Ranger Archive
Thread: New Changes: Draw Distance
Owen-Lars
Tue Mar 15, 2005 7:32 pm
#14
wow heh those screenies look great. Its weird finding out how you look from 600m away heh 
The HTFB holds up well realy considering the distance. Great pics and me and you waving to each other hehe.
Almagill
Tue Mar 15, 2005 7:42 pm
#15
lammergeier wrote:
draw distances are up (on TC), even if the patch notes don't indicate it.
structures like Theed's starport are clearly visible at two klicks.
player city structures appear at about the same range, and also appear on the overhead map (no more late popup of structures). player cities look like cities.
Owen's HTFB, across the maw of the Krayt Graveyard
Lake Retreat, Naboo
EDIT: will add others later, along with optimal framerate/optimal image FPS info.Message Edited by lammergeier on 03-15-2005 09:31 PM
In the shot of you waving across to Owen, I arrived near the 'spike' behind his camp but went round again as I had a merry train of Tusken which I shook off by dragging them through some dragonets.
I'd have got a screeny from the top of the peak looking back over the two camps, which were clearly visible (or at least the camp nearest the peak was identifiable as an HTFB, yours was a sort of collection of scaffolding poles and odd shadows...). Unfortunately the bit of 'hill' I stopped on was a juvy krayt and two ancients.
I died.
But it was worth it!!
Owen-Lars
Tue Mar 15, 2005 7:45 pm
#16
lol amazing pics Ken.
Nice Rage of the Wookie pic too hehe
Ill scan i picture in tommorow from the paper today that you wont stop laughing at. Its one of those someone gets drunk and falls asleep so mates shave and draw on him moments ehh.
Owen-Lars
Tue Mar 15, 2005 7:47 pm
#17
lol yeah and very worth it, was fun exploring like in thenoob says again. We will have to get some meat and hide hunts going soon, we will need to resources.
Almagill
Tue Mar 15, 2005 7:52 pm
#18
agent156 wrote:
"if you could just tell me the basic specs of your box"
AMD Athlon XP2000+ (not overclocked)
768mb of DDR something RAM
NVidia FX5200 card
overfilled harddrive (sorry I haven't a clue)
Mobo: somehting cheap
Frame Rates: 25/26 with sliders set to abt 50%
Frame rate drops to single figures when graphic options set full on.
Tarnak_Archvold
Wed Mar 16, 2005 12:59 am
#19
lammergeier wrote:
the hard part is showing how this draw distance covers 2km in almost every case. finding a vantage point 2km away without a hill in the way is harder than you might think. that, and the server just went down.
Try to go to 1854 743 Naboo. The WP for Keren is located just above 2km north from that, and there are no larger hills between the place and Keren.
Vorpaks
Wed Mar 16, 2005 3:54 am
#20
lammergeier
Wed Mar 16, 2005 4:28 am
#21
posted on the TC forum as well, but here's what I snapped from the server after it came up:
Skystone arches
imperial oasis
Keren
Keren, midrange
Keren, distant
Theed bench
Theed palace, midrange
Theed, distant
here's the problem(s):
this is primarily a change to player structure draw/'spawn' distance. you'll REALLY notice it when you load a familiar player city all at once, instead of a few buildings at a time. in an unknown city, you might not notice much... at home, you'll definitely see a difference. I focused on static cities, since they're available to players on all servers.
static structures will draw to 2km+. player structures tend to poof at a certain range (500m+), and might require that you pass them first before you see distant structures.
elevation helps. on flat ground, your overhead map will load to the edges. since you don't have any height to see beyond your immediate surroundings, you won't see much difference... except on the overhead. with elevation, you'll see plenty more.
taking a good picture/screenshot requires a certain level of detail. rather than show you how amazing it is to spot (a blurry smudge of) a city at 2km+ without popup, I've arranged a number of pictures at ranges of 500m-2km to show the scope of the detail.
