Crashing at transitions, This may help- New PWC v2- Beta
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NortherlyNanook
- Commoner
- Posts: 74
- Joined: Sun Nov 19, 2006 7:11 am
- Location: In bunker
There is also the fact that the probability of someone choosing to leave the server when there are more people is greater than when there are fewer people. But yeah, it might be with more people that it crashes. It would make sense.ScottWAR wrote:I almost never crash when the server cap is set at 25. I also notice that when the server cap is 25, and the server is full, if I am trying to connect, it takes FAR longer for a spot to open up, than it does when the server is full with a higher cap. This makes me think when the server is set at 25 crashes are not happening nearly as often, which is why it takes so long for a spot to open up, and when the server cap is higher almost everyone is crashing more frequently, which is why spots open up so often. SO it seems it is definately related to te number of people on the server.
Yargh.
haha, however annoying it is... This is a good point...Loki wrote:On the plus side each time it someone crashes it gives someone a chance to jump on.. it's almost like an unofficial time slot system..![]()
yea you've crashed out... but someone else will in about five minutes: so it doesn't matter
( though I'd like to see it sorted >_< )
In-Game main Characters:: - Fox Nightshade
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Agingblade
- Commoner
- Posts: 3
- Joined: Sat Nov 18, 2006 2:47 am
I read one topic on the NWN2 forums where a guy makes the claim that useless files are getting leftover by the toolset within the 'directory' folder that the toolset uses while you work on the module. Old trx data, etc for areas that no longer existed was still being built into subsequent module compilations from this work directory. He claimed that this affected the size substantialy, I wonder if it could affect anything else...