[wip] killer instinct doom

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Torr Samaho
Lead Developer
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Location: Germany

RE: [wip] killer instinct doom

#21

Post by Torr Samaho » Sat Nov 24, 2012 10:55 am

doomero wrote: Torr i founded the problem:
I'm glad to hear that!
doomero wrote: is a script use too much takeinventories, i remove all those and i used clearinventory.
Yeah, clearinventory needs far less net traffic than calling takeinventory multiple times. That's the same in 98d though.

doomero
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RE: [wip] killer instinct doom

#22

Post by doomero » Tue Dec 04, 2012 8:51 pm

torr the problem wad acs using takeactorinventory and giveactorinventory with more than 1 line..

script xxx (void)
{
takeactorinventory(tid,"inv",value"); //only 1 no lag
takeactorinventory(tid,"inv",value"); //more than 1, lag....
takeactorinventory(tid,"inv",value");
takeactorinventory(tid,"inv",value");
}

also this on decorate happen the same, but not so drastic than acs.
i removed the decorate a_takeinventory and replaced by acs and the lag increase more, removing the takeinventory the lag decrease.

conclusion, is not recomend use more than 1 line per script takeactorinventory or giveactorinventory, this on skulltag not happen, on resident evil doom happen something similar, but using more than 1 line the a_jumpif.

killer instinct doom, a monster actor taking his inv cause lag (if the takeinventories are more than 1 per state), but not for the case of the player.
on resident evil doom, with a_jumpif more than 1 line per state cause lag.

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Torr Samaho
Lead Developer
Posts: 1543
Joined: Fri May 25, 2012 6:03 pm
Location: Germany

RE: [wip] killer instinct doom

#23

Post by Torr Samaho » Wed Dec 05, 2012 6:22 am

doomero wrote: conclusion, is not recomend use more than 1 line per script takeactorinventory or giveactorinventory, this on skulltag not happen, on resident evil doom happen something similar, but using more than 1 line the a_jumpif.
I still think it's very unlikely that Take/GiveInventory behaves differently in Skulltag and Zandronum. As I said before, please create a minimal example wad that shows the difference in Skulltag and Zandronum. If you think it's Take/GiveInventory, then only use those two functions in your example wad.

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