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Medieval City


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542 réponses à ce sujet

#501
Zwerkules

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Sorry for not being up to date here. Is Medieval Rural a part of Medieval City, or is it a stand-alone hak? In my list of Haks I have both. :)

The two tilesets have some similar terrains, but the city tileset is for building a city while the rural one is for the surroundings thereof, like villages, mountains, coasts and cliffs.



#502
YeoldeFog

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I know, but I did not found Medieval Rural on Neverwintervault :)



#503
Zwerkules

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I know, but I did not found Medieval Rural on Neverwintervault :)

Look at my signature. It's listed there.



#504
Jedijax

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They're separate. As the name implies, one focuses on rural areas while the other is a city tileset. They bear the same style and theme, however, and blend together quite nicely. Separate, yet complementary. Oh duh! Page didn't refresh. I didn't see your question had already been answered by the author...

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#505
Jedijax

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Sorry to bother you yet again, Zwerkules, but I'm wondering what the CEM repair node in your tiles does. I've also noticed the tcm tiles have all their windows lit at night, unlike the tcn ones, BUT, I've also noticed the original city tiles emit a tenuous light on surrounding walls and sidewalk, while yours don't. It seemed curious...



#506
Zwerkules

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Sorry to bother you yet again, Zwerkules, but I'm wondering what the CEM repair node in your tiles does. I've also noticed the tcm tiles have all their windows lit at night, unlike the tcn ones, BUT, I've also noticed the original city tiles emit a tenuous light on surrounding walls and sidewalk, while yours don't. It seemed curious...
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The CM3 repair node is added by clean models and is super annoying. :P If you load more than one model into gmax and they all have a CM3 repair node everything that was linked to one of those will be linked to the first CM3 repair node. That's about the only problem I have with Clean Models, it's otherwise a really useful tool.

The windows that are lit at night use self illumination. The ones in the Bioware city tileset use lights instead. Medieval City has buildings with those lights, too, but many of them can cause lag, so I only used them sparsely. Try to have no more than eight or at the most a dozen of those buildings in one area.


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#507
VeeTpl

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Hey Zwerkules!

 

Just wanted to say a big thank you for the recent HAK update.

 

 

Regards,

VeeTpl



#508
T0r0

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The windows that are lit at night use self illumination. The ones in the Bioware city tileset use lights instead. Medieval City has buildings with those lights, too, but many of them can cause lag, so I only used them sparsely. Try to have no more than eight or at the most a dozen of those buildings in one area

 

 

So self illumination is a better method (i.e. causes less lag) ??



#509
Zwerkules

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So self illumination is a better method (i.e. causes less lag) ??

Visually it's not better because only the windows appear lit at night, there's no actual light coming from them that might light the street or objects on it. It is however much better for the engine than real lights and there's also the limit of lights to consider. If every house in an 8x8 city area had its own light, many of those lights probably wouldn't be rendered because there is a limit of how many lights there can be in the visible area (you can adjust that in the game settings, but I think the maximum is no higher than 8).

It's best to have a mixture of both, windows with real lights and windows with self illumination. The real lights just have to be used a lot fewer than selfillum windows.


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#510
OldTimeRadio

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Though not in this case, but occasionally true static lights (or, potentially, negative lights) can come in handy.  Upside: A lot cheaper than regular lights.  Downside: Only light static geometry.  Because of the vertex lighting (and depending on how complex the geometry is), they can either look pretty neat or downright awful.  Settings, Example Scene, look you can achieve.


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#511
Koragi

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I play on a PW that uses this tileset and it crashes me every time I try to load the area. There's at least one other person who has the same problem. The version of the tileset used is from April of 2015 (the one mentioned here).

 

What happens:

I use a transition into the area that uses this tileset. The loading screen comes up. The whole game crashes when the loading bar reaches about a third of the way. The area that uses this tileset is the only one in the PW module that does this.

 

Computer Specs:

Acer laptop

Processor: Intel 4th Generation Core i3, 2.5 GHz

HD: 500GB

RAM: 4GB

Video Card: Integrated Intel (Will double-check that I have updated to the latest drivers)

OS: Windows 10

 

Windows 10 is the only thing in common between me and the other player I know who has this problem.

 

I appreciate any help at all! Thanks!



#512
T0r0

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That's strange. DL it and create and a few areas in the toolset.. See if you can reproduce the crash.. otherwise my guess it's somethng specific to the server. But if no one else on that PW is having a problem, it points to something in your setup..

Ask your pw admin if he can export the area for you maybe ??????



#513
Failed.Bard

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I've seen crash issues with the tileset happen if the area is built with a tile in it from a newer version of the hak to what the players are using.  To check if that's the case, you could DL the newest version of the tileset and see if you still crash.  The haks is backwards compatible, so having a newer version of it playerside isn't an issue, but a builder using a newer version of it to make the area could be. 


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#514
Zwerkules

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The latest version is from March 2016. It's very likely the PW uses a newer version than the one you have. Since it is a PW you probably don't have the module, otherwise it would be easy to find out what's wrong. Just open the area that crashes in the toolset and you'll get an error message that will give you a hint what went wrong.

