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Dead
 
PostPosted: Wed, Feb 24 2010, 19:59 PM 

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Whats up with trees that fall down becouse of the spells?

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Jes
 
PostPosted: Wed, Feb 24 2010, 20:01 PM 

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Wouldn't powerful spells make a tree fall down? :wink: There's a reason all the rangers and druids go crazy when people fight in the forest.

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TormakSaber
 
PostPosted: Wed, Feb 24 2010, 20:04 PM 

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Magic has an effct on the environment, both positively and negatively? Amaizng.

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Dead
 
PostPosted: Wed, Feb 24 2010, 20:40 PM 

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Interesting thing that it has effect only in the Forest.

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Torzeng
 
PostPosted: Wed, Feb 24 2010, 21:12 PM 

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I've seen trees blown up outside of Cordor. If it's the "thick forest" effect, you can't seem to alter it. But if it's single trees, a lot of them seem to be destroyable (intentional or accidental!)

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Mahtan
 
PostPosted: Wed, Feb 24 2010, 21:19 PM 

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Easy way to know it. If they are Placeable trees from 1.69. (Leaves are much higher quality and match the forests in Caraigh") Then they properly react to mages flinging fire balls and Druids recklessly casting Fire Storm, Earthquake, etc in the forest.

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Merrien
 
PostPosted: Wed, Feb 24 2010, 21:22 PM 

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I think Bubbles may start planting some seeds for that forest to grow again . . . . hmmmmmm.

Although of course a new forest is even more vulnerable to magical foolishness and battle shenanigans! ;)

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Mr Mago
 
PostPosted: Wed, Feb 24 2010, 21:23 PM 

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Static vs Non-static.

The world is a cryptic place.

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Yurell
 
PostPosted: Wed, Feb 24 2010, 21:35 PM 

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Oh, the trees fall down? Awesome! I wish there could be more like it.

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Torzeng
 
PostPosted: Wed, Feb 24 2010, 21:37 PM 

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Yurell wrote:
Oh, the trees fall down? Awesome! I wish there could be more like it.


They also grow "As fast as a Reset, or your money back!"

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Dev Disco
 
PostPosted: Fri, Feb 26 2010, 15:16 PM 

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Hmmm... that can explain some lag issues.

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Merrien
 
PostPosted: Fri, Feb 26 2010, 15:31 PM 

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Dev Disco wrote:
Hmmm... that can explain some lag issues.


I'm so willing to sacrifice the realism of that for less lag!

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jafman30
 
PostPosted: Fri, Feb 26 2010, 15:32 PM 

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I'm not! I haven't even seen them fall yet, but it sounds crazy!!

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Merrien
 
PostPosted: Fri, Feb 26 2010, 15:33 PM 

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jafman30 wrote:
I'm not! I haven't even seen them fall yet, but it sounds crazy!!


So let Jafman see it, then nerf it <_<

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Sylfwe
 
PostPosted: Fri, Feb 26 2010, 16:42 PM 

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I want to see this too, is it a recent addition?

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Nekhy
 
PostPosted: Fri, Feb 26 2010, 16:52 PM 



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It's not an "addition", but a "bug" because something was apparently forgotten.


 
      
Sylfwe
 
PostPosted: Fri, Feb 26 2010, 16:55 PM 

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Interesting bug then.

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AlphaWaves
 
PostPosted: Fri, Feb 26 2010, 17:08 PM 

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I've seen it happen in Caraigh.

I believe it was chain lightning that I had used when I saw it happen about 3 weeks ago, I think.

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Mobile_Svensk
 
PostPosted: Fri, Feb 26 2010, 18:02 PM 

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its actually quite bad; i mean... as disco said. It causes mean lag

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Mr Mago
 
PostPosted: Fri, Feb 26 2010, 18:18 PM 

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Non-static placeables cause lag, and they can be destroyed.

The fact that they can be destroyed is generally not appreciated, due to people having an uncanny urge to destroy everything they can, just because.

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Dev Disco
 
PostPosted: Fri, Feb 26 2010, 19:05 PM 

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I simply didn't think of checking those trees when I put 'em in... damn, there's quite a few of them in Caraigh.

