Suggestions
Moderators: Wynna, NWN2 - 03 DM
- HATEFACE
- Dr. Horrible
- Posts: 1068
- Joined: Sun Apr 18, 2004 3:17 am
- Location: A seething caldron of passive aggressive rage.
Limit the number of trees in some areas. Do the same for grass along the river. It doesn't need to be that thick and it makes it look unrealistic.
Rauvinwatch keep area is bad as far as the amount of vid 'lag' it has. This only seems to apply when I get near the keep. Maybe there should be an awareness of how many polys a area should have. Not all of us have top of the line cards and it can be very 'laggy' and its downright annoying to travel into these areas.
Rauvinwatch keep area is bad as far as the amount of vid 'lag' it has. This only seems to apply when I get near the keep. Maybe there should be an awareness of how many polys a area should have. Not all of us have top of the line cards and it can be very 'laggy' and its downright annoying to travel into these areas.
“In every stage of these Oppressions We have Petitioned for Redress in the most humble terms: Our repeated Petitions have been answered only by repeated injury. A Prince, whose character is thus marked by every act which may define a Tyrant, is unfit to be the ruler of a free people.” - Open Message to the Executive Branch.
- HATEFACE
- Dr. Horrible
- Posts: 1068
- Joined: Sun Apr 18, 2004 3:17 am
- Location: A seething caldron of passive aggressive rage.
Yeah, I agree with High Hold being cramped. It seems to me that the builders of Silver Marches wanted to push as much stuff into an area as possible given the size of modules. Some of the areas are strange in the fact that they seemed to be designed like a maze using non-walkable areas. There is an area like this in High Hold and Quarravar. It feels like the hills formed themselves up to be asshats. e.i the mountain range area in rivermoot, a specific place behind the farms. Is the degree of difficulty traversing these areas really necesary given NWN2 clunky control scheme?
“In every stage of these Oppressions We have Petitioned for Redress in the most humble terms: Our repeated Petitions have been answered only by repeated injury. A Prince, whose character is thus marked by every act which may define a Tyrant, is unfit to be the ruler of a free people.” - Open Message to the Executive Branch.
Are these suggestions or complaints ... Remember, TSM is the first server built in ALFA and the builders have learned form many mistakes. The grass was very tricky because yes, I had put too much in some areas and it needed to be decreased. But when I went to clear the grass, there was a grass clearing bug in the toolset that caused the area to crash as well as the toolset and currupt the area.
So the pattern went like this: clear clear clear crash. Restart, load, damn, the areas is corrupted. Import back up area, clear (cross fingers) clear, save. Back up, clear clear crash, damn! Repeat.
That is why in Rauvin Watch keep there is a still a ton of grass on the pathway which is causing lag.
Also, I learned a nasty lesson about borders, that the area walk paths do not go to the edge like they did in NWN1. That is why on Rauvinwatch keep you see a nice bridge on the western edge you can never walk to. Sure, Rauvinwatch could use some more clean up to make it less laggy. The fancy house over the bridge was supposed to be an ultra rich resort and retreat, but I never had time to finish it, so that can be removed. The nice temple you see in the distance was supposed to be a temple to Chauntea, but I never had time to finish it, so that can be removed. etc etc and so on.
Indio designed HH and I enhanced it a little bit. But you are right, it is tight. Back at the very start we did not know if we were going to do Points of interest and a scripted travel map or a scale map. We did not know how big we could make a mod. Since all of our travel map scriptors never delivered or quit, I tried my best to try and push the envelope with making a scale map area. I had to fight tooth and nail to get it in, wide roaming areas with plenty of hooks for future development and adventure. However, in the begginning we thought the server would cosist of islands of highly developed areas with travel maps, so these areas were packed with statics and tonnes of stuff. Now, with my design with the scaled map prevailing, we have plenty of room to create statics and adventures over mutliple areas, and but the old island areas packed with goodies are still there, and still quite beautiful. At one time Silverymoon was all one 32 X 32 area and I didnt want to split it to keep the beauty of Silverymoon all together, but Indio convinced me we should split it in 2 areas and this decision worked better than we had hoped.
