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I started working on a system to drastically reduce loading times. It’s a big chunk of work so I don’t expect it to go into testing for at least another week, but initial tests show that once it’s done we should see our loading times reduced to only a couple of seconds. I’m also hoping to use this opportunity to give modders control over the world generation in a second step, but I’ll post more info on this as things progress.
I finished up the first iteration of the world serialization system over the last two weeks. The game can now cache and load the procedurally generated world on both the client and the server. This means vastly improved loading times on consecutive server joins and server restarts. Since it’s a pretty big change I’ll start testing this on the development branch early next week and and I’m planning for it to go live with next week’s wiping update. If everything goes smoothly, the next step will be to allow server owners to stream the world from their server in order to open up the world generation for server side mods, which I’m hoping to introduce some time next month.
Lol how did you get such an expensive set up in Pakistan? There are monitor programs that you can set up to tell you over time if there's any disk activity or CPU activity. It could be that the program tries to load something from the disk, then goes idle for a long time, because it deadlocks or waits for a file or something.
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