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Battlefield Modding Tutorials BFMODS • View topic - So...just how much lag can adding spawns cause? :-(

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Thu Nov 22, 2007 6:44 am 
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hah! Interesting volt. Very useful bit of information.

I had stopped modding the version with extra spawn points; I will dig up the old one with them and send you a PM when i have some time..

thanks for the tidbit! Good to know.


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PostPosted: Thu Nov 22, 2007 5:48 pm 
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PostPosted: Thu Nov 22, 2007 6:07 pm 
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I believe the purpose of .Active Willy then .Active WillyComplex is that the Willy is defined first in the objects.con, then the WillyComplex.

In my experience this doesn't usually matter as everything is done so quickly that the client couldn't care less.


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PostPosted: Thu Nov 22, 2007 6:52 pm 
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PostPosted: Thu Nov 22, 2007 7:17 pm 
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Isn´t the code stored in memory once and for all with the changes when the map have been loaded?


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PostPosted: Thu Nov 22, 2007 7:28 pm 
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Essentially when you .Active something it changes an already-created memory value that was created when the objects.con was run. The old value no longer is known or exists (except the client might believe something else.... hence why some things work SS and some do not). So, no matter how many mods you make, it doesn't lag any more.

Except when you add new things. New engines to something, new spawns, new objects, etc. Changing a value doesn't matter, since the memory has already been allocated. When you make new things SS (with the exception of adding more vehicles that the client already expects, unless you do like 50 more Willy or something) the client has to load files it had not been expecting, and thus "lags" a bit.

Fighting over values causes pseudo-lag, such as changing the zoom of a scoped rifle. The client wants to zoom X and the server says Y. If the server says zoom more, the client will, and will act strangely.


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PostPosted: Thu Nov 22, 2007 7:41 pm 
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PostPosted: Thu Nov 22, 2007 8:49 pm 
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Thanks for clarifying :razz:

I have 1 conquest map where i added some bots, and other ssm things. After a while it always starts to lag if more than say 12-15 players are in. This is on a rented server, no home brewed thingy. ;-)


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