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Midrens Map Place
#41
Trees need to be taken off of ancient bastion, the create so much lag for me, and probably for other people too.
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December 20th, 2015 Impervious
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#42
(22-01-2016, 01:45 AM)Nopanda link Wrote: Trees need to be taken off of ancient bastion, the create so much lag for me, and probably for other people too.

Try to close Corpses, it will reduce the lag little bit.
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#43
(22-01-2016, 01:56 AM)DAW_Horakti link Wrote: [quote author=Nopanda link=topic=45667.msg255601#msg255601 date=1453427138]
Trees need to be taken off of ancient bastion, the create so much lag for me, and probably for other people too.

Try to close Corpses, it will reduce the lag little bit.
[/quote]
I've heard several people have been having issues with fps on that map specifically. Maybe it should be deforested a little bit.
StuStu-All I'll say buddy is Arbilest or however it's spelt, crafting price means nothing in NI, if you are a long time player you should know that yourself, I'm done arguing with someone who's naive as ****
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#44
(22-01-2016, 07:33 AM)FV_HappyMonk3y99 link Wrote: [quote author=DAW_Horakti link=topic=45667.msg255602#msg255602 date=1453427761]
[quote author=Nopanda link=topic=45667.msg255601#msg255601 date=1453427138]
Trees need to be taken off of ancient bastion, the create so much lag for me, and probably for other people too.

Try to close Corpses, it will reduce the lag little bit.
[/quote]
I've heard several people have been having issues with fps on that map specifically. Maybe it should be deforested a little bit.
[/quote]
Taking a look at the map it seems like a combo of many trees and having multiple props that are unseen/ dont matter, ill work on it once i get my computer fully working again (My game drive died)
Map Thread
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Email: midren@nordinvasion.com
2015-07-14 Knight Helmet
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#45
Hyper's Castle has some sound bugs. This is caused by the large amount of fire props. Fix that please Smile
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#46
(23-01-2016, 09:54 PM)BlαcĸSɴιper link Wrote: Hyper's Castle has some sound bugs. This is caused by the large amount of fire props. Fix that please Smile

"sound bugs"? im not sure what you mean by this. could you elaborate
Map Thread
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Bane of the Germans
Email: midren@nordinvasion.com
2015-07-14 Knight Helmet
2015-08-01 Gothic Plate
2017-12-08 Black Arrows
2018-05-25 Tempest
2019-09-01 Dragon Spear
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#47
Currently we are playing Hard on the map. When nords come in large groups, like in wave 12, the sound get disrupted. You hear them scream for 0,2s, then you don't hear them for 0,2s.
It really depend on the amount of nords. This is a well known map issue from Warband which happen in maps with too many fire props (or too many on 1 place).

EDIT: Ask Yuri or Bluzark if you want a more complicated answer Wink
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#48
(23-01-2016, 10:10 PM)BlαcĸSɴιper link Wrote: Currently we are playing Hard on the map. When nords come in large groups, like in wave 12, the sound get disrupted. You hear them scream for 0,2s, then you don't hear them for 0,2s.
It really depend on the amount of nords. This is a well known map issue from Warband which happen in maps with too many fire props (or too many on 1 place).

EDIT: Ask Yuri or Bluzark if you want a more complicated answer Wink

ill take a look, unfortunately there arnt a whole lot of fire props on the map that arnt seperate from other props, so it would be hard to fix. This is also the first time ive personally ever heard of this type of issue, its not suprising, but ill see what i can do.
Map Thread
[Image: 76561198038983603.png]
Bane of the Germans
Email: midren@nordinvasion.com
2015-07-14 Knight Helmet
2015-08-01 Gothic Plate
2017-12-08 Black Arrows
2018-05-25 Tempest
2019-09-01 Dragon Spear
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#49
Nearly every pilar has a fire prop. There are too many together and that cause this sound bug. Having a fire prop every 2 pilars would be a great improvement.
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#50
Quote:--- Quote from: Aldric on June 18, 2013, 02:02:13 PM
---Question, is the sound bug is limited to the overusage of fire props or does too much "ambient sounds" props cause the bug as well ?--- End quote ---

The sound bug is purely related to the number of ambient sounds in the scene (caused by scene props with prop_instance_play_sound in a trigger), nothing to do with fire props specificially, or any type of particle effect emitted.
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