Axel Posted July 27, 2015 Posted July 27, 2015 Would it be good if i make a system to download mods to the client, and use onClientElementStreamIn and onClientElementStreamOut to load and remove the mods? I'm trying to go around the huge loading.
Buffalo Posted July 27, 2015 Posted July 27, 2015 This would make things worse. Loading may happen when you just roam your way around the city. Maybe mods should be loaded one by one with a timer, but needs testing.
GTX Posted July 27, 2015 Posted July 27, 2015 Why is it so bad if you load mods when player joins? If you don't like them to wait for load, do your own mod loading system with triggerLatentClientEvent, file functions and loadstring. They could move freely with some ping here and there but if you use triggerLatentClientEvent correctly, it's very good.
Buffalo Posted July 27, 2015 Posted July 27, 2015 It's not about downloading, but using engine functions to load them. You need kinda wait some time for replace procedure to finish.
Dealman Posted July 27, 2015 Posted July 27, 2015 It's not about downloading, but using engine functions to load them. You need kinda wait some time for replace procedure to finish. You could simply freeze them and disable their collision if need be. Alternatively send them to another dimension as well.
Moderators IIYAMA Posted July 27, 2015 Moderators Posted July 27, 2015 Loading lots of mods/textures should be done with onClientRender(+getTickCount()). The engine will render a next frame when the process has been finished. The lagg will spread over a longer period of time and the amount of crashing should be reduced. onClientElementStreamIn should working too, but I do not recommend you to unload them when they got streamed out. Loading and unloading cost a lot of memory. You could try a combi with onClientElementStreamIn and onClientRender.
Axel Posted July 30, 2015 Author Posted July 30, 2015 I think i did it! I used a timer of 1000 ms, to load them one by one.
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