Version 1.7

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karan
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Re: Version 1.7

#11

Post by karan » 2 Weeks Ago

Night Fury wrote:
5 Months Ago
Hello there, as you know, we regularly make new version of the mod in order to make it as stable as possible including new features & improvements for any problems that exist.
So in this topic, post whatever new ideas or suggestions to be added or any bugs that currently exist to be fixed in the next version, if you have any. It may happen that there are some ideas that didn't make but we are doing our best to provide as many good ideas as possible.
Please make sure to write as clear as possible so it is easier for us to understand what you mean.
Waiting your awesome ideas :boom: :boom: :boom:.
try doing one more thing if possible dk what happens but from v1 of this mod when humanized event pops up it consumes cpu power for few sec(depending on how much players u have). if this could get fixed in v1.7 that can increase mod stability for all servers...
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Z0uha1r_LK
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#12

Post by Z0uha1r_LK » 2 Weeks Ago

karan wrote:
2 Weeks Ago
Night Fury wrote:
5 Months Ago
Hello there, as you know, we regularly make new version of the mod in order to make it as stable as possible including new features & improvements for any problems that exist.
So in this topic, post whatever new ideas or suggestions to be added or any bugs that currently exist to be fixed in the next version, if you have any. It may happen that there are some ideas that didn't make but we are doing our best to provide as many good ideas as possible.
Please make sure to write as clear as possible so it is easier for us to understand what you mean.
Waiting your awesome ideas :boom: :boom: :boom:.
try doing one more thing if possible dk what happens but from v1 of this mod when humanized event pops up it consumes cpu power for few sec(depending on how much players u have). if this could get fixed in v1.7 that can increase mod stability for all servers...
We need optimize codes and switch more natives FakeMeta & Ham Sandwich to ReAPI.
Last edited by Z0uha1r_LK on 17 Nov 2021, 18:24, edited 1 time in total.

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Z0uha1r_LK
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#13

Post by Z0uha1r_LK » 1 Week Ago

ze_core is use more CPU usage!

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Z0uha1r_LK
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#14

Post by Z0uha1r_LK » 1 Week Ago

We need fix this error in v1.7:
Reason: When use last version of the ReAPI:
Solution: viewtopic.php?f=22&p=12179#p12179

  1. L 11/15/2021 - 12:13:08: [ReAPI] get_member_s: 'm_iTeam' has no refs to the base class of an entity 'worldspawn'
  2. L 11/15/2021 - 12:13:08: [AMXX] Run time error 10 (plugin "ze_coins_system.amxx") (native "get_member_s") - debug not enabled!

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#15

Post by Z0uha1r_LK » 4 Days Ago

Plugin: ze_core.amxx
  1. public Fw_TraceAttack_Pre(iVictim, iAttacker, Float:flDamage, Float:flDirection[3], iTracehandle, bitsDamageType)
  2. {
  3.     if (iVictim == iAttacker || !is_user_connected(iVictim) || !is_user_connected(iAttacker))
  4.         return HC_CONTINUE
  5.    
  6.     // Attacker and Victim is in same teams? Skip code blew
  7.     if (get_member(iAttacker, m_iTeam) == get_member(iVictim, m_iTeam))
  8.         return HC_CONTINUE
  9.  
  10.     // ...
Now, It's better:
  1. public Fw_TraceAttack_Pre(iVictim, iAttacker, Float:flDamage, Float:flDirection[3], iTracehandle, bitsDamageType)
  2. {
  3.     // Invalid player or Attacker is himself.
  4.     if (iVictim == iAttacker || !is_user_connected(iVictim) || !is_user_connected(iAttacker))
  5.         return HC_CONTINUE;
  6.    
  7.     // Attacker and Victim is in same teams? Skip code blew
  8.     if (g_bIsZombie[iVictim] || !g_bIsZombie[iAttacker])
  9.         return HC_CONTINUE;
  10.  
  11.     // ...
  12. }

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#16

Post by Z0uha1r_LK » 4 Days Ago

I tried optimize this:
zombie_escape_stocks.inc
.INC
(11.52 KiB) Downloaded 7 times
zombie_escape_stocks.inc
.INC
(11.52 KiB) Downloaded 7 times

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#17

Post by Z0uha1r_LK » 1 Day Ago

I optimize code using ReAPI :100:
ze_block_events_messages.sma
.SMA
(4.03 KiB) Downloaded 6 times
ze_block_events_messages.sma
.SMA
(4.03 KiB) Downloaded 6 times

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