On Thu, Dec 07, 2000 at 11:31:57PM -0800, Mark Wedel wrote: > 2) Scalibility of server. I don't know the most heavily loaded a server has > been, but potentially if we are trying to make crossfire mainstream, this could > be tens to hundreds of users. I'm not sure how well it currently does - even on > my slow sparc 10 running the tavern, a couple players did not seem to chew up > much cpu, so I think we may be OK on that. I think I've figured out what caused very bad performance on my local server. It's easy to reproduce this way: Take a level 100 wizard and cast meteor swarms at a wall for about 10 seconds. My Pentium-133 slows down to a crawl because there is a O(n^2) in this scenario. There can be as many as 100 active fire cone objects on one map square, each trying to hit each other in hit_map(). > of various buildings/dungeons having bee ncleared out. With 30 players on a > server, I could see it being quite difficult to find available dungeons. The One thing that makes this worse is that each time a player enters a map to look if it has been resetted the time until map reset is restored to its initial value. All players would have to agree on using the "maps" command to find available dungeons. -- Jan