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Veteran OT User
Implemented local activation yesterday, finished a couple of details today, recording from yesterday:
CPU usage now with full map is 1.7-2% with 1 player in middle of Draconia pyramid (40 activated monsters), idle CPU usage is 0.3-0.7% regardless of map size so you can subtract that number to get an estimate of monster activation/deactivation including randWalk cost.
Chase mode (GM: 0) seem to not add much of any cost regardless of the place and the number of monsters trying to chase you, approximately 0.3% extra with 15 monsters at a time when all monsters has a chance to reach you, so they're all actively doing pathfinding which I wrote in C++ I believe about a year ago.
Might upload this to the testserver sometime soon. Will also try to remember to remove the account 0 issue.
Server will probably get closed in a week or two so take the chance to try it out now if you're curious.
Edit: Decided to compare with TFS 1.4.2 for fun on my CPU underclocked laptop.
TFS 1.4.2 with real map used 7% with no players on, 10% with 1 player on, and 12% with 2 monsters fleeing, 6 monsters chasing, and 6 monsters randWalking (14 total).
That's a +2% CPU usage with 14 monsters activated. Compare that with my +1-1.4% CPU usage with 40 activated monsters on Draconia or +1-2% CPU usage with 7 monsters chasing and 6 monsters randWalking (13 total, same location).
Performance seem to be on par, with a slight edge to my server, and a much lower IDLE state.
I've also updated the testserver, so you can test monsters chasing/pathfinding now with the command /gm to activate/deactivate chasing.
The command also works in combination with the command /rotate and /watch.
Also before anyone might complain about a bug with some monsters sometimes double stepping, I'm working on it (there were many such bugs, now there's just 1 more left to my knowledge).
CPU usage now with full map is 1.7-2% with 1 player in middle of Draconia pyramid (40 activated monsters), idle CPU usage is 0.3-0.7% regardless of map size so you can subtract that number to get an estimate of monster activation/deactivation including randWalk cost.
Chase mode (GM: 0) seem to not add much of any cost regardless of the place and the number of monsters trying to chase you, approximately 0.3% extra with 15 monsters at a time when all monsters has a chance to reach you, so they're all actively doing pathfinding which I wrote in C++ I believe about a year ago.
Might upload this to the testserver sometime soon. Will also try to remember to remove the account 0 issue.
Server will probably get closed in a week or two so take the chance to try it out now if you're curious.
Edit: Decided to compare with TFS 1.4.2 for fun on my CPU underclocked laptop.
TFS 1.4.2 with real map used 7% with no players on, 10% with 1 player on, and 12% with 2 monsters fleeing, 6 monsters chasing, and 6 monsters randWalking (14 total).
That's a +2% CPU usage with 14 monsters activated. Compare that with my +1-1.4% CPU usage with 40 activated monsters on Draconia or +1-2% CPU usage with 7 monsters chasing and 6 monsters randWalking (13 total, same location).
Performance seem to be on par, with a slight edge to my server, and a much lower IDLE state.
I've also updated the testserver, so you can test monsters chasing/pathfinding now with the command /gm to activate/deactivate chasing.
The command also works in combination with the command /rotate and /watch.
Also before anyone might complain about a bug with some monsters sometimes double stepping, I'm working on it (there were many such bugs, now there's just 1 more left to my knowledge).
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