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 - sariel

Pages: [1]
1
Technical Help: Problems BEFORE entering the game /
« on: September 18, 2003, 08:54:50 am »
Ok, thanks.

I\'ll go check it out as soon as I get home from work ;)
(AARGH.......8 hours to go...)


Sar

2
Technical Help: Problems BEFORE entering the game /
« on: September 16, 2003, 08:55:13 pm »
Attempt to optimize it for my system, maybe enhancing the speed of the thing a tiny bit?

3
General Discussion /
« on: September 16, 2003, 08:41:23 pm »
Hmm.......as it is now (MB release), I\'d say the reqs are:

- P4-1500 or similar
- 512 megs mem
- Radeon 9500 pro 128mb (or geforce equiv....oops...there is no geforce equiv...)
- 500 megs harddisk.
- directx 9
- opengl enabled drivers

Using those, you usually have a reasonable framerate. You\'d probably get better framerate at later releases, and with a better cpu.
My specs are a bit faster than this, and I have an avg. framerate of 15 outside the temple (at 1024x768), and up to 150 inside, or between buildings.

sar

4
General Discussion /
« on: September 16, 2003, 08:37:39 pm »
Nah, it was to create a brand new city and stuff, just to be able to see if it\'s possible and all.
I just wanted to make something, as the current world for PS is so very small. There\'s a single town (can\'t really call it a city yet), a dungeon, two towers and that\'s about it.
And maybe (doubtful, but maybe) it would be added to the game itself.

Sar

5
I noticed there\'s a linux compiling howto for PS. I would like it if there was also one for Windows (preferably for Visual studio .net)



Sar

6
Technical Help: Problems BEFORE entering the game / Safe mode
« on: September 16, 2003, 08:30:19 pm »
It works. Don\'t ask HOW it works, but it does.
Basically, your framerate goes down the drain (opengl framerate/20), it looks TERRIBLE: extremely blocky and stuff.

Just go for opengl mode...it\'s faster, it looks better, and it\'s just plain better.

Sar

7
Wish list /
« on: September 16, 2003, 08:56:52 am »
Quote
Originally posted by Xandria
I remember thinking about this problem a little while back.  Here is how I see it, put very brieftly (if I\'m wrong, and I know I am, please correct me devs):

The role of the server is primarily to store information about player characters, npc\'s, and everything in the world that is dynamic, in addition to sending this information to the clients.  So perhaps one way to solve the problem, if a large cluster model were to be used, would be for all the nodes to control the distribution of information to the clients for different areas of Planeshift.  So a simple model, as previously mentioned, would have 9 servers, each in change of passing information about the level to the clients.  However, all information regarding characters (picking up items, making trades, gaining levels) would all be communicated with the main ps server, so that issues with data tampering are kept to a minimum.

Therefore, such a system would help improve performance (main server only works with character data, all other servers in charge of other data) while keeping the system stable (the main ps server can\'t be tampered with, and no worries of corruption from other servers).

Tell me what you think (just don\'t be too harsh, I\'m writing this late at night  ;) )


I agree on you with this. You do not want the client data to be stored on a dozen (if not more) servers, but only on the main PS server. This would indeed stop much of the cheating by hacking files (as the main server should be trusted to be secure enough).

8
General Discussion / Cities in PS
« on: September 16, 2003, 08:41:27 am »
Been fooling around in the world files, seeing if I can create some minor addition to the world (seeing as it\'s fairly small right now).
What I saw I really didn\'t like too much......a HUGE xml file, with no apparent useful data.... From what I gathered though, was that each single point in the game was written down there, down to the exact (6 digit decimal or something) position in the game relative to some point. That kind of discouraged me, as it seems to be an impossible way to build anything unless you have at least 5 years of time to spare to build a single house....

Is there some kind of program which lets you build the world using some gui, or another way than using notepad/ultraedit?

Sar

9
The Hydlaa Plaza /
« on: September 14, 2003, 07:36:48 pm »
Quote
Originally posted by Vengeance
Ok Abe, you convinced me.

I\'ll make sure that  none of the quests take more than 2 minutes either and everything is located really close and obvious for you.

You really don\'t get it... and that\'s a shame because it is preventing you from enjoying these games.

Just my opinion,
Venge


Venge, I think you overdid it a bit with the 2-minute thing. Basic things should be able to be found in the vicinity of the town, I agree with Abe on that (Please, don\'t delete my account), BUT they should only be BASIC things (swords, daggers, armour, minor semi-useless magic runes, newbiestuff).
The more interesting things, people should take time getting those. 80 miles is a bit far, but having to walk for quite a while (say, 30 minutes RLT or something) dodging arrows, dragons, wolves, tigers, other treasurehunters, that would be better. It\'s not that the game should be TOO easy, it\'s that people should have a challenge for the better things (the better, the more you dodge, parry, hurt).

