hey there guys and gals;
im working on a pw mod (mostly part time, nothing official or online) ive been working on it for almost 3 years now, and learned quite alot from the experience.
but my curiosity is getting the better of me
So as from my understanding, if you put alot of objects or npcs in a module it becomes harder to run it right? because the system requires more items to load or is that incorrect? do quote me on that before reading further
my question is, i use spawn points to spawn npc's in. i find it simpler and (obviously) dynamic (persistant) straight from the palette
but say you have alot of custom npcs and items in this palette, would this still effect the module in any way? off or online? i havent exactly found any conclusions, but thought perhaps someone else might know
Toolset Question about NPC's and Module Size
Débuté par
Wall3T
, avril 16 2013 03:51
#1
Posté 16 avril 2013 - 03:51
#2
Posté 16 avril 2013 - 11:38
in theory, yeah - the more stuff you put in an area the more horsepower you'll need to run it.
that said, remember that the game is nearly 11 years old now. you'd have to have a computer about a decade old before you have problems.
to be a little more helpful in terms of numbers, here's a recent thread about # of placeables and whatnot:
http://social.biowar.../index/16373752
and to yet more directly answer the question, spawn points are more efficient since the NPCs don't exist until the PC enters the area. the server won't have to waste cycles on their heartbeats and stuff.
but again, you'd have to have a fairly massive module to notice anything significant. not that you shouldn't strive for efficiency, though.
that said, remember that the game is nearly 11 years old now. you'd have to have a computer about a decade old before you have problems.
to be a little more helpful in terms of numbers, here's a recent thread about # of placeables and whatnot:
http://social.biowar.../index/16373752
and to yet more directly answer the question, spawn points are more efficient since the NPCs don't exist until the PC enters the area. the server won't have to waste cycles on their heartbeats and stuff.
but again, you'd have to have a fairly massive module to notice anything significant. not that you shouldn't strive for efficiency, though.
#3
Posté 16 avril 2013 - 01:45
thanks for the quick answer.
the link was just what i was looking for in terms of basic ratios. The thing ive learned is even though it could be considered an old system, it still stands up pretty well to what we throw at it. so im not really worried. i think its an awesome system
other than that, my idea was to create npcs that could have dynamic behaviors (night, day functions, etc) and be drawn straight from the palette without the hassle of being present.
its a long stretch, but it seems to be working really well. so now i know i dont have to worry about creating too many npc blueprints
thanks!
the link was just what i was looking for in terms of basic ratios. The thing ive learned is even though it could be considered an old system, it still stands up pretty well to what we throw at it. so im not really worried. i think its an awesome system
other than that, my idea was to create npcs that could have dynamic behaviors (night, day functions, etc) and be drawn straight from the palette without the hassle of being present.
its a long stretch, but it seems to be working really well. so now i know i dont have to worry about creating too many npc blueprints
thanks!
Modifié par oOKyeOo, 16 avril 2013 - 01:46 .





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