Skystone arches
imperial oasis
Keren
Keren, midrange
Keren, distant
Theed bench
Theed palace, midrange
Theed, distant
here's the problem(s):
this is primarily a change to player structure draw/'spawn' distance. you'll REALLY notice it when you load a familiar player city all at once, instead of a few buildings at a time. in an unknown city, you might not notice much... at home, you'll definitely see a difference. I focused on static cities, since they're available to players on all servers.
static structures will draw to 2km+. player structures tend to poof at a certain range (500m+), and might require that you pass them first before you see distant structures.
elevation helps. on flat ground, your overhead map will load to the edges. since you don't have any height to see beyond your immediate surroundings, you won't see much difference... except on the overhead. with elevation, you'll see plenty more.
taking a good picture/screenshot requires a certain level of detail. rather than show you how amazing it is to spot (a blurry smudge of) a city at 2km+ without popup, I've arranged a number of pictures at ranges of 500m-2km to show the scope of the detail.
darmokVtS
Wed Mar 16, 2005 4:28 am
#22
As soon as TC eclipse is up I can show you how awful this change is able to look (when thinking about the factory / harvester jampacked area in the 'triangle' of three metropolis sized playercities somewhere between theed and kadaara, which to make things worse all three have high percentage of crafters among the residents
). Just kidding btw, improvements like this are a good thing
.
lammergeier
Wed Mar 16, 2005 4:41 am
#23
darmokVtS wrote:
As soon as TC eclipse is up I can show you how awful this change is able to look (when thinking about the factory / harvester jampacked area in the 'triangle' of three metropolis sized playercities somewhere between theed and kadaara, which to make things worse all three have high percentage of crafters among the residents). Just kidding btw, improvements like this are a good thing
.
I don't doubt it... one perk that comes with TC's low population is the pristine areas that still exist on buildable planets.
darmokVtS
Wed Mar 16, 2005 4:56 am
#24
This specific area however is a bit worse than "usual" for Live hehe, the city I reside in, Neo-Rome is at the most southern edge of that triangle, our southern border directly at the bottom of the cliffs.
The situation in northern direction is that 'packed' that there is no point to ever try running a mission in NW/N/NE directions, theres just no free space there for the system to spawn the mission lair, in the end the wp gets pushed further northwards more and more (over water etc) until the wp is placed far outside the map and all you can do is remove the mission from the datapad. As the southern direction has this natural hurdle "cliffs" on the way only 'acceptable' directions for missions are west and east
.
But I still like the location and the city, even with this side effects :-).
The situation in northern direction is that 'packed' that there is no point to ever try running a mission in NW/N/NE directions, theres just no free space there for the system to spawn the mission lair, in the end the wp gets pushed further northwards more and more (over water etc) until the wp is placed far outside the map and all you can do is remove the mission from the datapad. As the southern direction has this natural hurdle "cliffs" on the way only 'acceptable' directions for missions are west and east
But I still like the location and the city, even with this side effects :-).
Almagill
Wed Mar 16, 2005 4:58 am
#25
Vorpaks wrote:
Almagill wrote: Rage of the Wookiee
Ken! Someone shaved your nose!!
I'd had a really bad cold and, well, that stuff sets hard...
My eyes are still watering...
Almagill
Wed Mar 16, 2005 5:09 am
#26
darmokVtS wrote:
This specific area however is a bit worse than "usual" for Live hehe, the city I reside in, Neo-Rome is at the most southern edge of that triangle, our southern border directly at the bottom of the cliffs.
The situation in northern direction is that 'packed' that there is no point to ever try running a mission in NW/N/NE directions, theres just no free space there for the system to spawn the mission lair, in the end the wp gets pushed further northwards more and more (over water etc) until the wp is placed far outside the map and all you can do is remove the mission from the datapad. As the southern direction has this natural hurdle "cliffs" on the way only 'acceptable' directions for missions are west and east.
But I still like the location and the city, even with this side effects :-).
When that happens, please, please, please /bug it and post a note to the Live issues board.
Many, many moons ago I started a ranty thread about how the amount of factories that were going up related to JtL was, in some areas, likely to become a threat to 'our' workspace. I was only half serious at the time and didn't mind too much when older hands poo-pooed the silly notion and pointed out that there would 'always be the no build planets' despite the fact that in some cycles the Village is almost enccircled by ruddy factories.
I'm really looking forward to the draw distance change letting me get onto Bria and take some pix of the factory fields of Northern Naboo or the great plains of insdustrial units stretching across Talus.
Yeah, sure there's pleny other places to go hunt, but when, like on Corellia, you have a waypoint that you know for the past 6 months has always had 'naffs, wryx, spat and those elephantlike things whose name always scapes me, and then you find that the whole area is wall to wall with food factories to the extent that the critters are spawning lairs UNDER the factories, it REALLY ticks me off.
Yeah, am just an old tree hugger at heart, lol.
OK, /rant off.
Need coffee...