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Old 11-08-2004, 07:50 AM
govtcheeze
Hill Giant
 
Join Date: Mar 2004
Location: South Florida
Posts: 247
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Just to expand on this a little bit...

We use collected data from live servers to create as close to a live-like server as possible. All previous releases of the non-peq DB were good, but far from complete. When we loaded up the Velious test database information, some major code-based inefficencies (spelling!) were discovered which caused the zones to become unplayable. CPU usage would go up to 100% sometimes making the whole server useless. This is due to the massive amounts of npcs in the zones and their casting abilities.

FNW and the team has been pinpointing the causes of the cpu usage, and working to get this as low as possible. The team has corrected almost all of the known areas of problems (quite creative fixes, but very un-obvious until the velious zones came out) and we have unlocked the server for use again. A few zones still need to be fixed and are currently locked, but overall this will be a HUGE benefit to the cvs code. As it stands, static zones now use between 1-3% cpu on our machine, compared the 10-20% what is used to run at. That means more players can raid, and more mobs / quests can be added to each zone.
__________________
GovtCheeze, Welfare Warrior
"Listen, here's the thing. If you can't spot the sucker in the first half hour at the table, then you ARE the sucker." -- Mike McDermott, Rounders

Developer of the original (circa 2004):
Loots v2.0, bitch!
Faction v1.0, bitch!
Magelo-like clone v0.3, bitch!
Zone geometry and spawn/path viewer, bitch!
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