I hope this explains some of the rational behind the decisions we made building.
So the pattern went like this: clear clear clear crash. Restart, load, damn, the areas is corrupted. Import back up area, clear (cross fingers) clear, save. Back up, clear clear crash, damn! Repeat.
That is why in Rauvin Watch keep there is a still a ton of grass on the pathway which is causing lag.
Also, I learned a nasty lesson about borders, that the area walk paths do not go to the edge like they did in NWN1. That is why on Rauvinwatch keep you see a nice bridge on the western edge you can never walk to. Sure, Rauvinwatch could use some more clean up to make it less laggy. The fancy house over the bridge was supposed to be an ultra rich resort and retreat, but I never had time to finish it, so that can be removed. The nice temple you see in the distance was supposed to be a temple to Chauntea, but I never had time to finish it, so that can be removed. etc etc and so on.
Indio designed HH and I enhanced it a little bit. But you are right, it is tight. Back at the very start we did not know if we were going to do Points of interest and a scripted travel map or a scale map. We did not know how big we could make a mod. Since all of our travel map scriptors never delivered or quit, I tried my best to try and push the envelope with making a scale map area. I had to fight tooth and nail to get it in, wide roaming areas with plenty of hooks for future development and adventure. However, in the begginning we thought the server would cosist of islands of highly developed areas with travel maps, so these areas were packed with statics and tonnes of stuff. Now, with my design with the scaled map prevailing, we have plenty of room to create statics and adventures over mutliple areas, and but the old island areas packed with goodies are still there, and still quite beautiful. At one time Silverymoon was all one 32 X 32 area and I didnt want to split it to keep the beauty of Silverymoon all together, but Indio convinced me we should split it in 2 areas and this decision worked better than we had hoped.
I hope this explains some of the rational behind the decisions we made building.
I myself never had an issues, I have a nice laptop and i prefer to play with the graph definitions all in the lowest setting why?
Because this game demands too much from the graph card and from the computer, in one year or two the game will still begoing strong and there will be better machines maybe then we can take full part of NwN2 but atm its hard yes.
HH, silvy, RM, wintersedge are maybe some of the most beautiful areas I've seen winteredges hard to navigate forest gives a nice feeling if you ask me, got lost? having troubles with wild animals? well its a dense forest I supose that is a nice touch to it.
In the case of too much grass yee maybe we could look into it, but overal i think it isnt that bad as it might look. I myself play with grass turned off, have you tried playing you your graph settings? Maybe that will help, also theres some spell overrides because nwn2 spells can simply crash your machine look for them in nwvault too, they are handy.
Because this game demands too much from the graph card and from the computer, in one year or two the game will still begoing strong and there will be better machines maybe then we can take full part of NwN2 but atm its hard yes.
HH, silvy, RM, wintersedge are maybe some of the most beautiful areas I've seen winteredges hard to navigate forest gives a nice feeling if you ask me, got lost? having troubles with wild animals? well its a dense forest I supose that is a nice touch to it.
In the case of too much grass yee maybe we could look into it, but overal i think it isnt that bad as it might look. I myself play with grass turned off, have you tried playing you your graph settings? Maybe that will help, also theres some spell overrides because nwn2 spells can simply crash your machine look for them in nwvault too, they are handy.
- White Warlock
- Otyugh
- Posts: 920
- Joined: Mon Jan 05, 2004 3:44 am
- Location: Knu-Mythia
- Contact:
Moderator Hat
I will have to remind everyone to please phrase your comments in the form of suggestions. If you find something not quite up to your liking, present a possible solution. And remember, TSM is a work in progress, so be considerate of the work and efforts made thus far by our 'volunteer' builders.
Thanks
I will have to remind everyone to please phrase your comments in the form of suggestions. If you find something not quite up to your liking, present a possible solution. And remember, TSM is a work in progress, so be considerate of the work and efforts made thus far by our 'volunteer' builders.
Thanks
- HATEFACE
- Dr. Horrible
- Posts: 1068
- Joined: Sun Apr 18, 2004 3:17 am
- Location: A seething caldron of passive aggressive rage.
