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Lt. Commander
Join Date: Dec 2007
Posts: 120
Disable:

-Fabrication debris
These impede entity movement and add unnecessary position calculations.

-Entity collision detection (ground only)
Disabling this would allow to entities to occupy the same time and space, a violation of physics, but it would remove unnecessary calculations for where entities get shoved when one hits another. This would also prevent wandering NPCs ( and other players ) in stations from shoving players out of range of vendors, trainers, ect.

-Dust-storms and similar effects
More client side. Even my high-end machine is brought to its knees by these effects.

-Wandering non-quest-giving NPCs on stations
They often wander into walls, each other, and players. (See Entity Collision Detection)

These are meant to be temporary until ground lag is solved.

Thoughts and additional ideas?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
04-21-2010, 04:19 PM
Quote:
Originally Posted by KPX7873
Disable:

-Fabrication debris
These impede entity movement and add unnecessary position calculations.

-Entity collision detection (ground only)
Disabling this would allow to entities to occupy the same time and space, a violation of physics, but it would remove unnecessary calculations for where entities get shoved when one hits another. This would also prevent wandering NPCs ( and other players ) in stations from shoving players out of range of vendors, trainers, ect.

-Dust-storms and similar effects
More client side. Even my high-end machine is brought to its knees by these effects.

-Wandering non-quest-giving NPCs on stations
They often wander into walls, each other, and players. (See Entity Collision Detection)

These are meant to be temporary until ground lag is solved.

Thoughts and additional ideas?
Yeah, go ahead and write the code, we'll get it to QA as soon as you're done. Looking at our release schedule, it looks like we can get that tested and moved out in under two weeks.

Do you have the change control written up yet? The higher ups are going to want to....


.... oh.. wait... I just realized that neither of us work for Cryptic.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
04-21-2010, 05:15 PM
sug·ges·tion
n.
1. The act of suggesting.
2. Something suggested: We ordered the shrimp, a suggestion of the waiter.
3. The sequential process by which one thought or mental image leads to another.

Related words:

idea, thought

----

Behavior is typically controlled through some-what basic, pre-coded to the engine, flags.

Example:

A wandering NPC:
Behavior = FollowPath
pathname = Sol_Path_001

A lamp:
Behavior = Static

Besides that, all my suggestions require disabling code, not adding.


Troll more, practice makes perfect.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
04-21-2010, 08:43 PM
I do think something needs to be done about those kamikaze wandering NPC's at the stations. The ones that always bump you out of range of whatever you're trying to do (exchange, bank, fleet, etc.).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
04-21-2010, 11:17 PM
Quote:
Originally Posted by KPX7873
Disable:

-Fabrication debris
These impede entity movement and add unnecessary position calculations.

-Entity collision detection (ground only)
Disabling this would allow to entities to occupy the same time and space, a violation of physics, but it would remove unnecessary calculations for where entities get shoved when one hits another. This would also prevent wandering NPCs ( and other players ) in stations from shoving players out of range of vendors, trainers, ect.

-Dust-storms and similar effects
More client side. Even my high-end machine is brought to its knees by these effects.

-Wandering non-quest-giving NPCs on stations
They often wander into walls, each other, and players. (See Entity Collision Detection)

These are meant to be temporary until ground lag is solved.

Thoughts and additional ideas?
none of this is nessesary ,

1. dust storms and similar efects have little drag on a high end system.. lighting and shadows, draw distance, aa and af (which is turned on by default) all have more hit than particle effects or physics. , which by the way is turned all to max on my medium range 19" notebook and has no trouble. minimum 40+fps even in a window. (you might want to re-think your definition of highend if your machine is on it's knees.)

2. i am frequently bumped by npc and player characters while interacting with a vendow or consol and have never NEVER been knocked out of it. , it's only a nudge so how far away are you standing from the exchange consol? ..hold the "w" key half a millisecond more and walk 2 more steps next time, eh. .. unless there's some instace where you get towed by a npc and dragged around the station.. i dont see this as a problem. and have never seen it happen, nor has any of my fleet mates.

3. never had aproblem with fabrication debris either.. and i use them as much as i can.

.. the problem with peoples games crashing is from bad code... if they spent as much time as they needed to tinker with every little setting to implement, then reverse all these changes so they too are bug free and tested to be bug free.. then you'll just detract from the time available to fix the bad code in the first place. cryptic needs an experienced dx11 coder, sdk specialist, liason to microsoft dx department or all three. the problems making ground missions crash more than space is graphics and sound related, the poor performance is from bad optmisation of directx and windows memory management. if the code is optimised, the general crashes stop and enabling dynamic lighting and other options stops crashing games aswell.
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