Tremulous Forum

Media => Map Releases => Topic started by: wireddd on February 02, 2009, 11:30:02 am

Title: pushcannon_b3a (pushcannon_b3 bugfix)
Post by: wireddd on February 02, 2009, 11:30:02 am
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.
Title: Re: pushcannon_b3a (pushcannon_b3 bugfix)
Post by: Bissig on February 03, 2009, 12:15:18 am
Is there any advantage from using the .so version instead of a qvm?
Title: Re: pushcannon_b3a (pushcannon_b3 bugfix)
Post by: Archangel on February 03, 2009, 12:29:16 am
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.
Title: Re: pushcannon_b3a (pushcannon_b3 bugfix)
Post by: Bissig on February 03, 2009, 01:25:56 am
But, I will lose the benefits the QVM offers like increased security etc..?
Title: Re: pushcannon_b3a (pushcannon_b3 bugfix)
Post by: Archangel on February 03, 2009, 01:30:11 am
There shouldn't be any sort of overflow anyway, especially not in a game like this.
Title: Re: pushcannon_b3a (pushcannon_b3 bugfix)
Post by: Amanieu on February 03, 2009, 05:24:50 am
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.