Author Topic: [XP] Zeriab's Anti Event Lag System - Version 1.2  (Read 12877 times)

Offline Zeriab

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[XP] Zeriab's Anti Event Lag System - Version 1.2
« on: January 08, 2008, 01:49:41 PM »
Zeriab's Anti Event Lag System
Authors: Zeriab
Version: 1.2
Type: Anti Event Lag System
Key Term: Game Utility

Introduction

This system changes the design used for controlling the events on the game map as well as reducing the number of character sprites outside of the visible area.
The new design for the events should in most cases give faster collision detection
In certain situations this system should be slightly slower though I doubt it can make any noticeable difference.
This script only makes event collision detection faster in the case where all the events are visible.
The greatest benefit from this script comes from large maps with sparse population of events. Basically, events do no come together loads at a time.


Version history
(click to show/hide)


Features

Easy to alter the size of the visible area. (In combination with resolution scripts for example)
Pattern matching on event names to ease determination of events needing special treatment. (Never update and always update)
Specify special update schemes for events by their id and the map they are on.


Screenshots

The screenshot was taking from my test map included as an attachment. There are 662 events on that 500x500 map.




Demo

http://www.sendspace.com/file/0up9up (zip version)


Script

Zeriab's Anti Event Lag System version 1.2
Note: The comments in the script are aimed at other scripters. Don't be scared by it.


Installation

You don't have to do more than copy and paste the script into the script editor BUT where you paste it matters.
If you are using the SDK 2.0+ paste the script just below the SDK.
If you are are not using the SDK then paste the script just below the default scripts

The structure in the script editor should be like this:
default scripts
(SDK)
Zeriab's Anti Event Lag System
(custom scripts)
main


Pasting the script just above main has caused errors!

You can add [A] to the name of an event if you want it always updated. A typical example is that you want an event outside of the screen to move around properly.
You can add [N] to the name of an event and it will never be updated. Great for non-animated decoration events.
Note that if you have both [A] and [N] in the name of the event the event will never be updated.

If you are not satisfied with the default settings or are curious you can look into the customization possibilities
(click to show/hide)


Q&A's

How can I make sure that an event outside of the screen moves like I told it to?
Change the name of the event so it always updates.
With the default configurations you can do this by adding [A] anywhere in the name.


Compatibility
(click to show/hide)

(click to show/hide)

(click to show/hide)



Credits and Thanks

Thanks goes to Enterbrain for making this possible.
Special thanks to Blizzard for many suggestions, help and support :3
Special thanks to:
Eilei
Shadow Wolf
Untravaersil
darksora

I would like to thank everyone using their time to try and use my system.
I would like to thank everyone reading this topic.
Thanks.


Terms and Conditions
(click to show/hide)


Author's Notes

I would be delighted if you report any bug, errors or issues you find.
In fact I would be delighted if you took the time and replied even if you have nothing to report.
Suggestions are more than welcome

And finally: ENJOY!

 - Zeriab
« Last Edit: February 21, 2009, 12:53:20 PM by Blizzard »

Offline Fantasist

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Re: Zeriab's Anti Event Lag System - Version 1.0
« Reply #1 on: January 08, 2008, 04:06:18 PM »
I feel like testing this against Blizz-ABSEAL.
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Re: Zeriab's Anti Event Lag System - Version 1.0
« Reply #2 on: January 09, 2008, 12:57:15 AM »
Blizz's ABSEAL doesn't work with the particle thing I use in my project...maybe I'll try Zeriabs hmm yeah also might be fun to test it against it, though ABSEAl is just an addon if I'm correct?
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Re: Zeriab's Anti Event Lag System - Version 1.0
« Reply #3 on: January 09, 2008, 01:17:14 AM »
Tried putting ABSEAL below the particle engine?

Yes, it is just an add-on, but yet a very powerful event anti-lag. ;)
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Re: Zeriab's Anti Event Lag System - Version 1.0
« Reply #4 on: January 09, 2008, 01:32:21 AM »
nah it works but it just shows the lighting effects still on the screen I'll try that later when got time, and of course anything made by you is powerful :P
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Re: Zeriab's Anti Event Lag System - Version 1.0
« Reply #5 on: January 11, 2008, 03:40:33 AM »
I noticed a bug. Will fix when I get time.
Well, it's not the worst bug, it's just a graphical bug and since no one has complained I guess the situation occurring in naturally is very unlikely.

