1.7.3 Hotfix reduces chunk update packet spam in multiplayer Fixed some biome y=10 block rules for Control Points Fixed graphics settings menu setting borderless window to the opposite of what was requested Joining a faction now transfers any control points to the faction

FPS SIDETALK CODE

Control points spawning code modified so that they are very unlikey to spawn near each other and very unlikely to spawn near the centre or edge of the map Bandits can recapture bandit bases if they hold at least one bandit base on the map (MTTH = once every 10 minutes). Added an Observatory as a control point! Added Stats windows! You can spawn one from the Players menu MTTH for bandits to retake a bandit base increased to 15 minutes Bandits (owner = 0) in base attacks/control points no longer wear colours Stats windows let you monitor Networth/Territory/Bases Owned/Bandit Bases Captured/Control Points Owned/Special Buildings Owned for each faction. The Stat Windows can be spawned by pressing TAB, then navigating to Players and Diplomacy, then pressing the "Spawn Stats Window" button at the bottom of the window. In addition, Bandits will now occasionally attempt to retake captured bandit bases.

FPS SIDETALK PATCH

Patch 1.8.0 adds an Observatory Control Point and Stat Monitoring Widgets along with minor bug fixes. vtserver: Chunk unloading now only checks parts of the chunk array, rather than the whole array. Removes ~50ms of lag when saving on an SSD. vtserver: Lot saving to disc is done in a dedicated thread. Reduces lag when autosaving, player log on and player log off. vtserver: Lot serialisation is multithreaded. Lot serialisation also occurs when a player logs into a server so this should also reduce/remove that lag spike. I have since multithreaded lot serialisation, reducing the save time to 100ms on my 24-thread machine, and moved the writing-to-disc stuff to a dedicated thread, knocking off another 50ms for a total speedup of 10x. On my test-big-map (16x16km) I was getting 500ms to save lot data. For whatever reason it was taking 5 seconds to save lot data on their machine. With 10k+ chunks loaded and 5 players running around this server chunk unloading was taking 200+ms every ticks! I've since changed it so that the server only checks a max 200 chunks for unloading every tick, and this number goes down if there are more players on the server. The server was checking *every* chunk *every tick* for *every player*. The two issues were to do with unloading chunks and autosaving. These performance upgrades mainly effect big MP maps, but because SP runs on an internal server SP get some small benefit. I recently joined an MP game hosted where the players were complaining of poor performance, and I identified some issues and fixed them.






Fps sidetalk