|
You last visited: Today at 10:31
Advertisement
Question regarding Generators
Discussion on Question regarding Generators within the EO PServer Hosting forum part of the Eudemons Online category.
03/07/2015, 03:04
|
#1
|
elite*gold: 0
Join Date: Oct 2008
Posts: 726
Received Thanks: 333
|
Question regarding Generators
Just out of curiosity does anyone know if there is a Max amount of generators that are allowed to be made at one point for example
7000 or less in the database, Works fine. Once i exceed 7000 and go to say 7156, The Generators spawn the monsters once the NPC server is started. Once the monsters are killed, they no longer come back to life, on any map what so ever, that includes guards, monsters. it isnt a major issue since i can work around it, but any thoughts on this ?
ty guys
|
|
|
03/07/2015, 03:47
|
#2
|
elite*gold: 540
Join Date: May 2009
Posts: 1,593
Received Thanks: 591
|
if u were running your services in a better server you would be able to use more because you would have more resources
but needing that many generators is really a noobish thing to do. the harder you make your server work the more problems it will have ....
a normal full size map would only need a few generators for each mob for the "entire" map assuming that you have the average 350 map ids in cq_map at 7000 generator ids thats 20 generators per map! wow thats a lot
note: 1 generator id can generate thousands of monsters
also the more generators you have running in a map the more likely you will make people lag off your server when there are lots of people in the same map (especially if they have actions tied to them)
if you actually read what it says on your npc server when its loaded you can understand it more
|
|
|
03/07/2015, 04:51
|
#3
|
elite*gold: 0
Join Date: Oct 2008
Posts: 726
Received Thanks: 333
|
Thats whats funny it dosnt say anything, i have a good idea what im doing lol, Just once it reaches 7000 gens it stops spawning them, It has nothing to do with the amount of monsters lol, And ofcoruse i dont have the standard amount, i have allot of my own stuff in this but ive just gone through it now and deleted 2300 Gens from the database, But still like i said its not a HUGE issue because i know i can delete stuff to make room and add to other monsters gens and widen there grid etc, But its just a open question out of curiosity to see if anyone has any ideas on this because surely if max is 7000, this COULD course issues in future hosting,
My vps is 100% good enough to run allot of gens lol, and no one disconnects over it i assure you that much lol
no logs relate to why its canceling it out.
|
|
|
03/07/2015, 11:56
|
#4
|
elite*gold: 540
Join Date: May 2009
Posts: 1,593
Received Thanks: 591
|
lol my point is why would you have 7000+ generators to begin with .... its a waste of effort ....
in simpler terms
1 generator that spawns 500 mobs will use up less ids as apposed to 100 generators that spawn 5 mobs ....
as far as resources lol more ram, more pagefile, more processor = faster load and more things being able to be loaded into memory at the same time
also spawning mobs in npc camp or the 0 location in a random map will use up memory etc as well....
its not limited to 7k its limited to your amount of space to have that many things loaded
i had 9368 generator ids before i cleaned them up so I know it will allow you to use more lol
as far as taking a long time to delete ? just copy the whole table then sort the original by mapid ascending and delete all the ones not in the maps you have active
use your copy for references in case u want to add any back later and ur done ....
wasting effort for nothing is kinda silly too
|
|
|
03/07/2015, 13:28
|
#5
|
elite*gold: 100
Join Date: Oct 2008
Posts: 636
Received Thanks: 1,216
|
Number of generators is not limited... I have over 8,7k currently and have no problems..
Number of max monsters spawned - here appears that exist limit ... I am unable to run properly over 100.000 monsters (visible in NPC server as Born from generators: ***) ...
Currently handling over 80k stable ... but when I tested it long time ago with 100k and over - it was having your described issue (generator stop to provide new monsters... and born from generators slowly dropping)...
And this - has nothing to do with resources - this I can clearly confirm. Sure Generators require loads of RAM - as more used as more RAM (dedicated!) but in my case with this 100k monster this wasnt case at all.
btw idlemonkey you wrote
"1 generator that spawns 500 mobs will use up less ids as apposed to 100 generators that spawn 5 mobs .... "
Ymmm... I have loads of generators spawning even just 1 monsters - for event needs etc etc...
