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Nouveau Patches TickSpy
http://unrealtournament.99.free.fr/forum/viewtopic.php?f=51&t=3437
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Auteur:  medor [ 11 Jan 2016, 23:08 ]
Sujet du message:  Nouveau Patches TickSpy

Semble résoudre les problèmes de timer et tickrate notamment en MH pour les cartes avec un grand nombre de monstres. :surprised:

Citation:
by sektor2111 » Fri Jan 08, 2016 12:09 am

Bump after doing a research closer to chapter timer which seems pretty solid compared with tick when you piss of 300-400 monsters - IN SERVER.
However I'm not asking what's the deal with TickFix. Is fixing timer or is fixing tick ? TICKFIX seems to fix TIMER. TICK is another story.
Looking at UScript clocking options. ServerActors=... class bellow




I did not see regen affected when spawns a bunch or projectiles and you trigger more creatures in the same time.
But I could see TICK going down pretty ugly - WARPING takes place - Read again WARPING. Happens when EVEN server goes under-resourced at a high load in a short time.
If a mutator does a bunch of pawnlist checking things when 800...1000+ creatures are about to start fighting perhaps you'll figure which one causes
lags: Server or Client ? Go figure.
I'm saying:
ServerActors=TickSpy.Ticker
Then dropping this inside System.





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