@Fantasist:
If you do test it up against Blizz-ABSEAL please to post the results ^_^

@Nortos:
You could say mine is also an add-on :p
Mine just changes more because it uses a different data structure.
« Last Edit: January 11, 2008, 03:41:47 AM by Zeriab »

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Re: Zeriab's Anti Event Lag System - Version 1.0
« Reply #6 on: January 11, 2008, 02:45:33 PM »
The test results will help us both in improving the systems. :) I can't wait to see them.
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Re: Zeriab's Anti Event Lag System - Version 1.0
« Reply #7 on: January 11, 2008, 09:35:50 PM »
In that case, I'll hurry. But how exactly do I test them? I mean statistically? I'll open the task manager and log the results for both the systems with:

small map, more events
large map, more events

Will that do?
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Re: Zeriab's Anti Event Lag System - Version 1.0
« Reply #8 on: January 12, 2008, 07:12:46 AM »
I can't wait to see the results
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Re: Zeriab's Anti Event Lag System - Version 1.0
« Reply #9 on: January 12, 2008, 05:41:00 PM »
Figure something out. Test it on Graphics.frame_count in a specific time interval of let's say 60 seconds using Time.now. Do it a couple of times, make an average result (no need for deiviation unless you feel like it). Try different combinations like small map/big map, few events/many events, few events with sprites/many events with sprites and so on. Whatever comes to your mind.
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Offline Calintz

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Re: Zeriab's Anti Event Lag System - Version 1.0
« Reply #10 on: January 13, 2008, 07:14:38 AM »
I'm gonna use this Zeriab...

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Re: Zeriab's Anti Event Lag System - Version 1.0
« Reply #11 on: January 15, 2008, 01:21:41 AM »
*hugs*

Be sure to report any errors ^_^

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Re: Zeriab's Anti Event Lag System - Version 1.0
« Reply #12 on: January 15, 2008, 04:46:40 AM »
Lol, none so far!  ;D

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Re: [XP] Zeriab's Anti Event Lag System - Version 1.0
« Reply #13 on: May 12, 2008, 10:36:49 PM »
This will be great for my game because it certain quests you have to fight off large ammounts of enemies like in the demo test map. Good job Zeriab in the demo the FPS on fluctuated by 1 FPS! It's just I have an incompatibility to report between Blizz-ABS and this anti-lag. Do you think you could please fix this for me?

EDIT: Sorry I forgot this part the error is "Script 'Anti Event Lag' line 1056: NoMethodError occurred.

unidentified method '[]' for nil:NilClass". It occurs when I enter a map with Blizz-ABS enemies on it. Please help me.
« Last Edit: May 12, 2008, 10:44:09 PM by diablosbud »

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Re: [XP] Zeriab's Anti Event Lag System - Version 1.0
« Reply #14 on: May 13, 2008, 08:10:50 AM »
I'm not entirely sure how much sense it makes to use this anti-lag. The problem is that the collision detection in Blizz-ABS had to be rewritten and Zeriab practically had to make a special version of this script for Blizz-ABS. =X

BTW, you should update this topic, Zeriab. ;)
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Offline diablosbud

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Re: [XP] Zeriab's Anti Event Lag System - Version 1.0
« Reply #15 on: May 21, 2008, 10:49:01 PM »
It's fine now I have Near Fantastica's Anti-Lag and it keeps me between 18(near particle engine with Blizz-ABS monsters what do you expect?) - 25 on my cluttered script testing maps (will help me to know how to use each script and have examples for when I start main writing).

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Re: [XP] Zeriab's Anti Event Lag System - Version 1.2
« Reply #16 on: July 05, 2008, 01:28:39 PM »
Updated to version 1.2. Major improvements on the topic as well

Version 1.05 ------------------------------------------------- (2007-11-18)
 - Fixed bug where sprites might not be disposed when changing scene.

Version 1.1 -------------------------------------------------- (2008-04-10)
 - Added declaration to which common events to update

Version 1.15 ------------------------------------------------- (2008-06-19)
 - Added automatic detection of which common events to update (optional)

Version 1.2 -------------------------------------------------- (2008-07-04)
 - Fixed a case where an event could be registered twice causing transparent
   events to look less transparent.

Offline Shadonking

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Re: [XP] Zeriab's Anti Event Lag System - Version 1.2
« Reply #17 on: March 06, 2009, 01:34:55 AM »
im getting an error.


line 1256 nomethoderror

underfined methed 'disposed'

any help





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Offline Zeriab

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Re: [XP] Zeriab's Anti Event Lag System - Version 1.2
« Reply #18 on: March 07, 2009, 12:29:03 PM »
Which other scripts are you using?

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Re: [XP] Zeriab's Anti Event Lag System - Version 1.2
« Reply #19 on: March 07, 2009, 01:19:03 PM »
tons of addons, blizz-abs, Drunk script (it was funny), Advanced Time and Environment Syste,Map Target Pointer, your questbook, HoT DoT, Game Guy's Equipment Stat Breaker.

i think thats them all.





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