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TormakSaber
 
PostPosted: Fri, Feb 26 2010, 19:12 PM 

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Whoopsies. :D

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Empty Observer
 
PostPosted: Fri, Feb 26 2010, 20:53 PM 

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>.> I may be way off base, but isn't that just a matter of going thorough the placables and selecting 'static and 'plot' or it it something else?


 
      
Merrien
 
PostPosted: Fri, Feb 26 2010, 21:02 PM 

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Empty Observer wrote:
>.> I may be way off base, but isn't that just a matter of going thorough the placables and selecting 'static and 'plot' or it it something else?


Yes, but if you've put down a lot of them, it's time consuming to change them all individually. I believe you can save a version of the tree to use for future reference that is marked static instead, but for existing trees, gotta change em individually.

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Selvec Darkon
 
PostPosted: Fri, Feb 26 2010, 23:44 PM 

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Just leave them. Destroyable tree's sounds awesome.

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maglorine
 
PostPosted: Sat, Feb 27 2010, 0:07 AM 

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Amia Forest has been causing me serious lag, even during quiet periods in terms of player population. Started several weeks ago. Freezing, even a crash here and there. Blargh.

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Yurell
 
PostPosted: Sat, Feb 27 2010, 0:18 AM 

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It does lag for me too, and freeze in places (the sort of freeze you get when a bunch of buffed people suddenly appear in your sight range).

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Nekhy
 
PostPosted: Sat, Feb 27 2010, 1:36 AM 



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Selvec Darkon wrote:
Just leave them. Destroyable tree's sounds awesome.


Sounds awesome, but puts a terrible strain on the server.


 
      
Gunz
 
PostPosted: Sat, Feb 27 2010, 1:57 AM 



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Not to mention, it's silly because they just "grow right back" at reset. There's no addition to realism there, only addition to lag. ::nod::

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DolphinRacer
 
PostPosted: Sat, Feb 27 2010, 2:11 AM 

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This explains why my computer kept having minor seizures when I walked through there, though I never have the problem at Caraigh. Then again I'm not a spell slinger >.>

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Jes
 
PostPosted: Sat, Feb 27 2010, 2:40 AM 

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I vouch for the lag issue, as well. I have a high-end computer that doesn't lag for anything but the trees in the forests.

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Yurell
 
PostPosted: Sat, Feb 27 2010, 2:42 AM 

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If it causes too much lag, I'd rather have lag-reduction than killable trees.

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Dev Disco
 
PostPosted: Sat, Feb 27 2010, 8:18 AM 

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I don't know IF it causes lag... I did connect it to somebody complaining about going completely bonkers in Amia Forest.

Besides, in my opinion it's rather peculiar that you can destroy 1% of Amia's trees while 99% remains untouchable. I prefer a 100% solution. One size fits all.

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Terra_777
 
PostPosted: Sat, Feb 27 2010, 10:58 AM 

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And I think its plot vs unplotted. <.<

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Mr Mago
 
PostPosted: Sat, Feb 27 2010, 11:58 AM 

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Dev Disco wrote:
I simply didn't think of checking those trees when I put 'em in... damn, there's quite a few of them in Caraigh.


All of the 1.69 placeables aren't static by default.

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Mr Mago
 
PostPosted: Sat, Feb 27 2010, 11:59 AM 

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maglorine wrote:
Amia Forest has been causing me serious lag, even during quiet periods in terms of player population. Started several weeks ago. Freezing, even a crash here and there. Blargh.


Non-static placeables don't cause area restricted lag. It causes server wide lag.

What you're experiencing probably has more to do with the high poly + textured models.

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DerkDerkistan
 
PostPosted: Sat, Feb 27 2010, 12:02 PM 

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I'm not very good at the technical stuff regarding this game, but I think the lag everyone is experiencing is a rendering issue, not due to your system, but the game itself. Trench coats also do the same thing, but to a lesser extent.


 
      
Moridan_X
 
PostPosted: Sat, Feb 27 2010, 14:54 PM 

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lulz. trees fallin' down. nonsense!

