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  #41  
Old 06-13-2009, 01:03 AM
MysticX2X MysticX2X is offline
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Originally Posted by Mark Sir Link View Post
Without even bothering to debunk you saying only 2 people liked the idea, only people who have no idea what they're talking about (IE you) would believe this to be a source of lag
Additional NPC's being loaded on your client does NOT have any sort of possibility of slowing your client?
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  #42  
Old 06-13-2009, 01:32 AM
jacob_bald6225 jacob_bald6225 is offline
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Additional NPC's being loaded on your client does NOT have any sort of possibility of slowing your client?
20 or 30 extra NPCs probably wouldn't hurt anything.
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  #43  
Old 06-13-2009, 01:36 AM
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Originally Posted by jacob_bald6225 View Post
20 or 30 extra NPCs probably wouldn't hurt anything.
And you know this?
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  #44  
Old 06-13-2009, 01:53 AM
MysticX2X MysticX2X is offline
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Originally Posted by jacob_bald6225 View Post
20 or 30 extra NPCs probably wouldn't hurt anything.
That's probably the case if you have an exceptional pc -- one that not all graalians have.

Honestly, I do not see the purpose of having dead bodies fading in and out spontaneously on the overworld as though that somehow makes sense or is even attractive, rather than cause an annoyance.
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  #45  
Old 06-13-2009, 03:19 AM
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In theory, it would make it classic more realistic. Then again, if we were going for realism, we wouldn't spar by running around in circles, now would we?
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  #46  
Old 06-13-2009, 04:28 AM
Mark Sir Link Mark Sir Link is offline
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Quote:
Originally Posted by MysticX2X View Post
That's probably the case if you have an exceptional pc -- one that not all graalians have.

Honestly, I do not see the purpose of having dead bodies fading in and out spontaneously on the overworld as though that somehow makes sense or is even attractive, rather than cause an annoyance.
u wrong
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  #47  
Old 06-13-2009, 04:47 AM
jacob_bald6225 jacob_bald6225 is offline
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Originally Posted by BlackSolider View Post
In theory, it would make it classic more realistic. Then again, if we were going for realism, we wouldn't spar by running around in circles, now would we?
This has nothing to do with striving for realism it is a cool effect--nothing more.
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  #48  
Old 06-13-2009, 09:11 AM
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Originally Posted by DustyPorViva View Post
And you know this?
I know it.

It's a simple putnpc, doesn't even need any script in it, just setting the body img etc and at the beginning, when created a check of how many of those NPCs are in the level..
After that it'd be silent, nothing more than a Bush
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  #49  
Old 06-13-2009, 05:39 PM
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Quote:
Originally Posted by Pelikano View Post
I know it.

It's a simple putnpc, doesn't even need any script in it, just setting the body img etc and at the beginning, when created a check of how many of those NPCs are in the level..
After that it'd be silent, nothing more than a Bush
Sure. OK.
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  #50  
Old 06-13-2009, 08:06 PM
Mark Sir Link Mark Sir Link is offline
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me and Zip were fooling around a bit with it on the Testbed server last night and the only lag issue seemed to be onPlayerDies() doesn't seem to be called immediately (just having an NPC in the level checking onPlayerDies() and setting player chat to "dead" was delaying anywhere from .5 to 6 seconds) but Classic uses different methods to detect death anyway.
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  #51  
Old 06-13-2009, 08:16 PM
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Lag will most likely come from having to load the NPC's when the player enters a level. There may also be some lag associated with gani's/showcharacters. Classic already lags a hefty amount when too many other players are visible... like I said though, I'm not sure if that's because of how it handles other players or because of all the showcharacters(disabling nicks helps, but it's still noticeable).

Whenever you enter a level, it has to load all NPCs be it local or dynamic(putnpc2 and such). I can notice it when I enter a level with a lot of bushes, because it will freeze upwards to a second or two. It's not just as simple as how much script is running.

Just remember, every object(bush/vase/sign) is an NPC, bombs are NPCs, then calculate loading players as well... and who knows what else. It would be fairly easy to create something like this to test the limits, however.
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  #52  
Old 06-13-2009, 10:30 PM
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Quote:
Originally Posted by DustyPorViva View Post
Lag will most likely come from having to load the NPC's when the player enters a level. There may also be some lag associated with gani's/showcharacters. Classic already lags a hefty amount when too many other players are visible... like I said though, I'm not sure if that's because of how it handles other players or because of all the showcharacters(disabling nicks helps, but it's still noticeable).

