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  #16  
Old 01-16-2015, 02:05 PM
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I wanted to reply after running this a while now, I have had zero issues with fully static zones.
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  #17  
Old 06-14-2015, 06:15 PM
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Bump, is this something we could turn into a server rule?
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  #18  
Old 06-14-2015, 06:27 PM
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It kind of really already is, kind of. It would be easy to code it for a real rule though, right now mine is just editing the rules.h file.

I thought for a while I might had been having an issue, it ended up being something else, a broken task causing issues and making a zone run haywire. Overall though I am very satisfied with having some fully static zones, currently running around 10 totally static. Before the next server goes live I will be adding more ram, bumping up to 96gb and adding more in stages as I test them.
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  #19  
Old 06-14-2015, 07:38 PM
Shendare
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Holy 1.21 jiggabytes!
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  #20  
Old 06-14-2015, 09:36 PM
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Something like an optional third parameter in the zone command line to set the zone active (always running) or passive (default if omitted - meaning zone idles when empty) would be nice and shouldn't be too hard to implement. I was thinking of doing it on our server.

You wouldn't want this as a rule which would be global for all static zones, you would want to pick only the ones that needed to stay active, right?
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  #21  
Old 06-14-2015, 09:41 PM
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Yes, the zone file would be perfect.
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  #22  
Old 10-17-2015, 05:01 PM
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Has this been implemented?

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  #23  
Old 10-17-2015, 05:03 PM
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Not sure about on the current source, but I have static zones on Legacy of FrostStone.
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  #24  
Old 10-17-2015, 05:10 PM
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I was in the process of deciding the benefits of static to dynamic. I am limited on memory, but I though most static zones even at idle still allowed timers, such as spawn timers to run. Trying to determine which static zones to setup.


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  #25  
Old 10-17-2015, 05:28 PM
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provocating
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I think this is written in one of my post, but I will elaborate with what I found. I found through experimentation that every NPC in the zone quits moving in a typical zone, set static or not, when the zone goes idle. The timers I remember do still run, but the NPC's stop. So for my setup, this did not work. So my issue with boats were that the boats would quit moving when the last person left the zone, very problematic for my server. That change listed will basically keep the zone running no matter what. Yes, higher CPU usage. In fact Firiona Vie on my server uses a ton of CPU all the time, probably 7% on just that one zone. I think it has to do with the constant pathing in the zone. Other zones are around 1~2%. But all of the static zones use more since they do not go idle.
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  #26  
Old 10-17-2015, 05:31 PM
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Roger that, thank you for sharing!

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