Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Alphi

Pages: [1] 2 3 ... 5
1
General Discussion / Re: Non-Profit devs? ForEVER?
« on: May 10, 2006, 10:01:30 am »
upgrade the fragnetics server and put more beasties in the game..
buy 3D models for mundane things like tools, trees, items,
buy textures.. ;)





2
Wish list / Re: Aging Monsters
« on: May 10, 2006, 08:45:40 am »
camping is silly... and people only do it because the monsters dont wander and there arent enough of them...

babies that grow would be good but then they would have to eventually die.. so you should just be able to wait out the old super strong ones untill they die then loot their carcasses.

3
The Hydlaa Plaza / Re: My Birthday!
« on: May 09, 2006, 10:09:51 am »
Birthday party in the tavern... now thats roleplay to the extreme.


4
General Discussion / Re: Why dont we seperate IRL and non IRL?
« on: May 09, 2006, 10:04:27 am »
It's boring to think that irl you would date someone, or marry someone, just because they were a woman or a man...

come on... as if some of the female characters in the game arent hot...  my character would go for em Prrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrr
its not just about gender its about how she wiggles her tail, the way she stands their gazing at you without saying a word... (or did her computer crash ?)  ;)

all jokes aside... heres an interesting hypothetical...

what if 2 males played females in the game and then fell inlove with each other...
so in the game they are a happy lesbian couple...

In real life what would that make them ?

LOL

Even if I played a girl character... I simply wouldnt be interested in having boys chat me up and try to marry me.. (in game)






5
I wonder if there is a way that you can split the Lanscape Height Field Mesh up into little Quadrants.. then the adaptive loader could load only those within range..

I think this is going to be a big problem if the Team is considering using more and larger outdoor areas.


I mean ether way it would look silly to have mountains just dissapearing and re-appearing past a certain point but atleast the game would be playable in the open areas...
(hence why I sugested fog in another thread)

Also maybe asking the CS team if they could implement progressive mesh... which reduces the poly count of far away objects.... I've noticed that the curvature and smootheness of hills far away stays pretty much constant as you move toward and away from hills... which suggests to me that a hill 500 miles away is rendered with the same polycount as if it was right next to you... This could reduce the kind of intense lag we're seing in the wilderness areas..

A game like FarCry uses progressive meshes on their landscapes. If you look closely the mountains appear to change in form slightly as you move closer and further form them...
This is the alrogythm in the background reducing the polygon count of further away mountains..





6
Wish list / Re: melting forge
« on: May 09, 2006, 09:38:02 am »
just limit what they can put into the forge.. ie ore etc..

then create a deposit house/bank here you can store stuff you dont want to take with you..

7
The Hydlaa Plaza / Re: System Memory//ram
« on: May 08, 2006, 09:55:44 am »
you can mix and match DDR chips from what I know they will just clock down to the lowest common denominator.. ie the slowest DDR chip or the Motherboard if its controller is slow..

But DDR2 is a completely different chip with a different slot so they dont fit into DDR sockets..

DDR2 has a lower latency but a higher transfer rate.. it also uses less power and is more reliable. but I dont know of many motherboards out there that you can buy cheeply that support DDR2..

DDR2 is really QDR or Quad Data rate.. just like rambus (thats why rambus are suing at the moment)... that means that data is not only transferred on the rise and fall of every clock cycle but also in between.

If I was you.. considering that most systems only have about 2-3 ddr slots.. I would see how many slots I had left and then Try to fill them with the Highest capacity Sticks I could find for a good price.. at the moment the good  price point is 1 x 1 GB Memory module..

8
Hey I just found a nother falling bug.....

Monsters dont seem to take any damage form falling...


I was fighting an Uber and a Trepor in the wilderness and I thought I'd cunningly lure them into a trap...

so I Ran up a hill and they followed... then I lured them along the ridge.... Then I sprant past them back down into the valley and took some arrow shots at them to get them to chase me...

So they did.. and fell down off the ridge into the valley....


To my surprise they took absolutely no Damage from the 3-4 storey drop...

that would have killed me instantly...

so much for my cunning plan ;)

Just thought I'd add that to this thread since we are on the topic of falling damage.


And as per the last post.. even if your right and the distance of falling vs damage is a constant value.. it is still fundamentally flawed in that it considers Falling and Sliding cause the same damage...


For example if I was out hiking oneday and fell off a 5 Storey cliff then I probably wouldnt live to tell the tale..

But if I was climbing up a mountain at 60 Degree angle and I fell ... I would tumble roll and slide for a bit and end up with some very nasty scratches maybe even some broken bones...

but I assure you the damage would be significantly less sliding down a hill than falling off a cliff.




9
Just finished my testing...

I have discovered the following...

