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[TUT] Modules and efficient scripting


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joaquimandrade
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Old 03-29-2009 , 11:24   Re: [TUT] Modules and efficient scripting
Reply With Quote #11

Quote:
Originally Posted by ot_207 View Post
I know, you don't need to explain, this is your situation or any other good coders situation. There are some problems that will be fixed on that tutorial. If a scripter needs it he will modify the code. It depends on experience at first, if a scripter is a beginner he can't be able to see all weak spots of a code. That is a thing which everyone will learn with time.
The thing is: despite the fact that his code make things better it also does things wrong. It is re-setting models on spawn so, in a 32 slots full server, when a round begins it is re-setting 32 models (despite the fact that it is not needed). And because of that it also has tasks to prevent problems that can arise from these simultaneous re-sets. So, it's not only the efficient that it can be as it also can still let problems happen. By hooking team join event you would never re-set 32 models at the same time.

So basically what am i saying?
Changing its code like i said is not a trivial optimization but, for me, a obligatory one.
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Last edited by joaquimandrade; 03-29-2009 at 13:14.
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hleV
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Old 03-29-2009 , 13:36   Re: [TUT] Modules and efficient scripting
Reply With Quote #12

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Originally Posted by joaquimandrade View Post
FM, absolutely. But, you can improve Mercylez code. Look at this:

http://forums.alliedmods.net/showpos...7&postcount=40
http://forums.alliedmods.net/showpos...0&postcount=44

I didn't continue the talk there but, you should remove the tasks. And, if that causes problems put them again.
LOL. I never used tasks. ^^
Just checked if the model is right on player's spawn. If not - give player the right model.

But yeah... Doing it on team change event should be better.
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SchlumPF*
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Old 03-29-2009 , 15:05   Re: [TUT] Modules and efficient scripting
Reply With Quote #13

so does it matter whether i use pev_origin or EV_VEC_origin for example? thats the only question which left in my eyes

nice tut ;o)
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ot_207
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Old 03-29-2009 , 15:10   Re: [TUT] Modules and efficient scripting
Reply With Quote #14

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Originally Posted by SchlumPF* View Post
so does it matter whether i use pev_origin or EV_VEC_origin for example? thats the only question which left in my eyes

nice tut ;o)
Thanks .
Engine is faster than FakeMeta in this situation for instance.
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Exolent[jNr]
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Old 03-29-2009 , 15:19   Re: [TUT] Modules and efficient scripting
Reply With Quote #15

So anything that Fakemeta and Engine can do, Engine will do it faster, or...?
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ot_207
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Old 03-29-2009 , 15:26   Re: [TUT] Modules and efficient scripting
Reply With Quote #16

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Originally Posted by Exolent[jNr] View Post
So anything that Fakemeta and Engine can do, Engine will do it faster, or...?
Yes ...
Look as an example you can try to test this code.
http://forums.alliedmods.net/showthread.php?t=65427
In that topic you can see both fakemeta and engine example you will see that engine works better.
[The camera pozition is better/faster updated!]

Edit: I will later post these plugins in the main topic and some of your questions so that people can see them .
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Last edited by ot_207; 03-29-2009 at 15:33.
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joaquimandrade
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Old 03-29-2009 , 15:36   Re: [TUT] Modules and efficient scripting
Reply With Quote #17

About:

Quote:
Originally Posted by SchlumPF* View Post
so does it matter whether i use pev_origin or EV_VEC_origin for example? thats the only question which left in my eyes

nice tut ;o)
My guess is that it is the same thing (Or probably engine better since there's no need to check the data type (i guess)). Will profile later.
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ot_207
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Old 03-29-2009 , 15:37   Re: [TUT] Modules and efficient scripting
Reply With Quote #18

Quote:
Originally Posted by joaquimandrade View Post
About:

My guess is that it is the same thing. Will profile later.
Ok, will wait for your feedback. I'm also curious .
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Old 03-29-2009 , 15:38   Re: [TUT] Modules and efficient scripting
Reply With Quote #19

I think there will need to be more testing on the actual fakemeta natives vs the engine natives. As for now the only argument has been fakemeta conversions (stocks that emulate the engine natives), but http://forums.alliedmods.net/showthread.php?t=65427 just puts it to fakemeta, there is not any fakemeta conversions so you can't completely say that fakemeta is slower in that situation.
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joaquimandrade
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Old 03-29-2009 , 15:54   Re: [TUT] Modules and efficient scripting
Reply With Quote #20

About set_pev/entity_set the results say that it is basically the same thing.

(The same for pev/entity_get)
Attached Files
File Type: txt Eng_vs_Fm.txt (950 Bytes, 544 views)
File Type: sma Get Plugin or Get Source (Eng_Vs_Fm.sma - 1287 views - 525 Bytes)
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Last edited by joaquimandrade; 03-29-2009 at 15:58.
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