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[Announcement] Emergency Server Maintenance @ 3 AM EDT 08/07/2012
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Yay more hamsters lol. Thanks for responding to the problems in such a timely manner. Great job Storm!Originally posted by R2CS_Stormaggedon View PostAnd we're up. So everyone is aware, we've added 3 more hamsters to each sever, increasing the hamster to player output. We've also reversed the polarity of the neutron flow of the flux capacitors, so...that's something.
Poison, I seriously doubt if such a thing was done, but I'll look into and see if such a thing can be setup for future emergencies that occur.
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(¯`v´¯) Heya♡ Hun♥Originally posted by -Jezza- View PostAhh my darling wifey is on the fourms
`*.¸.*´ ?
¸.•´¸.•*¨) ¸.•*¨)?
(¸.•´ (¸.•´ .•´ ¸¸.•¨¯`•.♡ ♥
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Nice work Storm, Always pleased with your work.Originally posted by R2CS_Stormaggedon View PostAnd we're up. So everyone is aware, we've added 3 more hamsters to each sever, increasing the hamster to player output. We've also reversed the polarity of the neutron flow of the flux capacitors, so...that's something.
Poison, I seriously doubt if such a thing was done, but I'll look into and see if such a thing can be setup for future emergencies that occur.
Hope the polarity holds the lag off for a while ^_^
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I'm in advanced game development and programming courses, and while you're correct about the mount being unneeded coding the restriction of characters in names is because it breaks the normal string of the name forcing more requirements from the system. Also if you've been studying things that break a string and require multiple parsings and concatenations cause issues when said strings are sent to other functions and routines so what they've done is effectively avoided the issue. It takes less resources and less code to just tell the game what characters are not acceptable than to suggest which are. Special characters have special ascii values which would have had to been coded in. Finally, many of the things you learn in your programming classes in the beginning can be navigated around such as avoiding too much multitasking and passing of variables because of security reasons. Later when you learn about threading libraries most things like that go out the window especially in games. These methods require even more code and passing which causes the need for security checks in the code.Originally posted by XxTaLoNxX View PostThis is probably going to go un-noticed by the R2 team, but from what I've been learning from my game programming classes that pertains specifically to the case of lag in online games is an abundance of useless code. To which I have noticed that your game has an abundance. So if you want to reduce lag, reduce the code.
1) The restriction of entering dungeons and events like Training where you are ABLE to mount, but can't enter while mounted. Not only is this annoying but it's useless code and adds to lag.
2) Preventative restrictions on names, guild names, and custom guild titles and ranks. By this I mean restricting punctuation and spaces. The problem here is that the preventative measures require more coding and system allocations than what they are preventing.
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And we're up. So everyone is aware, we've added 3 more hamsters to each sever, increasing the hamster to player output. We've also reversed the polarity of the neutron flow of the flux capacitors, so...that's something.
Poison, I seriously doubt if such a thing was done, but I'll look into and see if such a thing can be setup for future emergencies that occur.
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