Tremulous Forum
Media => Map Releases => Topic started by: wireddd on February 02, 2009, 11:30:02 am
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As some of you may know in pushcannon_b3 the cannon on top of the human base is buggy if your server is using a .so instead of a .qvm. Amanieu and I spent some time figuring out exactly what the problem was and Amanieu managed to track it down to multiple definitions of the target t1, I fixed the map with a hex editor and now it works fine on everything. I went ahead and renamed it to pushcannon_b3a and added some text to the levelshot to say that it was fixed. you can download the new map from here:
http://maps.randomkeywhacking.com/base/map-pushcannon_b3a.pk3 (http://maps.randomkeywhacking.com/base/map-pushcannon_b3a.pk3)
Big thanks to amanieu for helping me figure this out.
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Is there any advantage from using the .so version instead of a qvm?
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no interpretation of bytecode, therefore faster. plus allows usage of tremded on platforms where there is no JIT/the JIT is slow, i.e. sparc64.
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But, I will lose the benefits the QVM offers like increased security etc..?
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There shouldn't be any sort of overflow anyway, especially not in a game like this.
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QVM offers no benefit over native code on the server. Native code is a lot faster and loads faster, because QVMs need to be recompiled each time they are loaded.