Whenever you enter a level, it has to load all NPCs be it local or dynamic(putnpc2 and such). I can notice it when I enter a level with a lot of bushes, because it will freeze upwards to a second or two. It's not just as simple as how much script is running.

Just remember, every object(bush/vase/sign) is an NPC, bombs are NPCs, then calculate loading players as well... and who knows what else. It would be fairly easy to create something like this to test the limits, however.
if people were really this worried about adding 15 or so NPCs with 3 lines of code I wonder if they'd be opposed to an increase in the playercount of 15 players.
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  #53  
Old 06-14-2009, 06:10 AM
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Players have a use. Dead bodies don't, except for Mog, but he's banned.
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  #54  
Old 06-14-2009, 10:42 AM
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Quote:
Originally Posted by DustyPorViva View Post
Lag will most likely come from having to load the NPC's when the player enters a level. There may also be some lag associated with gani's/showcharacters. Classic already lags a hefty amount when too many other players are visible... like I said though, I'm not sure if that's because of how it handles other players or because of all the showcharacters(disabling nicks helps, but it's still noticeable).

Whenever you enter a level, it has to load all NPCs be it local or dynamic(putnpc2 and such). I can notice it when I enter a level with a lot of bushes, because it will freeze upwards to a second or two. It's not just as simple as how much script is running.

Just remember, every object(bush/vase/sign) is an NPC, bombs are NPCs, then calculate loading players as well... and who knows what else. It would be fairly easy to create something like this to test the limits, however.
You start lagging when you enter a level with 50 Bushes?
Dude, don't talk bull****
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  #55  
Old 06-14-2009, 06:43 PM
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Quote:
Originally Posted by Pelikano View Post
You start lagging when you enter a level with 50 Bushes?
Dude, don't talk bull****
lol
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  #56  
Old 06-14-2009, 08:35 PM
BlackSolider BlackSolider is offline
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@ Sam

I think he means (or at least this sometimes happens to me) is that when you walk into a room/level with a large number of npcs (such as bushes,) you lag for a second or two while they load up. Many times my character will freeze at the entrance, and while I can see the level, I can't see the npcs for a few seconds while they all load up (angel clan or kris killem's are decent examples.) This doesn't always happen, but it has a few times.
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  #57  
Old 06-14-2009, 08:37 PM
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Originally Posted by BlackSolider View Post
@ Sam

I think he means (or at least this sometimes happens to me) is that when you walk into a room/level with a large number of npcs (such as bushes,) you lag for a second or two while they load up. Many times my character will freeze at the entrance, and while I can see the level, I can't see the npcs for a few seconds while they all load up (angel clan or kris killem's are decent examples.) This doesn't always happen, but it has a few times.
Hmh didn't know this happens, well it never happened for me
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  #58  
Old 06-14-2009, 09:03 PM
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The npc bush loading is really only a problem with players that have low spec computers, and as Graal isn't a game that you would expect to need a decent specification for it should be taken into consideration. However, my PC isn't terrible and I almost always have a huge delay when walking from level14 into the level above it and I think it's the same with walking towards Supernicks. I'm guessing that this is down to scripts loading, it's the same on Era in every single level on the overworld.
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  #59  
Old 06-14-2009, 10:15 PM
BlackSolider BlackSolider is offline
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Originally Posted by Rufus View Post
I'm guessing that this is down to scripts loading, it's the same on Era in every single level on the overworld.
I second this notion, and its even worse when you (I) walk into a room with several players shooting guns, explosions occurring, etc. etc.
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  #60  
Old 07-04-2009, 08:07 AM
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Did showimg get removed in the NPC-Server or GScript2 transitions? You could do this in one NPC per level in the old days. Although you'd not really be able to /persist/ them.

Edit: Just after posting this I realized the flaw: characters are drawn specially and aren't images. Oops.

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why use GUIs when we could pretend it's the 80s
Because there's no reason the options NPCW can't listen for chat commands to change the options also shown on the visual display.
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