Quote:
Originally Posted by fault
it isnt *boxing* that lags. The detection doesn;t take into account the emu lag. Unless you have a beast of a box with each dynamic zone loaded on a different box you will have lag. I doubt anyone running eqemu would be running it on a beast.
being a dev for an RO emu I can already tell you, any typ eof *cheat* protection will not work, and only lead to buggy code, point proven with this being tested on PEQ for one day, just about everything set off the detection for honest players, I bet you cheaters * those with brains* got away from it and were not caught.
and when I mean just about everything I mean.
kedge quest
Zoning into dynamic zones
COH
gating
ghosts
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Quote:
it isnt *boxing* that lags.
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Bullshit - this was tested extensively, multiboxing does cause your client to update with the server more slowly. I'll show you my statistics after you show me yours.
I really don't know what crawled up your ass, but I wish you'd crawl out of mine. You clearly don't know what you're talking about and haven't read through the source. I have been slammed at work since about the time I posted the code, so I haven't had time to go in and make the adjustments that KLS and Cavedude recommended. I've posted what we've been using for everyone to see, if you're such a hardass, pick up a compiler and make the adjustments - otherwise unsaddle my nuts and I'll make the fixes when I get some time.
The reason that people had problems with it on PEQ (and I stated that I expected that this would be an issue before I posted the code) is because we've only tested through the scenarios that our server runs. We are Classic EQ only - zoning into dynamic zones doesn't set it off - zoning into non-Classic zones sets it off (because there are no source zonepoints in the database). Call of Hero - I already posted that no, we don't have it on our server and it was forgotten. Gating - if you're serious right now, then I don't think you actually used the code; we covered gating and pretty much all other spell related effects that cause movement. As I said, we run this code on our server with no problems, and though our server hardware is pretty good - I don't think it plays into why there were false triggers on PEQ whatsoever.
As I said, I have every intention of updating the code, per KLS and Cavedude's recommendations, as soon as I get some time.
Dax