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because there isn't any lua script related to player/monsters movement
Its all understandable but think about it 3 years ago this TFS didn't do 100% CPU for walk function in any another ot, so why i posted this thread is what exactly to look around im not asking so somebody tell me do this and this i just need assistUse a stable version of TFS so preferably a version from around 3 years ago. Now it's not a good project to use anymore if you want a stable engine
thats more accurate than perf top, even using perf top was useless it was showing that the highest is 4% usage of cpu while the usage was 100%Maybe you could use perf top for a change.
Yes I recommend otservbr or otx for a stable engine. Xml developers in tfs cant code so dont useUse a stable version of TFS so preferably a version from around 3 years ago. Now it's not a good project to use anymore if you want a stable engine
Ok around movements :Yes I recommend otservbr or otx for a stable engine. Xml developers in tfs cant code so dont use
(Cant quote your other message)
Well why would lua scripts be the issue? You modified your source code probably, you could start by telling us what you modified.
After installing 'OTCv8 walk system' on kasteria.pl, CPU usage by 'checkCreatureWalk' was 4-5 times higher. There are many extra calculations on server side, to keep walking smooth on low FPS laptops and ping 250ms connections. We had to buy http://************/ "Multithread path finding [$500]" to make server run with CPU usage below 60% with 1000+ online.i have the old otclientv8 walk only, the first one released and im trying to upgrade it to the new one .