Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Sun Dec 30, 2007 9:46 pm 
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Mortal

Joined: Sat Jul 16, 2005 7:50 pm
Posts: 1798
Tick-lag Monster is back in town, occasionally showing up during cross-over, and it's becoming pretty taxing during gameplay.

What happened? SK didn't use to have tick lag.


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PostPosted: Sun Dec 30, 2007 10:52 pm 
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Mortal Philanthropist

Joined: Sat Apr 03, 2004 1:55 pm
Posts: 1330
Location: I am at one with my duality.
It did for me. The gameplay has slowly been getting as bad as before, and now I'm starting to wonder if it's even a bit worse. I'm not sure what has changed.


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PostPosted: Sun Dec 30, 2007 11:16 pm 
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To clarify, there was 'tick lag' before the most recent change of hosting, what I meant was the SK we played years ago. Not trying to be cliche here, just making an observation that tick lag is back (for me).


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PostPosted: Mon Dec 31, 2007 12:17 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
The new server is better in many ways, but worse in others. It's better because we have much better connections to the internet and it's a much faster more modern machine. It's worse because it's a virtually shared server with a limit on CPU usage. If other users, who are probably webservers, suddenly get flooded with traffic, our processor usage may get throttled down temporarily.

Unfortunately, the server is no longer free. Running the mud is now an item on my budget and I had to choose the option that I could comfortably afford given the current donation level. If we get consistantly higher donations, we can upgrade to a more dedicated machine.

In the meantime, I'll just have to do daily reboots to make sure we don't keep a bunch of left over trash in the game that has to be updated. I've written a scheduler to do automated reboots specifically for that purpose.


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PostPosted: Mon Dec 31, 2007 12:24 am 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Yeah... so if anyone wants to make a comment about the reboot that just happened, that was human error on my part, not a code error. :roll:


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PostPosted: Mon Dec 31, 2007 12:25 am 
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Joined: Thu Dec 27, 2007 10:35 am
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Shame on you sir, shame


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PostPosted: Mon Dec 31, 2007 12:26 am 
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Joined: Sun Jul 22, 2007 5:18 am
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I was just about to say ... 'LOL' :p


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PostPosted: Mon Dec 31, 2007 12:39 am 
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+1 for hearing and acting on our concerns


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PostPosted: Mon Dec 31, 2007 3:12 am 
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Joined: Sat Aug 24, 2002 6:56 am
Posts: 1858
Dulrik wrote:
Yeah... so if anyone wants to make a comment about the reboot that just happened, that was human error on my part, not a code error. :roll:


Much appreciated human error.

Do it again!


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