View previous topic :: View next topic |
Author |
Message |
PNJ
Joined: 30 Jun 2007 Posts: 67
|
Posted: Sun Feb 19, 2012 12:55 Post subject: |
|
|
We had time issue too, but in a different way, sometime the clock reset to the default NWN2 date & time, on the runtime. Once the DM restart the module, the date switch to the module starting date. And then the dms have to set the calendar manually, to restore the date of play.
It could be troublesome because i use the ingame date for nearly all scripts.
It happenned 3 or 4 times in the last months. I'm not sure its could be related to the accellerator.
Server is on windows XP 64 |
|
Back to top |
|
|
Skywing
Joined: 03 Jan 2008 Posts: 321
|
Posted: Tue Feb 21, 2012 12:42 Post subject: |
|
|
Posted Release 7. This release improves the performance of certain engine functions.
- Improved the performance of the following engine functions by natively implementing them directly in CLR code (controlled by the new OptimizeActionServiceHandlers=1 option):
* GetStringLength
* GetStringLeft
* GetStringRight
* IntToString
* GetSubString
By directly implementing these engine functions, the overhead of communicating with the game engine from script code is eliminated for these particular engine functions.
- Improved the performance of passing engine structure parameters to engine functions, like GetIsEffectValid or GetIsTalentValid. This yields a 10-20% gain in the number of calls to a function such as GetIsEffectValid that could be made per unit time. Some scripts, such as AI scripts, make heavy use of these functons and consequently see performance improvements when many creatures are running AI. |
|
Back to top |
|
|
Himmelweiss
Joined: 05 Mar 2010 Posts: 7
|
Posted: Tue Feb 21, 2012 16:19 Post subject: |
|
|
imo a very good addition, because the string functions are in some cases heavily used as well :O |
|
Back to top |
|
|
PNJ
Joined: 30 Jun 2007 Posts: 67
|
Posted: Tue Feb 21, 2012 18:45 Post subject: |
|
|
Skywing wrote: |
- Improved the performance of passing engine structure parameters to engine functions, like GetIsEffectValid or GetIsTalentValid. This yields a 10-20% gain in the number of calls to a function such as GetIsEffectValid that could be made per unit time. Some scripts, such as AI scripts, make heavy use of these functons and consequently see performance improvements when many creatures are running AI. |
This is very good. We got a huge draw back with Tony AI when fighting spell caster npc. |
|
Back to top |
|
|
luna
Joined: 20 Jan 2012 Posts: 28
|
Posted: Tue Feb 26, 2013 19:51 Post subject: |
|
|
Hi Skywing.
I'm getting one error with the accelerator that I'm not sure how to fix?
Any idea how I would be able to fix this one?
Thanks
Code: | [2013-02-26 16:21:33] NWScriptBridge::OnExecuteActionFromJITFast: Exception 'StackPopInteger failed' executing action GetItemBaseMaterialType (1036). |
|
|
Back to top |
|
|
Skywing
Joined: 03 Jan 2008 Posts: 321
|
Posted: Sun Mar 03, 2013 0:03 Post subject: |
|
|
Some of the engine functions don't setup the script stack properly if you pass them bad parameters (e.g. invalid object). Typically, the engine code has a bug where when it bails out due to invalid script parameters, it forgets to set up a return value for the script to consume even though the engine function always has to have a return value.
These will cause the script to abort, which will also happen (silently) without the plugin eventually - though not necessarily in the same place. Fixing the script to not pass in a bad parameter for the engine function in question is the right change to make here. |
|
Back to top |
|
|
|