Yes, it is.
I now changed the filename and uploaded again. This time I got the correct file when I downloaded it.
Medieval City
Débuté par
Zwerkules
, mars 25 2011 09:44
#76
Posté 24 mai 2011 - 07:09
#77
Posté 24 mai 2011 - 09:00
Zwerkules, I have sent you a message with a link to a file containing minimaps for this entire tileset as it currently exists.... check your pm's here. Just add those directly into your current medieval.hak and they should work fine.
Let me know if you want a different color for the doorway markers though.
Let me know if you want a different color for the doorway markers though.
#78
Posté 25 mai 2011 - 02:58
Thank you, Bannor! I'll upload an update to the tileset this weekend including the mini maps you made.
Now I got a few more halfling houses to build.
Now I got a few more halfling houses to build.
#79
Posté 08 juin 2011 - 09:18
Zwerkules, that raised building terrain is looking good. I'll give this city tileset another spin. Beautiful work!
#80
Posté 28 juin 2011 - 08:34
I have stopped working on this tileset until I can figure out what is causing the lag. It makes no sense to add more to it if it won't be of any use at all because it is too laggy.
Until now I had no luck at finding a cause for the lag. So far I can rule out the high poly count because there are tilesets with even higher poly counts and they don't have this problem and also it is not as if the poly count would get higher when there's less light.
People have told me that turning off all the smoke emitters didn't improve performance either and they are there during the day too, so they can't cause the lag either.
It gets laggy as soon as an area isn't brightly lit even if it is day, so the night time animations can't cause the lag either.
I'm running out of ideas where to look for the cause of the lag.
Until now I had no luck at finding a cause for the lag. So far I can rule out the high poly count because there are tilesets with even higher poly counts and they don't have this problem and also it is not as if the poly count would get higher when there's less light.
People have told me that turning off all the smoke emitters didn't improve performance either and they are there during the day too, so they can't cause the lag either.
It gets laggy as soon as an area isn't brightly lit even if it is day, so the night time animations can't cause the lag either.
I'm running out of ideas where to look for the cause of the lag.
Modifié par Zwerkules, 28 juin 2011 - 08:36 .
#81
Posté 29 juin 2011 - 12:01
Well, I've been doing a bit of poking around with the tileset, and as far as I can tell none of the houses under the groups cause that day/night lag difference, or not as noticeably if they do.
I only get it from the terrain buildings, and from them I'll get a drop off from 35ish fps down to 8-13 fps. Though, admittedly it doesn't seem as if all of the styles are as bad.
They were also causing that same fps drop to me even if I was at the far side of a 16x16 map away from them.
That's not very specific information for you, sadly, I'll poke around with it a bit more and if I find anything more concrete I'll post it here.
I only get it from the terrain buildings, and from them I'll get a drop off from 35ish fps down to 8-13 fps. Though, admittedly it doesn't seem as if all of the styles are as bad.
They were also causing that same fps drop to me even if I was at the far side of a 16x16 map away from them.
That's not very specific information for you, sadly, I'll poke around with it a bit more and if I find anything more concrete I'll post it here.
#82
Posté 29 juin 2011 - 07:13
Maybe NWN has a fantastic looking debility, although... ProjectQ works!
MedievalCity is a great Tileset, hope you find'it!
#83
Posté 29 juin 2011 - 10:15
Is this pure gem available somewhere to test? please? =)
#84
Posté 29 juin 2011 - 12:21
Jez_fr wrote...
Is this pure gem available somewhere to test? please? =)
I just searched the vault main page, using "Zwerkules" as the search term and found this:
Zwerkules Medieval City.
Modifié par Bannor Bloodfist, 29 juin 2011 - 12:22 .
#85
Posté 02 juillet 2011 - 05:41
Bannor Bloodfist wrote...
Jez_fr wrote...
Is this pure gem available somewhere to test? please? =)
I just searched the vault main page, using "Zwerkules" as the search term and found this:
Zwerkules Medieval City.
Surprising, I did the search, even checked all Zwerkules vault releases
#86
Posté 02 juillet 2011 - 11:13
I finally found the cause of the lag!
:)
Failed.Bard showed me which tiles caused the lag for him and they were all houses that had an orange light behind one of the windows. So I checked those lights and saw that I had set nDynamicType to 0. Changing it to 1 got rid of the lag.
It is still slower at night than it is at day, but it should run fast enough now if you aren't using a very old computer.
Many thanks to Failed.Bard!
Failed.Bard showed me which tiles caused the lag for him and they were all houses that had an orange light behind one of the windows. So I checked those lights and saw that I had set nDynamicType to 0. Changing it to 1 got rid of the lag.
It is still slower at night than it is at day, but it should run fast enough now if you aren't using a very old computer.
Many thanks to Failed.Bard!
Modifié par Zwerkules, 02 juillet 2011 - 11:14 .
#87
Posté 03 juillet 2011 - 04:15
Grats on tracking down the lag issue, Z (and Failed.Bard)! Now you can stop banging your head on your desk.
#88
Posté 03 juillet 2011 - 08:38
I already got rid of the headache I had from banging my head on my desk and started to make towers for the wall crosser.
Modifié par Zwerkules, 03 juillet 2011 - 08:39 .
#89
Posté 03 juillet 2011 - 09:29
OMG! I am soooo happy about you and failed.bard getting to the bottom of that. It is just too nice of a set to not use.
#90
Posté 03 juillet 2011 - 09:44
Great news Zwerkules..
I will use it with pleasure , both day and night *sighs* wonderful ..simply wonderful
I will use it with pleasure , both day and night *sighs* wonderful ..simply wonderful
#91
Posté 03 juillet 2011 - 11:04
i am a big fan of medieval city tileset and i want moar!!
#92
Posté 04 juillet 2011 - 01:16
Alleys, alleys, we want alleys! 
Looking very nice!
Karvon
Looking very nice!
Karvon
#93
Posté 04 juillet 2011 - 03:04
There will be alleys, but first I have to finish the walls and then the docks (with a few cranes and warehouses) after that I will make the alleys, which will also work with raised terrain.
The lowest on my list of things to add is building terrain placed next to or in the water. This I will only make after I finished the walls, docks, alleys, castle terrain and the groups like smithies, inns, temples and the like.
Oh, there'll also be a cliff terrain to go with the castle terrain and the drawbridges. I think it will be based on the TNO cliffs, so I won't have to make too many terrain types from scratch, but I will change it. There won't be a beach at the bottom, but lots of rocks and then trees.
I know that many people want alleys, so I'll start to work on them as soon as I have finished the terrain and crosser types that I have already begun to make. So the docks and walls have to be finished first.
The lowest on my list of things to add is building terrain placed next to or in the water. This I will only make after I finished the walls, docks, alleys, castle terrain and the groups like smithies, inns, temples and the like.
Oh, there'll also be a cliff terrain to go with the castle terrain and the drawbridges. I think it will be based on the TNO cliffs, so I won't have to make too many terrain types from scratch, but I will change it. There won't be a beach at the bottom, but lots of rocks and then trees.
I know that many people want alleys, so I'll start to work on them as soon as I have finished the terrain and crosser types that I have already begun to make. So the docks and walls have to be finished first.
Modifié par Zwerkules, 09 juillet 2011 - 07:34 .
#94
Posté 04 juillet 2011 - 05:28
I love this tileset a lot. Some areas i created with it are so narrow, twisted + good looking i´ll post some screens soon;) So now you found out that nasty lag problem pls keep up the work!
#95
Posté 04 juillet 2011 - 05:55
I'm looking forward to seeing those screenshots. BTW, have you ever turned on snow in an area with the medieval houses?
I had a five percent chance of snow in one of my test areas and then when I was running around that area at night it started to snow. All the lit windows and the falling snow made me think that a winter version of this tileset would be nice for x-mas moods
.
Maybe I'll make one for christmas.
I had a five percent chance of snow in one of my test areas and then when I was running around that area at night it started to snow. All the lit windows and the falling snow made me think that a winter version of this tileset would be nice for x-mas moods
Maybe I'll make one for christmas.
#96
Posté 09 juillet 2011 - 07:58
I've got a lot of different towers for the wall crosser now.
What's still missing is a wall crossing a river, a river ending at a wall, a wall ending in front of a building and a wall ending near water.
I'll work on those tomorrow and upload an update once I finished them. If there's some time left, I'll also make a gate group (1x2) with bigger towers than the gate feature (1x1) that I've made today.
Lots of towers:

