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masodikbela last won the day on April 17 2020

masodikbela had the most liked content!

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About masodikbela

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  • Birthday 06/23/1997


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  1. ? Yes, the low-effort but working solution is this indeed. The difference between my suggestion and the "fix" from the other topic is that the latter just masks the problem making the client call render even if the client is minimized, so it uses all the functions it normally does, wasting the resources on something that nobody can see. The former one just calls the effect update which is a cpu-only task, and while normally its one of the performance bottlenecks, still doesn't use much resources on its own (without the other render calls). Well not sure
  2. The content in that topic can be visualized in a single gif: The problem with the "speedy effects" after maximizing a minimized client lies here: As you can see the elapsed time is measured since... well... the last time the effect got updated. You might say that hey, thats ok... well it would be, but if you take a look at the messy game loop inside PythonApplication.cpp you will notice that the call for effect updates is only present in the RenderGame function, which is a render function as its name implies it, and its only called when the game is rendering. And since the game do
  3. After so many years a fully finished @Zerialcollab? 🤔


  4. Me upon opening the topic: https://static.wikia.nocookie.net/darkestdungeon_gamepedia/images/3/38/Vo_narr_town_backstory_19.ogg
  5. And this would be the moment when I would just send back his money and block from skype. (probably somewhere between around the 5th or 10th call in a row)
  6. I've tried various ways to keep the lambdas somehow, but always ended up having extra references to self because of it. Never really liked lambdas in python anyway so I gave up on making them work easily so didn't dig much deeper than that. But of course this doesn't mean that its not possible to keep them so the best way to do some tests, try out some ideas and come to a conclusion.
  7. Detailed information about #6: As you all aware, the resource loading is not async. (like @IceShiva said it earlier) There are 2 types of resource loading: Ask the packer tool itself (eterpack) directly for some file (this could be any type of file). This method will always block, so it does not cache, and by default (using eterpack) it always read from the disk (it uses mapped files so its a little bit better than directly reading from the disk, cus some sections could be already cached inside the OS). Ask the resource manager to load a resource. Only some type of dat
  8. I know him for 10+ years now, we've started to learn programming kinda at the same time. He has been working on anticheat solutions for 5+ years now, restarted his projects multiple times, and finally HackTrap appears to be a fine-grained result to all his work. I was also the first customer of HackTrap (and still using it), and nobody managed to fix any bot/hack on my server so far. You should also search for "HackTrap" on the bob forum to see slait's reactions, at least for a good laugh.
  9. In the building section in the docs it says that only the following boost packages are required: boost-convert boost-log boost-system boost-filesystem But cmake cries for boost-program-options too, that should be corrected.
  10. Sounds good. It would be also a good idea to create a way to add bots or something, simulating actual players/connections for performance testing. For example building a very lightweight console client while developing the features that you can run on bsd servers to simulate 1-2k or more players, or if there will be separated processes for player instances on server side this may won't be even necessary.
  11. I'm eager to see the actual plans for the architecture/layout of the server, like how will the player/client instances handled on the server, like maybe new processes per players for handling the whole sessions until they disconnect, fully separated from other things like handling npc movements, etc, maybe something similar to that spatial os thing you once mentioned on the discord. Anyway its a good idea and I'm definitely looking forward to it, but of course it (probably) has a very long way to be complete and anything could go wrong during this time, like losing interest in the
  12. E-penis boosting in a perfect push/pop symmetry sFNu5p8.png

  13. Thats not a problem either, its called static object. It won't be created more than once (or more times than it gets deleted). There are 3 windows by default that are static as I mentioned already in the guide. So in the terms of "leaking" windows its not leaking, but of course it doesn't mean that using this will produce the expected result. After the first warp the number of leaking windows will contain the static windows, so to get the correct result you have to teleport 2 times, and the 2nd result will be the accurate one.
  14. This is not a problem, because if GameWindow is not leaking (and also the button class itself is not leaking) the button will be deleted after the deletion of GameWindow, so there is no need to do xy = None or del xy in the __del__ method. Its generally not necessary at all, the reference number won't increase by setting parent of a window, it increases when you save them into a variable of a class or into a global var. Here is an example from the python command line: >>> class stuff1(object): ... def __del__(self): ... print "del1" ... >>> class stuff2



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