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Delays on Health Bars and Spells / 203>509?
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Ultima One
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Ultima One

Post: #1
Delays on Health Bars and Spells / 203>509?
Hi,

A lot of players have been reporting that when dragging someones health bar, there is a long delay before the name shows up.

Also, when casting spells with their usual macros, they find a bit more of a delay than normal before it actually casts it..

My players have this thing of knowing time spells to the millisecond, and notice these things right away.

Sounds like some config issue? I am not sure...

AND players using 203 report that macros 'process' quicker than they do on 509.. I cant understand why they would, but I know 509 has a lot more macro options, but cant see 'CastSpell' having been changed since 203. Anyone else see this?



#lots-of-questions Big Grin

ULTIMA ONE
The modern, sphere powered Ultima Online server
02-09-2013 10:39 AM
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Ultima One
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Posts: 238
Likes Given: 7
Likes Received: 10 in 6 posts
Joined: Jan 2013
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Ultima One

Post: #2
RE: Delays on Health Bars and Spells / 203>509?
Guess no one else gets this? Seems just a handful of players... must be a script issue >_<

ULTIMA ONE
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02-17-2013 08:46 AM
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Shaklaban
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DOT

Post: #3
RE: Delays on Health Bars and Spells / 203>509?
i have no problem like this, you can try it with my network settings:

PHP Code:
///////////////////////////////////////////////////////////////
//////// Network Behaviour
///////////////////////////////////////////////////////////////
// WARNING: These are advanced settings that should not normally be changed
//          from the recommended default values!

// Disconnect inactive socket in x min
DeadSocketTime=5

// Maximum number of packets to send per tick
MaxPacketsPerTick=45

// Number of connections a client can make before being blocked
MaxPings=120

// Maximum number of packets before lowering packet priorities (0 for no limit)
MaxQueueSize=50

// Maximum number of bytes to send per tick (also governs maximum size of outgoing packets)
MaxSizePerTick=15000

// Time to remember previous connection history (seconds)
NetTTL=300

// Use asynchronous data sends (changing this setting at runtime may produce unexpected behaviour)
//  0 = Off
//  1 = On
//  2 = On for 4.0.0+ game clients only
UseAsyncNetwork=0

// Prioritise outgoing packets (provides a smoother experience in crowded areas)
UsePacketPriority=0

// Enables an additional buffer for outgoing data.
UseExtraBuffer=1

// Tooltip modes
//  0 = Always send full tooltip
//  1 = Wait for client to request full tooltip
TooltipMode=1

// Time to cache tooltip data for (seconds)
TooltipCache=60

// Automatically invalidate and resend tooltips when:
//  0001    item or character name changes
//  0002    item amount changes
//  0004    container weight changes
//  0008    weapon or armor durability changes
//  0010    weapon poison charge changes
//  0020    wand charge changes
//  0040    spell added to spellbook
AutoTooltipResend=07f


// Number of network threads. Clients are distributed evenly amongst each thread. Set to 0 to not
// use a separate networking thread.
NetworkThreads=0

// If network threads are used, this controls the priority they are assigned.
//  0   = Idle
//  1   = Low
//  2   = Normal
//  3   = High
//  4   = Highest
//  5   = Real-time
//  255 = Automatic (recommended)
NetworkThreadPriority=255 
(This post was last modified: 02-17-2013 09:00 AM by Shaklaban.)
02-17-2013 08:59 AM
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Ultima One
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Posts: 238
Likes Given: 7
Likes Received: 10 in 6 posts
Joined: Jan 2013
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Ultima One

Post: #4
RE: Delays on Health Bars and Spells / 203>509?
only difference really was the Packet Priority and Tooltip mode (it used to be 1, not sure why mine was on 0). But changed those.. will see if it shows any changes.

Think it might just be the mass of things we have collected over the years added to cast spell triggers and so on, some needs removing as it is stuff we stopped using about 6 years ago.. lol

ULTIMA ONE
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02-17-2013 09:42 AM
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