Gate with small towers:
What's still missing is a wall crossing a river, a river ending at a wall, a wall ending in front of a building and a wall ending near water.
I'll work on those tomorrow and upload an update once I finished them. If there's some time left, I'll also make a gate group (1x2) with bigger towers than the gate feature (1x1) that I've made today.
Lots of towers:

Gate with small towers:
Modifié par Zwerkules, 09 juillet 2011 - 08:01 .
#97
Posté 10 juillet 2011 - 08:41
I uploaded an update to the vault today.
#98
Posté 10 juillet 2011 - 09:57
Gorgeous. It looks like it could be the wealthy part of Arnheim.
#99
Posté 10 juillet 2011 - 10:02
Woooooooooooooooooooohooooooo!
#100
Posté 10 juillet 2011 - 10:27
bug report: door of tile tcm01_i05_03 has wrong coordinates (.set issue)
bug report: edge tiles of buildings have meshes assigned to fadeable
bug report: edge tiles of trees have meshes assigned to fadeable
bug report: missing edge tile for tree **** ****
bug report: missing edge tile for buiding **** building+ (or something like that, on the rais lower building tiles)
bug report: missing edge tile for buildng **** **** (probably also building+ **** **** is missing)
bug report: edge tiles of buildings have meshes assigned to fadeable
bug report: edge tiles of trees have meshes assigned to fadeable
bug report: missing edge tile for tree **** ****
bug report: missing edge tile for buiding **** building+ (or something like that, on the rais lower building tiles)
bug report: missing edge tile for buildng **** **** (probably also building+ **** **** is missing)
Modifié par s e n, 10 juillet 2011 - 11:01 .





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