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 Post subject: gate and timer
PostPosted: Fri Aug 17, 2007 9:22 pm 
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Joined: Mon Jun 17, 2002 4:18 pm
Posts: 2026
Location: In the palm of the left hand black
Can we have the gate spell converted to run on the same timer that dirt kick runs on now so there's no more opening a gate on the tick and immediatly losing it nonsense?


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PostPosted: Fri Aug 17, 2007 11:00 pm 
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Joined: Fri Jul 01, 2005 10:55 pm
Posts: 594
Yes, can we please have this happen?


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PostPosted: Fri Aug 17, 2007 11:39 pm 
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Joined: Sun Dec 07, 2003 1:51 am
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Location: Denmark!
Ideally, everything should run on the pulse timer instead of the tick timer, including passive HP/mana regeneration.

So far, there seems to be a smooth transition underway, so fingers are crossed that it will continue in that fashion. :)


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PostPosted: Sat Aug 18, 2007 5:20 am 
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Joined: Mon Sep 15, 2003 5:48 am
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Yes, this would be great.


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PostPosted: Sat Aug 18, 2007 5:39 am 
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Joined: Tue Aug 07, 2007 2:34 am
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Konge wrote:
Ideally, everything should run on the pulse timer instead of the tick timer, including passive HP/mana regeneration.

So far, there seems to be a smooth transition underway, so fingers are crossed that it will continue in that fashion. :)


Due to the inherent limits of merc/rom codebase, I doubt it'll progress into Emlen-style pulsing completely, so that tick will always be there. But more affects like gate and such could be moved into there, I do agree on that.


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PostPosted: Sat Aug 18, 2007 8:17 am 
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Joined: Sat May 07, 2005 8:16 am
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Location: Las Vegas, Nevada
SK Character: Achernar
I asked at one point. I don't believe that gate will be made to work with the fast-affects system.

A


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PostPosted: Sat Aug 18, 2007 8:55 am 
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Joined: Sat Aug 24, 2002 6:56 am
Posts: 1858
I kept asking for gate to be held by concentration until the sorcerer/priest releases it but it never happens.


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PostPosted: Sat Aug 18, 2007 9:34 am 
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Joined: Fri Oct 24, 2003 7:26 am
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Location: Under my covers... sleeping
The only thing I'm worried about is lag. There seems to be worse and worse lag around the tick timer, and slightly more lag in general. The more, various, timers you add, the more you slow the game down...

sleeper


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PostPosted: Sat Aug 18, 2007 3:57 pm 
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Joined: Tue Aug 07, 2007 2:34 am
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sleeper wrote:
The only thing I'm worried about is lag. There seems to be worse and worse lag around the tick timer, and slightly more lag in general. The more, various, timers you add, the more you slow the game down...

sleeper


It's been long suspected that SK has a memory leak or something is wrong with how the game handles memory over uptime. It gets worse as time goes on, and isn't that bad at reboot, if you notice.


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PostPosted: Sat Aug 18, 2007 7:29 pm 
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Joined: Thu Sep 02, 2004 7:36 am
Posts: 1471
From what I have seen a reboot does not help. :(


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