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Old 23/10/2009, 02:38 AM   #21
Gappy
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Default Re: [REL] Streamer Plugin v1.1

Quote:
Originally Posted by [SU
BP13 ]
Very nice. But somehow could make make the objects load about 1 or 1/2 a second faster. They don't seem to be loading in time for places over the sea for example.


I would also like to request CreateInteriorObject.
You could lower the Streamer_SetTicks time and the objects would load much faster, not sure how badly it will effect your server in terms of lag.

Also I would like to request some sort of StreaObjectsForPlayer, which we could use on SetPlayerPos so the objects would load instantly so you wouldn't have to free the player for the objects to load first.
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Old 23/10/2009, 03:26 AM   #22
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Default Re: [REL] Streamer Plugin v1.1

Gappy do you know how often the server checks for objects in ms?
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Old 23/10/2009, 05:06 AM   #23
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Default Re: [REL] Streamer Plugin v1.1

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Gappy do you know how often the server checks for objects in ms?
Default is 100
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Old 23/10/2009, 12:29 PM   #24
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Default Re: [REL] Streamer Plugin v1.1

Quote:
Originally Posted by [SU
BP13 ]
Very nice. But somehow could make make the objects load about 1 or 1/2 a second faster. They don't seem to be loading in time for places over the sea for example.


I would also like to request CreateInteriorObject.
You will have a new native which will force streaming object for a player, so you will just use that one after you teleport to that custom interior position.
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Old 23/10/2009, 04:55 PM   #25
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Default Re: [REL] Streamer Plugin v1.1

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Originally Posted by cyber_punk
Like the sound of the update. Has anyone done an official speed/max object test with this plug-in? Kinda curious to see the results before I go and try to switch everything over. I am mostly interested in seeing how it compares to YSI.
Same here. *kyo wouldn't mind seeing how it does against xstreamer as well*
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Old 23/10/2009, 10:33 PM   #26
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Default Re: [REL] Streamer Plugin v1.1

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Note: This number does not represent any specific measurement of time
well that is not very helpful.
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Old 24/10/2009, 04:04 AM   #27
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Default Re: [REL] Streamer Plugin v1.1

Quote:
Originally Posted by Kyosaur!!
Quote:
Originally Posted by cyber_punk
Like the sound of the update. Has anyone done an official speed/max object test with this plug-in? Kinda curious to see the results before I go and try to switch everything over. I am mostly interested in seeing how it compares to YSI.
Same here. *kyo wouldn't mind seeing how it does against xstreamer as well*
it's faster then xStreamers i use it now i use this one its much much betetr i been waitnig for somting like this thanks so much for making this !!!!


EDIT: when i use on my home test server it's fine witch is windows but as soon as on my host witch is linix its not working like it says it loaded the plugin just the objects aint showing?

also after about 10 mins of being ingame it auto close my server its not my script as its fine with xstreamer i have done it all right and its 100% not my code this happens on windows and linix.
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Old 24/10/2009, 06:12 AM   #28
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Default Re: [REL] Streamer Plugin v1.1

hmm this loads slower than xStreamer for me.
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Old 24/10/2009, 07:19 AM   #29
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Default Re: [REL] Streamer Plugin v1.1

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Originally Posted by [SU
BP13 ]
hmm this loads slower than xStreamer for me.
If you do Streamer_SetTicks(30); on OnGameModeInit the objects load almost instantly.
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Old 24/10/2009, 10:07 AM   #30
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Default Re: [REL] Streamer Plugin v1.1

$€ЯĢ: Yes, I have decided that I will stream race checkpoints and 3D text labels as well.

cyber_punk/Kyosaur!!: I just tested with 1,000,000 (one million) objects in my local server, and they all streamed perfectly with fine with two players connected. Memory usage was around 100MB, and when a player moved, CPU usage jumped to about 5% using the default tickrate (obviously, if you have that many objects created, you will need to raise the tickrate—unlikely, though, because it took me several hours to create them all in my script!). These numbers can be a little misleading, though. The best thing to do is to simply try it out on your server and see how it fares. At some point in the future, I will create a zoning system so that there will be less objects to iterate through on each update. By the way, there is no limit to the number of objects that can be created (well, technically, there IS, but you will probably run out of memory before reaching it).

[SU]BP13: The tickrate varies. For me, a tickrate of 100 was about 200-300ms, but for slower processors, it will probably need to be lowered to stream objects effectively. Try a few different values to see what works best for you.

Shady91: The Linux version has a bug that will be fixed in the next update.
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