And for getting those better things, there would be two choices; either you team up with someone (or more than one), or you go alone, and hope you won\'t be hurt going there, or killed on your way back.

As for the no-travelling thing, it can be annoying. Maybe it would be an idea to have a FEW points over the map, which you can use to travel from one place to another, like between levels, or between one end of a level and another, so you don\'t have to travel the whole cone just to get to the top or bottom. That way, people would be using more of the landscape, and not sticking to one or two close-by towns, crowding them out (As Hyplaa is close to now, with up to 40 people doing the hunt-the-crystal). And it would make the worldbuilders happier, as they will see that their areas will be used too (Been builder for various MUD\'s (yes, text-based mmorpg, ancient-style), and it\'s always nice to see your area being used by players, and getting compliments about them).

Sar

ps: RLT = Real Life Time.

10
Wish list / Lag fix
« on: September 14, 2003, 07:14:10 pm »
Well, I read the fix, too bad it doesn\'t work: The site where he has the configs and various pictures doesn\'t exist, so I couldn\'t check if what I did was correct. Probably not.

Each time I tried to run the game, I got a \"Error: memory could not be \"read\"\" message. Bit annoying.

Did anyone make a backup of the files he put up?

sar

11
Wish list /
« on: September 14, 2003, 01:47:20 pm »
Each to a seperate directory, or all in the same directory?

12
Wish list / Server linkage
« on: September 14, 2003, 01:42:39 pm »
It would be very cool to be able to set up your own PS server, and have it link up to a main server, thus creating nodes all over the world. This would reduce the workload of the main PS server, spreading it over the various node-servers.
Maybe they could act as neighbouring cities, or neighbouring countries or something, with each of the servers having their own part of the world, linked to eachother using the main server. Travelling from one country to another country on PS would be....travelling from one country to another, serverwise. You\'d be switching between servers, as you cross borders. You\'d of course still be connected to the same server, but the data needed would be sent through that server to the one where the country is located where you just went to.

Explanation:

Connect to server C.
Server A is the main server
Node countries/cities are: B, C, D, E.

You start in country C, walk around a bit, and then decide to go to country B. You\'d cross the border, and server C would route data needed from you to B through A, and from B through A to you, as A is the big boss, coordinating all traffic between the servers B, C, D and E.

Sar
(I know...probably an idea for version PS 3.2.1)

13
Wish list / UNcompressed world data
« on: September 14, 2003, 01:33:34 pm »
Would it be possible to use UNCOMPRESSED data for the world, textures and stuff like that? I\'ve noticed the loading of the world takes a very long time, most of the time with my harddisk rattling along. Is this maybe caused by the fact that the world data is compressed, and that the game first needs to decompress 20 or so megs worth of data, then read the xml/wordfile in, and then is able to really load the data it needs?
It sounds to me, that if the decompression fase is removed, that the whole loading sequence will be faster, and less cpu-intensive, leading to a faster world buildup, at the cost of a bit extra diskspace (like that\'s a big problem...with 40gb disks on the market for 2 cents)

Please don\'t shoot me if my idea is wrong..I have enough holes in me already ;)

Sar

14
Technical Help: Problems BEFORE entering the game / Various issues
« on: September 14, 2003, 01:10:29 pm »
First problem (biggest one, i think):
It seems the mouse speed is coupled to the framerate of the game. High framerate (100+) results in extremely slow mouse movement.

This is best seen when walking towards the temple: lightning fast mousemovements due to low framerate (5-15 fps), and upon entry, extremely slow mouse movements due to high framerate (100-150 fps).
Also, when on top of the tower (after the massive amounts of stairs, ladders, and rope bridges), the mouse movement is quite slow too. This makes gameplay quite hard at times :(

Second problem:
The rain\'s freaky....when falling, they are basically 2px wide stripes. When you look normally (horizontal) this poses no problems. When you look up or down though, you get horizontal stripes falling down.

Third problem:
I\'m not sure why this is, but sometimes various surfaces are coloured yellow, green, purple, etc. Sometimes this is just a random flash, sometimes this is continual, sometimes it\'s a longer lasting decolouration, but not reproducable.

Fourth problem:
When I manually change something in the psclient.cfg, like the speed of the mouse, the updater overwrites the file. Maybe it\'s an idea to put all changeable things in a seperate file, which doesn\'t get overwritten by the updater.

Fifth problem:
The setup screen is a bit weird: large 640x480 screen (or something close to that), with a smaller screen in that, which isn\'t large enough for the contents (buttons are shown half)...


System specs:

Athlon 1800+
768Meg mem
Win2000, SP2
Radeon 9500 Pro, latest drivers
OpenGL mode, 1024x800/800x600 at 32 bits, both fullscreen and windowed.
Refreshrate: 85Hz
Connection: ADSL: 1024/512kbit
Date found: 13, 14 sept 2003
Game version: molecular, latest update.


Sar

Pages: [1]