Quote:
Originally Posted by cyber_punk
I tried it, its not bad, but would defiantly be better with a zoning system. On my server right now I use YSI, and when you drive down the main strip in LS (the one with the ammunation) the objects load fine. With this streamer the objects load to late if you are driving. Granted it does use less CPU and the .amx compiles smaller and at times does seem faster, while driving in heavily object populated areas there is an object pop up/lag. Put a zoning system and this streamer would be top notch. For now I will stick to YSI, but I will keep an eye out for the version with zoning however.
|
Yes, I was planning on adding that at some point, but I haven't gotten around to it yet (mainly because it would require a lot of recoding and testing). If objects are streaming too slowly, however, you can always adjust the tickrate.
Quote:
Originally Posted by Double-O-Seven
But there is something I really miss!
A second object update function to stream the objects at a defined position for a player:
pawn Код:
Streamer_UpdateObjectsEx(playerid, Float:x, Float:y, Float:z);
Such a function would be really great so you can stream the objects at a position where the player should be set with SetPlayerPos.
So he might not fall through the ground. Would be very useful.
|
That is possible, but it won't guarantee that the player will not fall through the objects. There is never any way to be certain that all objects have loaded client-side—that's completely dependent on the player's computer speed and amount of network lag, not the order in which the server sends the commands. What I actually recommend doing is using TogglePlayerControllable on a timer:
pawn Код:
Streamer_UpdateObjectsEx(playerid, Float:x, Float:y, Float:z)
{
TogglePlayerControllable(playerid, 0);
SetPlayerPos(playerid, x, y, z);
Streamer_UpdateObjects(playerid);
SetTimerEx("Streamer_UnfreezePlayer", 3000, 0, "d", playerid);
}
pawn Код:
forward
Streamer_UnfreezePlayer(playerid);
public
Streamer_UnfreezePlayer(playerid)
{
TogglePlayerControllable(playerid, 1);
}
This will allow some time for the objects to be created client-side.
Quote:
Originally Posted by [SU
BP13 ]
Pickups are messed up.
Every Send client message on a streamed pickup comes out as doubble.
|
I think I see what your problem is. Download the new files from the first post and see if that fixes it.