Duo
Fledgling

Group: Members
Posts: 1
Joined: Aug 12, 2008
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#1 Posted Aug 12, 2008, 10:12 pm
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Damsol Hosting
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The_Fury
Sorcerer


Group: Banned
Posts: 485
Joined: Jun 1, 2008
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#4 Posted Aug 13, 2008, 2:49 am
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I think eldhamud would be able to use the free package, top is reporting that im using 2% of 160meg of ram allocated. Which is just under 4megs of ram, assuming that top reports right. Tho there are no connections to it and the room count is low, and i know i would kill the 1% processor as soon as my overland mobiles reset or someone connects. 15 megs of ram should be the minimum offering IMO, that gives most games the room they need to run and grow.
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......................... bMUD: Custom server written in Ruby.
The Oriental Dojo Mud
The_Fury: Coder and Designer.

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Conner
Wizard


Group: Members
Posts: 1,250
Joined: May 14, 2006
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#6 Posted Aug 13, 2008, 12:08 pm
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Well, David, he did say:
The_Fury said:and the room count is low
So, perhaps a handful of rooms [bis all he's talking about on that particular copy of the codebase.
(And that makes my 1,111th post.. I've reached my goal.)
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The_Fury
Sorcerer


Group: Banned
Posts: 485
Joined: Jun 1, 2008
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#10 Posted Aug 13, 2008, 6:36 pm
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Here you go David, here is the Top output, i will also include the mem output from within the game itself for room counts and the like. Something that i had i didnt notice was that the overland mobiles were not loaded, loading them up makes a huge difference to things, firstly is without mobiles, then after that is with mobiles.
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PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND
30229 xxxxx 34 19 5060 1512 1104 S 0 0.9 0:00.16 eldhamud
System Memory [arguments - hash, check, showhigh]
Affects: 9 Areas: 10
ExtDes: 7 Exits: 4202
Helps: 556 Resets: 65
IdxMobs: 97 Mobiles: 38
IdxObjs: 214 Objs: 29(29)
Rooms: 2710 VRooms: 0
Shops: 6 RepShps: 1
CurOq's: 0 CurCq's: 0
Players: 1 Maxplrs: 2
MaxEver: 150 Topsn: 95(500)
MaxEver was recorded on: Fri Jun 6 07:49:10 2008
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Now With Mobs Loaded.
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PID USER PR NI VIRT RES SHR S %CPU %MEM TIME+ COMMAND
30229 xxxxx 34 19 11664 9520 1228 S 3 5.8 0:02.29 eldhamud
System Memory [arguments - hash, check, showhigh]
Affects: 9 Areas: 10
ExtDes: 7 Exits: 4202
Helps: 556 Resets: 65
IdxMobs: 97 Mobiles: 7769
IdxObjs: 214 Objs: 4726(4726)
Rooms: 2710 VRooms: 0
Shops: 6 RepShps: 1
CurOq's: 0 CurCq's: 0
Players: 1 Maxplrs: 2
MaxEver: 150 Topsn: 95(500)
MaxEver was recorded on: Fri Jun 6 07:49:10 2008
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Besides the memory blowing out to over 11 megs, the cpu is sitting constant on about 3%, i guess dealing with 7K mobs is rather taxing on processor time.
Quote:
Whatever we usually do or don't do, I'm not sure it makes sense to do something so imprecise when trying to determine whether a very small amount of RAM is sufficient to run the average MUD.  After all, there is more to RAM usage than spot usage at a given time. You need to look at min/max, for example.
I think that sort of proves the point, eldhamud code will run on the OP's lowest package, but you cannot do anything with it, the same could be said for many other codebases, you can make them run in less than 5megs, but you will pretty much only be able to do nothing but build 1 or 2 areas at a time with no other areas loaded. Oh and of those 2K rooms mem reports, only 3 or 4 hundred have descriptions, that too is going to reduce memory foot print by a lot.
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......................... bMUD: Custom server written in Ruby.
The Oriental Dojo Mud
The_Fury: Coder and Designer.

Last edited Aug 13, 2008, 6:43 pm by The_Fury
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David Haley
Wizard


Group: Members
Posts: 5,731
Joined: Jun 30, 2007
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#11 Posted Aug 13, 2008, 9:14 pm
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Quote:Resets: 65
Mobiles: 38
Objs: 29(29)
Err, 'nuff said, I think, that a real MUD couldn't actually operate in 5mb. "Real MUD" has nothing to do with the codebase; it has to do with whether the MUD is being used for production. I suspect that most SMAUG bases would be quite small if you emptied them of all of their memory.
Quote:Oh and of those 2K rooms mem reports, only 3 or 4 hundred have descriptions, that too is going to reduce memory foot print by a lot.
Yes... another reason why all of this is really not a very realistic estimate of how much a MUD meant for actual player consumption won't run in that little memory.
So yes, I rest my case at this point. Such stringent memory limits are useful only to play around with a codebase; as soon as somebody wants to do anything useful like start building the whole world, more memory is needed.
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Fizban
Wizard

Group: Members
Posts: 606
Joined: Jan 8, 2007
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#13 Posted Aug 21, 2008, 12:23 am
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I'm curious, will sign up and try using tbaMUD with only 3 zones, I'm afraid it still might push the envelope...
Stock tbaMUD WITH all zones: 18.432 MB
- zones: 2 MB
So, yes it can run just fine, but most muds don't run like this....
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> show stats
Current stats:
1 players in game 1 connected
1 registered
84 mobiles 97 prototypes
116 objects 175 prototypes
108 rooms 3 zones
160 triggers 21 shops
1 large bufs 1 autoquests
1 buf switches 0 overflows
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Last edited Aug 21, 2008, 12:40 am by Fizban
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The_Fury
Sorcerer


Group: Banned
Posts: 485
Joined: Jun 1, 2008
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#15 Posted Aug 21, 2008, 3:14 am
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Samson said:So would a Smaug with the overland snippet applied.
It all depends on how the overland is configured. In its 3 1000x1000 room maps form well that's already 9megs of data, drop it back to 1 map and a stock fuss and it might just crawl in under the 5 megs limit.
Interestingly, the eldhamud exe weighs in at 3.3megs with overland and the fuss exe without it 4.5 megs on my system, i know i have chopped out a lot of code but i did not think that it equate to that much of a reduction in exe size.
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......................... bMUD: Custom server written in Ruby.
The Oriental Dojo Mud
The_Fury: Coder and Designer.

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