Thread: Ascend | OSRS & Pre-EOC | 742, 667, and OSRS Data | new update: CS2, loginscreen

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  1. #71  
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    Pumping out work on our cache tool! (Just using an untouched OSRS cache for a placeholder atm)

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  2. #72  
    OS-Anguish

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    nice bro
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  3. #73  
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    Scratch that idea, redoing the tool using the Runelite cache library instead of openRS
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  4. #74  
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    Sorry for all the tool updates, might make a seperate project thread for them. But finally got openGL rendering of models working with the tool
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  5. #75  
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    Look great so far, keep at it brother.

    I will be first online when you got live
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  6. #76  
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    whats the enhanced server cycle?
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    Keep trying. Quitting is the only true failure.
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  7. #77  
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    Quote Originally Posted by Tyluur View Post
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    whats the enhanced server cycle?
    Sorry, yeah that's not very clear. Will probably replace that with something else on the thread. So I made it so it times the cycle ticks time, and say if it's completed it's cycle < 400ms it will do some other tasks that I wouldn't otherwise do to save them having to be put onto their own thread. Like smaller SQL transactions etc. Also timing all of the seperate tasks on the cycle like npc update, player updating, minigame cycle etc. So if there is lag in the server it will log warnings with an indication what is causing the lag.


    Small update on my cache tool fam: finished the definitions editor even added texturing and animation to the model viewer, cause why not;
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    Working on the Index/Archive manager now. Once that is done i can rebuild our cache in the OSRS format. Then port JS5 which will not take long at all with the new format. Then i can begin the openGL grind!!
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  8. #78  
    Ascend | OSRS &amp; Pre-EOC | 742, 667, and OSRS Data | new update: CS2, loginscreen



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    Quote Originally Posted by Squxx View Post
    So I made it so it times the cycle ticks time, and say if it's completed it's cycle < 400ms it will do some other tasks that I wouldn't otherwise do to save them having to be put onto their own thread. Like smaller SQL transactions etc.
    Doing sql transactions on your game thread is a bad idea

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  9. #79  
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    Quote Originally Posted by Scu11 View Post
    Doing sql transactions on your game thread is a bad idea
    Yeah, that was a terrible example. I couldn't think of anything else to write as an example. Because i haven't actually put something there yet. Atm the thread just sleeps. But eventually i'll put something that isn't so important on there.
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  10. #80  
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    Quote Originally Posted by Squxx View Post
    Yeah, that was a terrible example. I couldn't think of anything else to write as an example. Because i haven't actually put something there yet. Atm the thread just sleeps. But eventually i'll put something that isn't so important on there.
    how are you designing it so that you can take work from other threads and execute them on the main game one? i can see some flaws this can already create - whats the idea behind this?
    Quote Originally Posted by blakeman8192 View Post
    Keep trying. Quitting is the only true failure.
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