Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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I coded up Conway's Game of Life in EE today and found that I couldn't draw faster than 8ms (between blocks) before some blocks started being skipped. The lower the delay, the more blocks were skipped - and in a very consistent pattern.
Did a dev secretly re-introduce the serverside throttle on block placement? That sucks, and even more so if they didn't tell us.
One bot to rule them all, one bot to find them. One bot to bring them all... and with this cliché blind them.
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Used to work for admins and world owners, not sure why someone would have changed that...
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I have noticed this too. Before could I draw 100 BPS,now it doesn't work at all.
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The code hasn't been touched. I'll try to find out what's causing this and will update this post as I find things.
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I'd suggest running multiple bot instances from different IP addresses, considering Player.IO/Everybody Edits could very well throttle based on that.
The latest version of OPIO.PlayerIOClient supports using SOCKS4 and SOCKS5 proxies in multiplayer games, with one additional line of code.
var client = PlayerIO.Connect("ipcallback-sqxrultqrkanxrkasmloa", "public", "kitty", "");
client.Multiplayer.Proxy = new MultiplayerProxy(new IPEndPoint(IPAddress.Parse("24.9.201.64"), 53577));
client.Multiplayer.CreateJoinRoom("MahRoomId", "MahSecretRoom", true, null, null, new Callback<Connection>(connection => {
connection.OnMessage += (s, e) => {
Console.WriteLine(e);
};
}));
*u stinky*
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yeah I noticed i couldnt use EEDitor as fast as i could (2MS)
thanks zoey aaaaaaaaaaaand thanks latif for the avatar
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