[April Fools] Keeping module size down

Started by Snoteye, April 01, 2010, 07:51:47 AM

Previous topic - Next topic

Barehander

Placeables are one of the biggest reasons for performance problems, I guess. An ambient sound placeable is the same as a bench or a bush, and probably causes client-side lag just as much. I suppose placeable trimming is always good. What we're talking about are local sound effects that trigger when you get near and then fade. Not the shouts and moans that are often part of the background ambience, AFAIK (though some are placeables).

Seems a good place to trim from, though I'm not sure just how big an effect it would have. But if you can cut some 25% of placeables, it should be worth it.

FleetingHeart

We have to leave the moaning in for all the cyborsexors (you know who you are). Without the background noise for their questionable activities they'd probably leave and our numbers would probably be cut in half.

Snoteye

Quote from: Divine Intervention;175065If it means more cool new areas instead of a zombie moaning occasionally it's well worth it.

In fairness, we'll probably see more new areas regardless.


Quote from: AntoninD'Erlon;175071I'm pretty sure the extra 5-10 seconds after a reset doesn't really matter. Correct me if I'm wrong but I'm guessing the main reason here is to slightly increase the speed at which the module is uploaded as each builder exchanges and works on it? Also, how much of a decrease in size would this even amount to?

I don't have any numbers but as Barehander points out they make up a good percentage of all placeables. I'm sure it's worth the hours.


Quote from: AntoninD'Erlon;175071The last thing I can think of would be to totally remove the Underdark from this module and move it to a second that can be hosted independently. The areas are so seldom used and it's almost certain that you'll have / need a DM to go there anyway.

Correct, but not currently practically feasible. And I'm mostly looking for the little things that can add up.


Quote from: DangerousDan;175073If you were trying to downsize the module, I'd put some effort into sorting out Underdark bugs/making the areas less PW-y and more campaign friendly.

If we were not in such a hurry to add things all the time we would have far less bugs needing fixing.


Quote from: DangerousDan;175073I will still play with placable music.

Yes, but why? I usually play with only very little music (for battle/no battle) and I can't imagine this adds a whole lot next to the work that goes into placing the sounds and their effect on performance.


Quote from: Disco;175075Is this some sort of aprils fool? Worst idea EVER.

Makes for a pretty silly joke, don't you think?


Quote from: TheImpossibleDream;175077I really like ambient sound. Key thing to factor in is your own words: "This isn't currently causing us any trouble"

Lots of things wouldn't cause us trouble but that's no excuse for doing them. We could easily have horses, for instance -- they are primarily client side lag -- but we don't because they'd add close to nothing and not be worth the trouble. It's poor design.


I should like if Caddies would elaborate on his well-articulated opinion.

Coldburn

If anything, this game needs to immerse you, and it's the little things that count. I never play with external music on, or sound off, because I just can't get into the game otherwise. I think removing these sounds would be a mistake.

However, ask again when I'm sober.

Letsplayforfun

I listen to my own music so yeah, i wouldn't mind.

But downsizing the module could be done via deleting some useless areas too. From what i've noticed since i had a full view of the module, like 50% of it is never used, or like once on a DM event. UD is a good example. I'd say either keep it but allow a more easy access, or just be done with it.

TheImpossibleDream

Before making an opinion on this I suggest folk actually play the module without any ambient sound. A lot of area's become pretty dull and lose the effect they're supposed to have. Forgotten forest and swamp as an example.

AntoninD'Erlon

I'm just of the opinion that better things could be 'fixed'. The server side lag would be a prime target in my mind since it makes it pretty horrible as a player to try and take part in anything that's stressing the server out. This rarely happened before so I don't see why it would be now <_<

But yeah, I said my piece that was on topic and don't think it's good. :P

TheMacPanther

While I personally either listen to my own music or just play with it muted I have no real preference. However I would think that their might be other things that could be cleared out before the sound.

DangerousDan

P.S Snoteye, no need to be a douche to another DM.
i walked one morning to the fair

The Beggar

I think it's a bad idea to mess with anything that removes ambience from the module. Ambient sound in a game environment lends to immersion, that leads to the player feeling more in touch with the game environment and promotes a good player experience. To me it's a bit of extra polish on a old though well maintained game, and that adds to it's ability to act as a vehicle for story telling.

Although Caddies may have boiled his arguement down too far to be an arguement, his statement still stands, and it's one I agree with. (despite my misclicked vote)

Mort

Ridiculous.

Why do you even bring these issues public? -_-

Snoteye

Quote from: DangerousDan;175096P.S Snoteye, no need to be a douche to another DM.

His two-word answer is useless. I just want a single reasonable argument but he cannot deliver that. Ever. It frustrates me immensely.


Quote from: Mort;175103Why do you even bring these issues public? -_-

This is hardly an "issue," simply an opinion polling, and I'm taking it public because it's impossible to get your input on anything.

Twelve

I am against this.
 
Sitting by a fire and hearing it crackle is F'ing Sweet!
 
Listening to the cauldron bubble as you approach some cooking pot is awesome.  It gives the game the 3rd dimension.  
 
Leave it as is, and find another way to downsize module, please.
 
As stated previouisly:  NPCs, unused areas, etc.

Nuclear Catastrophe

I wish you'd posted this on the private discussion first instead of bringing it into general discussion.  Personally, it doesn't matter to me either way - I'm sure the server will be perfectly playable without ambient sound but will there really be -that- much of a benefit?  How much module size (percentage wise) are we talking about trimming?  Have you tested it privately?

One of the most annoying things about releasing new versions of EfU is when things are not tested.  If there's no discernible improvement, what's the point?

Barehander

ImpossibleDream: do you know how much of the swamps and forgotten forest sounds are due to the Ambient Sound, Day/Night area property, and how much due to placeables, though?

Every area has music and ambient sounds by virtue of area properties. In addition, you can drop single sound effects like spashing water or the cry of an eagle.

It's really just PW building 101 to stick to as few placeables as possible. I doubt you should remove all of it, but if there are close to a dozen or even more sound placeables in an area it's way too heavy. I have no idea how common they actually are, because I tend to pay little attention.