I humbly suggest that you please kindly with a cherry on top limit the number of trees in some areas. I suggest you do the same for grass along the river. I also suggest it doesn't need to be that thick and it makes it look unrealistic.Are these suggestions or complaints ... Remember, TSM is the first server built in ALFA and the builders have learned form many mistakes. The grass was very tricky because yes, I had put too much in some areas and it needed to be decreased. But when I went to clear the grass, there was a grass clearing bug in the toolset that caused the area to crash as well as the toolset and currupt the area.
I do not crash but I get lag, you see Rauvinwatch keep area is bad as far as the amount of vid 'lag' it has due to grass and stuff like that. This only seems to apply when I get near the keep. I suggest that there should be an awareness of how many polys a area should have. I suggest the fact that not all of us have top of the line cards and it can be very 'laggy' and its downright annoying to travel into these areas. Please kindly consider the fact that I do not wish to turn down my graph settings any more because NWN2s GUI looks like poopy.
So please, pretty please, do something about this suggestion.
“In every stage of these Oppressions We have Petitioned for Redress in the most humble terms: Our repeated Petitions have been answered only by repeated injury. A Prince, whose character is thus marked by every act which may define a Tyrant, is unfit to be the ruler of a free people.” - Open Message to the Executive Branch.
- oldgrayrogue
- Retired
- Posts: 3284
- Joined: Thu Jan 24, 2008 7:09 am
- Location: New York
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As real life demands more and more of my time I find I have less time for ad hoc roleplay and more of a desire for scheduled events. Others have posted similar suggestions. Would our new HDM and crew of DM's consider implementing a notification and sign up system for DM'd events?
For example, the DM announces on the forum the date and time he/she wishes to run an event, the meet up location, the desired number of players and alternates, and the desired level range. Then people sign up for the event, first come first serve. Latecomers sign as alternates in case people drop out. Kind of like calling around to your buddies to schedule a table top session.
This is by no means an original idea. I think Wynna did exactly this when we first went live a few times.
What say you all?
For example, the DM announces on the forum the date and time he/she wishes to run an event, the meet up location, the desired number of players and alternates, and the desired level range. Then people sign up for the event, first come first serve. Latecomers sign as alternates in case people drop out. Kind of like calling around to your buddies to schedule a table top session.
This is by no means an original idea. I think Wynna did exactly this when we first went live a few times.
What say you all?
This is a good idea for coordinating players with DMs. But it's a terrible idea if it becomes first come, first serve. Not everyone has the freedom or desire to watch the fora 24/7. Limiting events in this manner is likely to have the effect that a select group of players gets the lion's share of DMing, while the rest get little or none -- not a recipe for player retention, particularly with only a single server.oldgrayrogue wrote:For example, the DM announces on the forum the date and time he/she wishes to run an event, the meet up location, the desired number of players and alternates, and the desired level range. Then people sign up for the event, first come first serve. Latecomers sign as alternates in case people drop out. Kind of like calling around to your buddies to schedule a table top session.
A better alternative is simply to list a date/time for an event, along with appropriate alignments and (optionally) levels. Then simply DM any/all who can make it. Naturally the event would be announced in some IC fashion on the server.
- White Warlock
- Otyugh
- Posts: 920
- Joined: Mon Jan 05, 2004 3:44 am
- Location: Knu-Mythia
- Contact:
Yes, there is a concern regarding everyone logging on when an event is scheduled. If you wish to participate, great. But if you log on and decide to solo while a scheduled campaign or group session is happening... please be courteous and log off or join the campaign. Your activities in the background, whatever they may be, creates unexpected lag points... and, as a DM, i would like to focus on the party in front of me, instead of the party going on behind me.
If we could resolve the problems with server lag, i would not be making such a request... but the hardships we encountered last night clearly demonstrate a need for said considerations.
Consider this a suggestion to the players.
If we could resolve the problems with server lag, i would not be making such a request... but the hardships we encountered last night clearly demonstrate a need for said considerations.
Consider this a suggestion to the players.