FOR Windows XP

YOU need a huge page file.. if its too small the game will crash after a while. .. say if you have 512 - 768 MB of ram your page file should be about double that

I tried Playing with the adaptive distance reduced and it does make a huge difference in all areas except the wilderness..

What I have noticed is that the wilderness area seems to be the only place where it still tries to draw the entire landscape (hills etc) no matter what setting your adaptive distance is on.

the trees, shrubs and other objects arent drawn past the adaptive limit but the hills ARE.

All other areas filter out the objects like walls etc  past the adaptive distance limit and so they arent drawn... (speeds things up nicely)

I presume the Rolling Hills wilderness area doesnt do this because the Adaptive distance probably works on an Mesh by Mesh basis... and because the hills are one big Height Field Mesh.. it just tries to draw the whole thing...


And so for users with limited memory... in their cards.. I dont think you can optimise the Wilderness much..




10
yes consistancy would be nice...

if I could jump down 3 storeys in the death realm with not a scratch then I'd be wondering wats wrong..
jumping down some of the levels in Hydlaa you learn hmm maybe not the smartest idea so you dont do them too often.. but when the damage caused vs distance drop changes depending on where you jump then its extremely confusing and unrealistic.


a blanket number of hitpoints also doesnt account for reality... Yes its true  anyone falling off a cliff would die.. but at the same time People jumping down a 1 storey building will recieve varous damage depending on their weight, strength and agility and also how they land..
however I understand that reworking the physics to account for those factors is not so easy.. so all I am suggesting for now is that the fall damage taken more consistant throught the game... I wonder if there are any freeware physics SDKs that could help in this area..




11
which also validates the point about inconsitant falling damage...

if you can jump down the well and have NO damage.. and then you die from using a staggared drop approach.. (ie breaking up the drop into 3 smaller drops)

then isnt that a contradiction in the laws of physics?

12
no but you do ask yourself.

Gee I wonder why people put some sort of layered wooden hanging bridge like structure...

maybe they intended to use it to get down?

and wow look at all these pathways and WOW look at all these stones halways and staircases...

someone really must have gone through lot of effort to make it ellaborate for the dead people that got chucked down there ;)

and surprise surprise... where are the dead people ?

I wonder if they just chucked all the stones and people down there and magically it all came together ;)

*edit*

I would like to climb to the Mount Everest and I wonder why they have made it so damn difficult and dangerous. Wouldn't it be nice to drive almost all the way to the top and then take a 15 minutes walk? It would definitely attract more people ;)

If I climbed all the way to the top of mt everest and then found a castle full of monsters.. I sure as hell would be wondering.. well GEE RAY how the hell did they do that ?

must be a path around here somewhere ;)

Please avoid posting two or more successive posts before others have replied. Just edit your last post to add new information. Thanks! --Karyuu

13
The Hydlaa Plaza / Re: School web filter
« on: May 05, 2006, 07:27:35 am »
your teacher might argue that using school computers to read about games isnt a productive use of school time or resources ;)
he he he he

14
why does it have different levels and wooden bridge like structures to catch your fall if its not some kind of path way down ? :P



15
Tough luck, is all I can say. There is absolutely no reason to complain.

If you want a game to be successful and appeal to a broad audience comments like those arent helpful.
Especially when the aims of the Planeshift team are said to be focussed on Realism and Creating an involving Roleplay experience...

what I mean by this.. and this is the bugbear of almost every 3D game that was created in the beginning.. and that is things like ladders and ledges are too easy to fall off and die..


in planeshift you can slide down a small hill (yes slide not fall) and die.. or walk up to a ladder and fall to your doom.

many games have countered the ladder problem by realising that when a player walks into a ladder his intention is to CLIMB down it.. and so they have built in Climbing functionality that takes over as soon as you walk into the ladder (an excellend improvement)

Other games deal with the sliding to your doom or dropping to your doom issue by simply taking away almost all of your hp if the intention is for you to be able to jump down there..
and if the intention is for you not to be able to jump down there then you die..


The problems that many players are having with the whole falling concept in Planeshift is that it isnt consistant...
Some drops like the very steep 2-3 storey drop in  the death realm cause no damage at all.
Other drops like a 1 storey drop from one level of hydlaa to the other cause minimal damage

But if your in the wilderness and you slide down a storey or 2.. (not drop)... then you die instantly.
In the Laanx dungeon entrance you also die from 1 storey drops...
Also if your in the Arena and you run down stairs sometimes it can be fatal...

If you want to make the dungeon area more restrictive to lower level players then consider putting a horde of hungry monsters that attack as soon as you drop down..
or just putting more deadly, agressive monsters in general..

the point is... Dropping to your doom really does kill the game play experience.... in some areas like the death realm its nescessary to give a sense of danger... (no argument there) but as for entrances to places.. ie pathways built by someone to access an area.. then the whole notion of death by drop is unrealistic...






Pages: [1] 2 3 ... 5