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Dev Disco
 
PostPosted: Sat, Feb 27 2010, 18:33 PM 

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Well, it's pretty simple: I can't even set them to static. Thank god....

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Mr Mago
 
PostPosted: Sat, Feb 27 2010, 18:43 PM 

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Dev Disco wrote:
Well, it's pretty simple: I can't even set them to static. Thank god....


You can.

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Empty Observer
 
PostPosted: Sat, Feb 27 2010, 20:04 PM 

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Well, I am not sure about anyone else, but I was having pretty severe lag right after the forest burned and before the trees were up. I had always assumed it was because it's a huge area and at the time, placable heavy- smoke, water puddles, scorch marks, rubble piles, etc.- and most of those were destroyable too.

Now it's tree heavy with the same result. While it may not be the type of placable, I think it definitely has something to do with them not being static or plot, simply because places like The Temple of Waukeen is also placable heavy (you'd be surprised) and has no lag problems except a small amount when the server comes up and everyone logs in.

Just a thought.


 
      
Dev Disco
 
PostPosted: Sat, Feb 27 2010, 20:13 PM 

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Mr Mago wrote:
Dev Disco wrote:
Well, it's pretty simple: I can't even set them to static. Thank god....


You can.


Doesn't have a 'static' box for me?

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Dev Disco
 
PostPosted: Sat, Feb 27 2010, 20:16 PM 

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Empty Observer wrote:
Well, I am not sure about anyone else, but I was having pretty severe lag right after the forest burned and before the trees were up. I had always assumed it was because it's a huge area and at the time, placable heavy- smoke, water puddles, scorch marks, rubble piles, etc.- and most of those were destroyable too.

Now it's tree heavy with the same result. While it may not be the type of placable, I think it definitely has something to do with them not being static or plot, simply because places like The Temple of Waukeen is also placable heavy (you'd be surprised) and has no lag problems except a small amount when the server comes up and everyone logs in.

Just a thought.


How do the new Caraigh areas fare? They are heavy on those trees, but I made sure I only 2-3 types in each area. Models are loaded when you enter an area and those threes are heavy, but once they are in memory it doesn't matter that much.

Anyway, next update (prolly tomorrow) has a new Amia Forest without those trees. Looks pretty nice, if I may say so.

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Mr Mago
 
PostPosted: Sat, Feb 27 2010, 20:25 PM 

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Dev Disco wrote:
Mr Mago wrote:
Dev Disco wrote:
Well, it's pretty simple: I can't even set them to static. Thank god....


You can.


Doesn't have a 'static' box for me?


Make it useable first, then uncheck useable. Makes it possible to make it static.

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Empty Observer
 
PostPosted: Sat, Feb 27 2010, 20:33 PM 

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Dev Disco wrote:
How do the new Caraigh areas fare? .


I actually haven't had any problems at all in Caraigh, to be honest, though I don't think I've gone through the areas when the server was particularly full either. If I see more than 20 people logged into to B I will go check the area out again and see if that changes.


 
      
colanah
 
PostPosted: Sat, Feb 27 2010, 21:09 PM 

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Caraigh has spotty lag moments. Sometimes the maps grind to a standstill one day and the next it flows rather smoothly. There are trees still that are 'droppable' on the map for the Elderstones though I haven't checked the grove/bridge maps and had no IC reasons to toss AoEs in Mushroom lane.

...not yet anyway.

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Empty Observer
 
PostPosted: Thu, Mar 04 2010, 1:24 AM 

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Spent some time running around Caraigh today when there were almost 30 people on the server. I was alone in those areas where the news trees are and found minimal lag, though there was some present for sure.

The canopies of these trees don't seem to render translucent when to camera passes through them- is that how they are supposed to work? It looks nice but it's pretty hard to see whats going on with your character without constantly rotating the camera to get around the canopy.

EDIT: There might be a lot more opinion on this if this thread was moved to the "Improving Amia" Topic.


 
      
Selvec Darkon
 
PostPosted: Thu, Mar 04 2010, 1:27 AM 

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The lumber trades will be crying right now.

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