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ATTENTION!! Announcing concept for the Low Caliber Network.
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Emeritus
Picture of Faison
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Hey guys,

I am not any good with the making a stuff, but what about using the runes stones in the middle ans the portals to other areas?

Faison
 
Posts: 329 | Registered: Thu January 30 2003Reply With QuoteReport This Post
Peregrine
Picture of NuTT98
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That's what I said before, but I do like Gren's idea of the gradual transition, although it will take a lot more work.
 
Posts: 266 | Registered: Sat February 01 2003Reply With QuoteReport This Post
Emeritus
Picture of Faison
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Oops sorry didn't realize that sometimes I get cross eyed trying to follow you guys when you get talk all the techie stuff. Red Face hehe
 
Posts: 329 | Registered: Thu January 30 2003Reply With QuoteReport This Post
Peregrine
Picture of *Bloodhunter*
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quote:
Gren:
Actually yeah I did mean another wilderness server, just a physical portal to get to it, like a pass in the mountains..


hmm there is too a singleplayermap with some cool mountains... me could modify that one maybe ...

quote:
And Unter, we might think about some sort of auto-kick script, that would boot someone who's been idle for more than 10 minutes or so. (This would also be helpful in LCA, to help deal with Holy-Defender(TC)'s six year afk sprees.)


Wou that would give me the rest Eek
 
Posts: 108 | Location: Vienna | Austria | Registered: Sun January 26 2003Reply With QuoteReport This Post
Treasurer
Picture of Unter den Uebrigen
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Hopefully the (responsibly used) member functions should be a help, Blood.

Traditionally, wide-open spaces have been a hard sell in a multiplayer context; co-op routinely suffers from performance issues, although DM-Seaside managed to pull it off.  I had to make changes to Asgard before it was playable.

Nevertheless, the town makes a grand entrance and has a multi-faceted portal-potential; I applaud the move.

NuTT, let me know how it goes performance-tweaking that baby.
 
Posts: 1457 | Location: Altadena | Registered: Tue January 07 2003Reply With QuoteReport This Post
Emeritus
Picture of Impaler
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"Use the fog, young jedi" Beer
Basicaly the 'fog zone' is made for wide-spaced maps. It looks kinda crapy, but this could be a way to avoid 'performance issues'.
 
Posts: 539 | Location: Romania | Registered: Sun January 12 2003Reply With QuoteReport This Post
Treasurer
Picture of Unter den Uebrigen
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Interesting, Imp; I tried something similar on the Legend of Zelda overworld-map I was throwing together.  Distant mountain peaks appeared to be grey "blobs", but it did improve the FPS somewhat.
 
Posts: 1457 | Location: Altadena | Registered: Tue January 07 2003Reply With QuoteReport This Post
Peregrine
Picture of NuTT98
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Fog wouldn't really be suitable for the town because the performance issues associated with it are related to the complexity of the map not the size. The map is relatively small, just crowded together with lots of detail, the fog would be of no effect unless perhaps you are standing on top of a structure.

There are a lot of AI characters and triggers in the level. The performance is very acceptable as is right now. Removing all those triggers, characters and some walls will make it better yet so I don't see any problems.
 
Posts: 266 | Registered: Sat February 01 2003Reply With QuoteReport This Post
Treasurer
Picture of Unter den Uebrigen
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Right, NuTT; it's more applicable to wide-open spaces in general.

But do let me know if the removal of script points, etc. contributes to better performance.  Those are of course non-rendering actors, so I'd be curious to see if their removal contributes significantly to the playability of the map in a multi-player context.

Remember, almost anything will run well in a single-player / non-dedicated environment.
 
Posts: 1457 | Location: Altadena | Registered: Tue January 07 2003Reply With QuoteReport This Post
Peregrine
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Well, I removed all the unrendered actors. The performance increase was minimal, around one or two frames. Removing the characters didn't make a large improvement either.

Don't get me wrong, I'm sure for the slower systems the improvement would have been noticable around the AI characters, but the biggest problem is on the roof of buildings where the entire scene is visible.

If you stay off the roof you will be fine, I dipped slightly below 40FPS on the roof. The town will be cleaned up anyways, removing the wall, some useless polyobjs/movers and a few inaccessible buildings should help that.
 
Posts: 266 | Registered: Sat February 01 2003Reply With QuoteReport This Post
Peregrine
Picture of Gren
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Sorry I've been a little busy lately. Friday was my birthday and I've started a new job and all. Anyway, just letting you guys know I'm still with ya on the LCN project and all.

And I'm very curious for updates on the town map Nutt, lemme know
 
Posts: 90 | Registered: Tue February 25 2003Reply With QuoteReport This Post
Peregrine
Picture of NuTT98
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I'm not gonna start just yet. Gotta finish Arena first, after that I have to get busy with something Rune unrelated. The problem right now is the Audigy finally got fucked by Omen and Rune will not run with my onboard, so I'm stuck in development till I get Rune to work again.
 
Posts: 266 | Registered: Sat February 01 2003Reply With QuoteReport This Post
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