Shattered Kingdoms
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gate and timer
https://shatteredkingdoms.org/forums/viewtopic.php?f=22&t=15914
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Author:  TheCannibal [ Fri Aug 17, 2007 9:22 pm ]
Post subject:  gate and timer

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?

Author:  WarlordPayne [ Fri Aug 17, 2007 11:00 pm ]
Post subject: 

Yes, can we please have this happen?

Author:  Konge [ Fri Aug 17, 2007 11:39 pm ]
Post subject: 

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. :)

Author:  Benzo Balrog [ Sat Aug 18, 2007 5:20 am ]
Post subject: 

Yes, this would be great.

Author:  Sinnoch [ Sat Aug 18, 2007 5:39 am ]
Post subject: 

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.

Author:  Achernar [ Sat Aug 18, 2007 8:17 am ]
Post subject: 

I asked at one point. I don't believe that gate will be made to work with the fast-affects system.

A

Author:  Cyra [ Sat Aug 18, 2007 8:55 am ]
Post subject: 

I kept asking for gate to be held by concentration until the sorcerer/priest releases it but it never happens.

Author:  sleeper [ Sat Aug 18, 2007 9:34 am ]
Post subject: 

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

Author:  Sinnoch [ Sat Aug 18, 2007 3:57 pm ]
Post subject: 

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.

Author:  Carsetius [ Sat Aug 18, 2007 7:29 pm ]
Post subject: 

From what I have seen a reboot does not help. :(

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