The April 2015 version is rather old. There have been three updates since then in June and September of 2015 and March 2016.

I'm making progress in creating the last groups and features I need for my module so it is possible that there'll be a "final" version at the end of May. With final version I mean that I will probably not add anything new to the hak any more after that, but if there are bugs found I'll of course fix them and upload an updated hak.

One thing I'm considering is to go through all the tiles with buildings that have smoke emitters from the Bioware city and replace those with better looking ones.

Maybe I can use "grep" to make a list of all the tiles that have emitters that need to be changed.


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#515
Raetzain

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I play on a PW that uses this tileset and it crashes me every time I try to load the area. There's at least one other person who has the same problem. The version of the tileset used is from April of 2015 (the one mentioned here).

 

What happens:

I use a transition into the area that uses this tileset. The loading screen comes up. The whole game crashes when the loading bar reaches about a third of the way. The area that uses this tileset is the only one in the PW module that does this.

 

Computer Specs:

Acer laptop

Processor: Intel 4th Generation Core i3, 2.5 GHz

HD: 500GB

RAM: 4GB

Video Card: Integrated Intel (Will double-check that I have updated to the latest drivers)

OS: Windows 10

 

Windows 10 is the only thing in common between me and the other player I know who has this problem.

 

I appreciate any help at all! Thanks!

 

This is a problem with different hak versions. The server isn't using the most updated version, or you are not. I would bet on the server.



#516
meaglyn

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It'll be the client-side one that's out of date.  A newer client-side hak should not cause problems with an older server-side hak. But a newer version on the server likely means the module is using things that are not in the older client-side version. As long as the hak is backwards compatible, and I'm pretty sure Zwerkules is careful about that, just make sure you have the lastest version on the client side.


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#517
Empyre65

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Could this be solved by giving different versions different file names (with version number)?



#518
Zwerkules

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Could this be solved by giving different versions different file names (with version number)?

Even if that would work, which it doesn't, why do it if all you have to do is download the latest version?


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#519
Empyre65

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If you have different version of a file "in the wild" with the exact same file name, it leads to confusion, especially if the server and the client have different versions. The player will be wondering why it doesn't work when, as far as he can tell, he has the same file as the server.



#520
henesua

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No. the files should not have the version numbers on them. It should remain as it is.

 

Having the label of the HAK include the version number is a problematic solution in search of a problem to solve.

 

Newer versions should be backwards compatible, and the exceptions to this are very notable. So just update your HAKs if there is a problem. Its not complicated. The server should be communicating with the players as well when they update HAKs.

 

Adding the version number to a file name on the other hand complicates things. It means that players have to have the precise version you are using. It means that people are filling their hak folders with many different versions of the same thing (of which you only need the latest version). And when downloading an old module, and the old version of the HAK is not available you have to do some trickery by duplicating and renaming a HAK, even though it isn't of that version.

 

No. Just no. No one should do this unless perhaps you are the creator of the HAK and need to track the different versions for yourself privately.

 

The solution is for the player to update their HAK. There is no problem with a player having a newer HAK than the server.


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#521
Empyre65

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ZWerkules already explained that it wouldn't work, but then he asked a question. I was answering that question. I see your point in a context where backward compatibility is a given. I understand now that for this game, version numbers in the file name are not needed or desirable.


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#522
Proleric

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As others have implied, since modules won't recognise a hak if its filename changes, it's generally better to avoid including the version number in the filename, but ensure backward compatibility.

There is an issue with this, though. NWN will crash on area load if the area contains a model which isn't in the hak. So, if the module is using the latest hak, but the player isn't, bad news. Murphy's Law ensures that this will only happen after hours of play. Since the diagnosis isn't obvious to the player, they may give up at this point, or report it as a module bug. Example.

I proposed a version control standard to deal with this. Apparently, it only works for SP, but it wouldn't do any harm to include it in new haks.

#523
Raetzain

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Honestly, it's up to the Server to make sure the player has the proper files. If they're sending their players off to download the medieval city .hak instead of combining the tilesets they're using into a single .hak, they're just asking for problems.



#524
Tarot Redhand

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Oh, goody. So to avoid crashes a player must re-download the same content dozens of times bundled up in bespoke haks? Why? As a content creator why should I be deprived of feedback when there is so little of it anyway? By all means create your own top hak with your own unique content and custom 2das to get standard assets from the vault to work nicely together. Send your players to get what else is needed from the vault and keep them informed when you upgrade those assets.

 

TR



#525
Koragi

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After reading your responses, I did some digging and discovered that it was indeed a version issue. My server changes hak names (adding a, b, c, etc.) with new hak updates, so I didn't notice that my version of randomhak_c didn't have the same date as the one they have posted. I just recently bought this computer, so someone must have updated the link since then and I and just a handful of people were unlucky enough to have downloaded during the time when it was wrong.

 

Versions. Ugh. Haha. Thanks, guys!