Night Time Zephyr Cove

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Re: Night Time Zephyr Cove

Postby Aloys » Thu Jun 05, 2008 2:51 pm

Do I need to pick up a number to download it?
hmm I think I'll wait until tomorrow. :)
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Re: Night Time Zephyr Cove

Postby Grogyan » Thu Jun 05, 2008 11:53 pm

I've just spent half an hour failing to reach the maintainers library

Has it changed at all lately?
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Re: Night Time Zephyr Cove

Postby boblishman » Fri Jun 06, 2008 3:25 am

ooo....errrr.... was working great (the shoreline looks amazing!), then I went down into the caves, saw the new doors (do any of them open?) ... the little "waterfalls" are now a bit strange (no water on them, but every 5 seconds the walls themselves animate :shock: ) ... saw the waveset in the final pool (very nice!) ... then I decided to "surface" again ... I went to the top end of the beach (where the waveset reflections are a bit "zig-zag") ...then ... *poof* ... CTD ... :o
when it comes to Age creation ... "DOH" seems to be my middle name...
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Re: Night Time Zephyr Cove

Postby andylegate » Fri Jun 06, 2008 5:24 am

Yes....sadly, like Gahreesen, Zephyr has gotten too big........it needs visregions, but alas, I seem to be the only one that needs them badly, and while they are suppose to be working....they don't.

Not being a tool dev, I have no idea how to make them work, but have done everything they've told me to do, yet they simply don't work. They either make things disappear, and stay that way, or draw things and they stay that way. I simply can not optimize Zephyr anymore or it will go from how it looks now, to unreal polys.

Hopefully some day Visregions will work......and then I can return to Zephyr and finish it. As it is, I'm having to abandon Zephyr for now as I simply can't add anymore too it without it crashing on my computer too. As it is, it's unstable.

:shrug: sorry guys.
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Re: Night Time Zephyr Cove

Postby Chacal » Fri Jun 06, 2008 11:39 am

So THAT's what Gehn needed. Visregions!
Chacal


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Re: Night Time Zephyr Cove

Postby Trylon » Fri Jun 06, 2008 12:20 pm

I'll bet he forgot to specify a horizon :P
On flat worlds you'll have to render everything all the time :P
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Re: Night Time Zephyr Cove

Postby andylegate » Fri Jun 06, 2008 1:56 pm

Thanks Trylon! You just brought up something that I failed to adjust: the fni file! I had my graphics rendering set to oh, about 10,000,000. I've just backed it off to 10,000 and noticed a marked improvement in performance!

I had initially set it really that high while first building Zephyr and forgot to go back and adjust it!
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Re: Night Time Zephyr Cove

Postby Grogyan » Fri Jun 06, 2008 4:43 pm

I am still unable to see ZC or any of the recently added Ages

Whats the url that I can use for ULM Andy?


Thanks
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Re: Night Time Zephyr Cove

Postby andylegate » Fri Jun 06, 2008 6:53 pm

http://ulm.hbyte.net

is the one I always use.
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Re: Night Time Zephyr Cove

Postby Grogyan » Fri Jun 06, 2008 6:58 pm

Thanks, I thought I was going bonkers not finding it on the maintainers library

So its version 4 now?


I have to take a few photos first, for prosperity then update it :D
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