Problem to connect to the campain server

General feedback and discussion of the game.

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szopen
Posts: 631
Joined: March 31st, 2005, 12:51 pm

Post by szopen »

turin wrote:
szopen wrote:Turin, great idea. This is the same as in my campaign. However, the problem will be with some very few people, who will then claim that our campaigns are broken ...
I think that if you put at the very beginning in a story tag the message "YOU NEED THE IMPERIAL ERA TO PLAY THIS" (similar to how UTBS and SE have messages telling the player that the campaigns are abnormal in some way), people will listen... or at least most of them.
I would prefer them to made users know (more actually: force them to know so they would haev no excuse to say they don't) BEFORE they download the campaign. And description of ANO is quite long already :(
Hm... the only units you use from the IE are the Aragwaithi, right? Or do you use some of the others as well?
Yes. I was updating them some time ago - it was some effort 'cause I wanted to keep compatability with old saves (e.g. I have some duplicated units etc.).

This is however definetely the way to go in the future versions of ANO.

PS: have you played it already ;-) ?
bruno
Inactive Developer
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Joined: June 26th, 2005, 8:39 pm
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Post by bruno »

szopen wrote:ANO will be temporarily a little bit reduced in size in 0.7.3a (by some 60-80k), but the size will probably then grow again :(
That isn't enough to matter. The real problem is the way perl represents the data is grossing inefficient in space. So much so, that caching a 5MB campaign requires about 500MB of virtual memory. Unfortunately this is enough to cause lots of swapping and really kills performance. It doesn't last long enough to hurt the server for other tasks too badly, but does make the process take so long that apache gives up on the script.
I will be fixing this eventually, but I have other things (both Wesnoth and not Wesnoth related) that are more important to do.
I had already taken a look at this previously and had made a very simple change that cut the memory usage in half. (Things were really bad before that fix.)
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Ranger M
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Posts: 1965
Joined: December 8th, 2005, 9:13 pm
Location: England

Post by Ranger M »

turin wrote:
Ranger M wrote: :twisted: (I'll be reducing mine in size next release after a clean up.)
Why don't you 1. not include all of the new units from the Imperial Era, and 2. list the Imperial Era as a dependency?

In the next version of the Imperial Era, all you are going to have to do is put

Code: Select all

#ifdef CAMPAIGN_NAME
#define IMPERIAL_ERA
#enddef
#endif
And, if they have the Imperial Era downloaded, it will activate those units. Would probably reduce the size at least a megabyte...
True, and they will only grow in size as animations get added (which they will, when I have time). In fact, I'll do this, and add a message saying so. This will also mean that everyone will have to start again when they download the new IoA (because stats will have changed, etc), but that will also help with some other changes which would have been more complicated if people didn't play all of the way through.
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