I dont see reason or sense why would I put 1 or 2 generators to mass spawn monsters on map in 1 location ... Generators Should be used in bigger amounts (thats my opinion). I prefer to have 100 generators on 1 map properly distributed for spawn VS 1 or 2 generator spawning for whole map thousends monsters... This is not healthy for server as well and can provide erros in spawning locations...
Summaring:
Number of Generators is not limited
Numbers of Born monsters - looks like limited
RAM - ensure to have big backup of RAMs if have loads of generators under usage (requirements of RAM rises if many players hunting in large groups in same time.. as this is the momment when generator is making biggest stress to server!)
Cheers
|
|
|
03/07/2015, 17:07
|
#6
|
elite*gold: 0
Join Date: Oct 2008
Posts: 726
Received Thanks: 333
|
Quote:
Originally Posted by SoulNecturn
Number of generators is not limited... I have over 8,7k currently and have no problems..
Number of max monsters spawned - here appears that exist limit ... I am unable to run properly over 100.000 monsters (visible in NPC server as Born from generators: xxx) ...
Currently handling over 80k stable ... but when I tested it long time ago with 100k and over - it was having your described issue (generator stop to provide new monsters... and born from generators slowly dropping)...
And this - has nothing to do with resources - this I can clearly confirm. Sure Generators require loads of RAM - as more used as more RAM (dedicated!) but in my case with this 100k monster this wasnt case at all.
btw idlemonkey you wrote
"1 generator that spawns 500 mobs will use up less ids as apposed to 100 generators that spawn 5 mobs .... "
Ymmm... I have loads of generators spawning even just 1 monsters - for event needs etc etc...
I dont see reason or sense why would I put 1 or 2 generators to mass spawn monsters on map in 1 location ... Generators Should be used in bigger amounts (thats my opinion). I prefer to have 100 generators on 1 map properly distributed for spawn VS 1 or 2 generator spawning for whole map thousends monsters... This is not healthy for server as well and can provide erros in spawning locations...
Summaring:
Number of Generators is not limited
Numbers of Born monsters - looks like limited
RAM - ensure to have big backup of RAMs if have loads of generators under usage (requirements of RAM rises if many players hunting in large groups in same time.. as this is the momment when generator is making biggest stress to server!)
Cheers
|
Thanks for your reply, I see what your saying i currently have 93,000 Spawning from my generator, So would you say its safer to minimize it to say, a max of 90,000 ? and if so how do you cope with that ? just less the monsters in other maps ?
I went through my gens, and Went through every map ID and each map that was unused, but had monsters in i have removed them now, Server seems stable once again, I have removed allot of Gens.
To be fair 90K+ is still allot of monsters to be fair and really most of them are used from previous database owners and since ive put allot of time into developing quests and translating the majority of the database, deleting unwanted npcs and so on, I havnt really added like Monster maps that include mass amount of monsters, this is why ive only just got this issue
i appreciate the help thanks
|
|
|
03/07/2015, 17:28
|
#7
|
elite*gold: 100
Join Date: Oct 2008
Posts: 636
Received Thanks: 1,216
|
Well ... over 90k monsters .. yes getting to small dangerous zone...
On demons I have cleaned from all uknown or not needed monsters generators... this 80k that I have are mostly from demons online events/addons/features... which pretty rised within these years... but for sure and at least I am aware of all generators on my server  So as long I am I can easly always find problem ... adjust something etc... without worring like it was in begining "where the hell is the problem"...
So just yeah control the total amount spawned monsters and guess should be all good
|
|
|
03/07/2015, 17:42
|
#8
|
elite*gold: 0
Join Date: Oct 2008
Posts: 726
Received Thanks: 333
|
Very true, that will be one of my many next jobs i keep racking up! haha
I will have to go through and completely sort them so i know every single last generator is used, any unneeded ones can be deleted, Same with monsters, and just add them when needed, Nothing more annoying then a untranslated database, and random npcs dotted about i like it all clean haha
Considering im using the Tears of sorrow database ive done a **** good job at cleaning this up !!!
