Search found 1505 matches

by indio
Fri May 24, 2013 4:10 pm
Forum: ALFA / NWN / D&D Discussion
Topic: Static Quest Difficulty
Replies: 2
Views: 1574

Static Quest Difficulty

What static level should a module designed now make its quests? I can recall many quests on TSM designed for level 1-4. What sort of difficulty level would make it enjoyable for the current PCs?
by indio
Thu May 23, 2013 7:47 am
Forum: ALFA / NWN / D&D Discussion
Topic: 24 Hour Cool Down between Servers
Replies: 71
Views: 11280

Re: 24 Hour Cool Down between Servers

ALFA is currently the means by which I can sit in one place and rock my baby to sleep after I get home from work and give my wife a break. ALFA conservatives, the old guard, helped protect what needed to be kept sacred in the face of a multitude of more mainstream alternatives (Avlis, BG etc). I don...
by indio
Mon May 20, 2013 7:57 pm
Forum: ALFA Base Resources
Topic: Placeable Categories
Replies: 3
Views: 5044

Re: Placeable Categories

I'm happy to contribute. Castano indicated that a pack of placeables is in the works. I guess I need to speak to the person doing that so I can help. The resource project doesn't hakve the placeables from the hak, just item placeables, hundreds of them. I just want to find out where the project is u...
by indio
Mon May 20, 2013 4:19 am
Forum: ALFA Base Resources
Topic: Placeable Categories
Replies: 3
Views: 5044

Re: Placeable Categories

Bumpage ;)
by indio
Mon May 20, 2013 1:10 am
Forum: ALFA / NWN / D&D Discussion
Topic: Skullport Screens
Replies: 14
Views: 4298

Re: Skullport Screens

They are new ones. I would have posted the old ones but I can't find them. The old ones were better too, and the lighting was right. Interiors are just going to be the canon interiors for Lower Port and Trade, so maybe 15to 20, of which half fo those are done. I'm trying to get one static per interi...
by indio
Sun May 19, 2013 1:36 am
Forum: ALFA / NWN / D&D Discussion
Topic: Skullport Screens
Replies: 14
Views: 4298

Re: Skullport Screens

HEEGZ wrote:Looks great. What is the plan for this, have a Skullport server or something?
I don't really know. I'm just finishing what I started a few years back. Castano may have something in mind. It may be possible to run it, but at the moment it's just for fun.
by indio
Sun May 19, 2013 12:57 am
Forum: ALFA / NWN / D&D Discussion
Topic: Skullport Screens
Replies: 14
Views: 4298

Re: Skullport Screens

I have moronically forgotten to turn off Directional Light, hence the broad daylight appearance. Don't fret...it will be dark in Skullport.
by indio
Sun May 19, 2013 12:23 am
Forum: ALFA / NWN / D&D Discussion
Topic: Skullport Screens
Replies: 14
Views: 4298

Skullport Screens

Please note the following: - The lighting isn't done..it's too bright, and Photoshop was taking too long - The stars I'm pretending are glow-worms until I can work out how to make placeables remain visible - I've had to remove the catwalk system that was in place to make this area work, so it's not ...
by indio
Sat May 18, 2013 4:22 am
Forum: ALFA / NWN / D&D Discussion
Topic: Acceptable load time
Replies: 24
Views: 7178

Re: Acceptable load time

Ronan wrote:Assuming we still deactivate AI when an area isn't inhabited by a PC or DM, I wouldn't think you'd really gain any CPU cycles either.
I'd like to check this. In which script would this switch be located?
by indio
Fri May 17, 2013 1:42 pm
Forum: ALFA / NWN / D&D Discussion
Topic: Acceptable load time
Replies: 24
Views: 7178

Re: Acceptable load time

lol
by indio
Fri May 17, 2013 10:17 am
Forum: ALFA / NWN / D&D Discussion
Topic: Acceptable load time
Replies: 24
Views: 7178

Re: Acceptable load time

I'd argue at this juncture that sophistication of walkmesh was as significant as spawns for load times. Whilst I have always been vigilant is removing unnecessary mesh, in this case I was using multiple levels of mesh. By simplifying the mesh through the addition of an additional area (Faeryl takes ...
by indio
Thu May 16, 2013 11:26 pm
Forum: ALFA / NWN / D&D Discussion
Topic: Acceptable load time
Replies: 24
Views: 7178

Re: Acceptable load time

Ronan, I'll continue running tests for the next day or so to see if the results are repeatable. Can I ask you if it's possible to delay all spawns until a player is well inside the area? That was what I was attempting to achieve with 'spawn in sight of pc'. I realise it hurts immersion to watch an N...
by indio
Thu May 16, 2013 8:00 am
Forum: ALFA / NWN / D&D Discussion
Topic: Acceptable load time
Replies: 24
Views: 7178

Re: Acceptable load time

Here's another question, for players in particular. How about a few central interiors are designed...taverns and such...but most specialty stores are located in an Open Market in the exterior? This has a downsides, of course, primary among them not being able to show off interior design. But if I li...
by indio
Thu May 16, 2013 7:56 am
Forum: ALFA / NWN / D&D Discussion
Topic: Acceptable load time
Replies: 24
Views: 7178

Re: Acceptable load time

I'm enjoying the new ALFA load screens actually. Ok, tests are complete and I find myself needing some new ideas. It took 30 seconds to do the following: - spawn 50 NPCs into a city area - spawn 20 NPCs into a city area (that's right...same time) - load city area in which 20 NPCs were placed - load ...
by indio
Wed May 15, 2013 8:48 pm
Forum: ALFA / NWN / D&D Discussion
Topic: Acceptable load time
Replies: 24
Views: 7178

Acceptable load time

What delay are ALFAns happy to live with when leaving an interior area to rejoin a city area? Is 30 seconds too much? What is typical of ALFA servers currently? And if you are of a technical bent, what method do you apply with spawns? Do you despawn immediately the city zone is empty, or do you keep...