[DGD] call_out delay

Jay Shaffstall jshaffst at netwalk.com
Mon Feb 24 16:06:59 CET 2003


> > How approximate is approximate?  On my Windows PC, things seem to work as
> > I'd expect.  One of my builders is using a Linux laptop, and has seen the
> > delays decrease until events are being fired continually (the actual value
> > being passed in for the delay hasn't changed).  However on his Linux 
> PC, it
> > seems to work fine.
>
>This may legitimately (appear to) happen if each one second callout takes
>.95 seconds to process.  Perhaps the laptop is fairly old, and a lot
>slower than the desktop machine?  Otherwise, this may be a bug in DGD
>which I would like to learn more about.

Here's the info from my builder about his laptop.  It's a Pentium II, 266 
MHz, with 128 MB RAM and a 20GB hard drive (not sure about the hard drive 
speed, but that may be a factor since there's some file logging 
happening).  He's running Red Hat version 6.1.  He says that he's never had 
trouble with the system clock.  The machine was provided to him by work, so 
he's not extremely familiar with it.

The typical call_out delay is anywhere from 20 to 60 seconds for events 
that fire repeatedly.  There are some 5 second delays, but they're one time 
events triggered in response to player action, except for the player's 
pulse (which stops firing when there's nothing for it to do).  The 20 to 60 
second delays are the only call_outs that were firing when he saw the odd 
speedup, as far as I know right now.

I'll try to get some timing logging happening, to see if call_outs are 
taking an extreme amount of time to process, or if there are some shorter 
delays being used.

Jay

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