Thank you again for your help much appreciated !
|
|
|
03/07/2015, 19:38
|
#9
|
elite*gold: 540
Join Date: May 2009
Posts: 1,593
Received Thanks: 591
|
Quote:
Originally Posted by SoulNecturn
btw idlemonkey you wrote
"1 generator that spawns 500 mobs will use up less ids as apposed to 100 generators that spawn 5 mobs .... "
Ymmm... I have loads of generators spawning even just 1 monsters - for event needs etc etc...
I dont see reason or sense why would I put 1 or 2 generators to mass spawn monsters on map in 1 location ... Generators Should be used in bigger amounts (thats my opinion). I prefer to have 100 generators on 1 map properly distributed for spawn VS 1 or 2 generator spawning for whole map thousends monsters... This is not healthy for server as well and can provide erros in spawning locations...
|
1 or 2 yeh thats not enough for a whole map .... any good map would have more than one or two types of mobs anyways.... yeh spawning thousands haha i agree with u there is a bad idea it was more as an example .... but a hundred two hundred or so yeh no problem ..... and yeh i agree with u as well 100 generators spawning 1 mob would not use as much memory all at once as a larger one but would use up more of a constant large amount when lots of people are killing mobs .... in my opinon ...
thanks for jumping in the conversation
Quote:
Originally Posted by stedabest321
Thanks for your reply, I see what your saying i currently have 93,000 Spawning from my generator, So would you say its safer to minimize it to say, a max of 90,000 ? and if so how do you cope with that ? just less the monsters in other maps ?
|
you can make mobs spawn at different times, or use the generator on off, create generator delete generator actions on the npcs, spawn mob when die actions on the mobs themselves, etc to get around not having as many mobs/generators spawning one of the ones I like to do is just create one set of master generators with empty map cor ordinates in a dynamic map id range... then instead of creating new maps for my event maps i use the changemapdoc action to make it "look" like another map and turn on the generators for that particular event when they join the map and turn them off when they leave
|
|
|
03/07/2015, 20:07
|
#10
|
elite*gold: 0
Join Date: Oct 2008
Posts: 726
Received Thanks: 333
|
I understand most of what your saying, I done allot of that already, Would you care to explain Dyna Maps, because ive been wondering how they work for awhile and ive not been able to get them to work yet, if you could explain that, that would be pretty cool.
Im off to bed now so will check post when i wake up good night and thanks for the replies!
Ste
|
|
|
03/08/2015, 02:52
|
#11
|
elite*gold: 540
Join Date: May 2009
Posts: 1,593
Received Thanks: 591
|
dynamic maps work the same as dynamic npcs ... when u create a map with an action it saves to the dynamic map table instead of the regular "cq_map" table .... and then when you remove the map it deletes them from that table.... besides being able to be created with actions dynamic maps can be changed to have other attributes like changing the mapdoc hence the name dynamic
the change mapdoc action will not work on a normal map i dont think
|
|
|
03/17/2015, 23:34
|
#12
|
elite*gold: 0
Join Date: Oct 2007
Posts: 560
Received Thanks: 210
|
This happens to me.
Monsters that you put into nonexistent locations, example:
in places where they can not be born, after the map boundary.
A tip avoid adding monsters near the map edge.
|
|
|
Similar Threads
|
[PSN GENERATORS]
02/01/2014 - Consoles - 4 Replies
Now i saw some videos on youtube , about generators to psn 20-30-50$ , and i am thinking if those thing are true or not someone can tell me ? ...
|
AP # AND PIN GENERATORS
12/10/2009 - Shaiya - 4 Replies
Anyone know if any of these exist yet?
Like following the old CC# generator algorythms?
Should'nt be too hard I'd think it's not TRW so it should actually be pretty easy
If Aeria is this lax on game bugs, and server security I'll bet dollars to donuts that AP card number generators exist.
;):D
|
Key Generators
08/10/2007 - World of Warcraft - 3 Replies
JO ich wollte Fragen ob es für WoW Keygenerators gibt, speziell geht es mir um einen Account Creator Key Gen...Kennt jemand sowas oder gibts sowas? :)
|
All times are GMT +2. The time now is 10:32.
|
|