omgzor, BUGABUSERS (DDoS attacks are basically the same, yo)

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Re: omgzor, BUGABUSERS (DDoS attacks are basically the same,

Postby colesie » Sat Jan 12, 2013 8:45 am

He is being sarcastic, very sarcastic
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Re: omgzor, BUGABUSERS (DDoS attacks are basically the same,

Postby Mereni » Sat Jan 12, 2013 9:13 am

colesie wrote:He is being sarcastic, very sarcastic


I'm just used to seeing sarcasm done in blue. :D
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Re: omgzor, BUGABUSERS (DDoS attacks are basically the same,

Postby Mushibag » Sat Jan 12, 2013 9:18 am

Chiprel wrote:Yet another quality post by Mereni.

better?
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Re: omgzor, BUGABUSERS (DDoS attacks are basically the same,

Postby Decay » Sat Jan 12, 2013 9:41 am

robert wrote:bare in mind salem is a JAVA game... java is a pretty bad system for an mmo

http://www.youtube.com/watch?v=hCsWIr3pLOY
(engine it uses http://jmonkeyengine.com/)

Herp Derp another quality post of a person talking about stuff they haven't a clue about.

Programmer is what depends... not the language.

Most games now days are done with Unity which is just scripting in their engine.... with maybe some cg for shaders
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colesie wrote:If Salem has to burn so that haven can live then I am all for that :)

I'm so glad you applied to mod this game then.
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Re: omgzor, BUGABUSERS (DDoS attacks are basically the same,

Postby Ornery » Sat Jan 12, 2013 1:20 pm

Mereni wrote:Why do you keep claiming the lag is caused by too may objects in one place? It's not. All those little woven baskets I posted a screenshot of on the screenshot thread didn't lag me, but a very small base with only a few rows of bugged fields almost made me crash. It was the fields, not the number of objects.


When I was in Gallows I didn't use the 1x1 tile client and still didn't crash when I did patrols with dozens of overlapped fields, just lagged down to ~10 fps. I got worse lag from being in the hub with the same number of non-overlapped fields but many more objects, like wall segments, braziers, villagers, etc. It is indeed the amount being rendered on screen that lags and crashes people, not some strange magic caused by fields being overlapped.

Edit: I also don't understand why everyone's being pissy about the 1x1's anyway. Several people in IRC were helping others create their very own 1x1 res since it was first made widely known it existed (just after wipe), it literally only took a polite request to get it or the help needed to make your own (none of the people who received the help saw fit to post it for everyone btw). Skuee proved that GH wasn't the only faction with it, yet they are the only ones being bashed for it. Kinda funny to me :lol:
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Re: omgzor, BUGABUSERS (DDoS attacks are basically the same,

Postby Procne » Sat Jan 12, 2013 1:34 pm

Mereni wrote:
Chiprel wrote:
Mereni wrote:Why do you keep claiming the lag is caused by too may objects in one place? It's not. All those little woven baskets I posted a screenshot of on the screenshot thread didn't lag me, but a very small base with only a few rows of bugged fields almost made me crash. It was the fields, not the number of objects.


Yet another quality post by Mereni.


Not sure what point you're trying to make here. I assume you're being sarcastic. But my point is, being around a lot of objects doesn't lag me, but being around even a small number of bugged fields does.


It's not exactly about the number of objects but the amount of geometry. Polygon count. Baskets are quite simple objects. But take a look at crops. Especially cotton when it's ready for harvest. For each field there are around... 60 plants to display. Each of those plants has quite nice number of polygons, surely more than a single basket. Let's assume it's 50 polygons (most likely a lot more). Now imagine you have 40 cotton fields, ready for harvest. For standard client that's 60*40*50 = 120000 polygons to draw. For the fields only.

My fps was already dropping when I had 15 fields ready for harvest
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Re: omgzor, BUGABUSERS (DDoS attacks are basically the same,

Postby L33LEE » Sat Jan 12, 2013 2:59 pm

robert wrote:while i personally have never run across a town with 1/1 fields i cant really blame game lag on joe shmoe running a modded client :/ cause frankly if i stacked the normal 5/5 fields as you would a 1/1 it would cause the same amount of lag... sure it wouldnt be as useful or effective as a 1/1 mod. but the lag would by most accounts be exactly the same :/


The lag would be the same if you did not use a modded client yes.

So a person using or not using a modded client, can stack the same fields yes, can cause the same kind of lag, yes, but people who use the 1x1 field mod, will NOT LAG PERIOD. (EDIT: Also note the difference a person using the 1x1 client can harvest / process overlapping fields, were a person without it has a very hard job)

There is the problem.

Someone wish to donate 500,000 seeds and 50,000 humus, ill prove the point, and make anyone who approaches north of boston without a 1x1 modded client, instantly go into a crash loop. Even some people who use the 1x1 modded client will struggle to not crash unless they got a top end rig.
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Re: omgzor, BUGABUSERS (DDoS attacks are basically the same,

Postby staxjax » Sat Jan 12, 2013 3:11 pm

Yes please, somebody donate that guy 500k seeds and 50k humus...for science!
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Re: omgzor, BUGABUSERS (DDoS attacks are basically the same,

Postby L33LEE » Sat Jan 12, 2013 3:13 pm

staxjax wrote:Yes please, somebody donate that guy 500k seeds and 50k humus...for science!


Seems your scared to donate and let me prove my point about causing crash loops for 99% of the player base who approach such locations, because it might become a top priority to fix, and no more bug abuse for GH&co Refugees..

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Re: omgzor, BUGABUSERS (DDoS attacks are basically the same,

Postby staxjax » Sat Jan 12, 2013 3:18 pm

If you want to get technical, you are going to need 781250 seeds and 75125 humus to render the maximum of 15625 tiles at once.
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