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-   -   Navy Soldier Uniforms - Graphics (https://www.piratesonlineforums.com/forums/showthread.php?t=10105)

akamystic 01-31-2009 02:44 PM

Navy Soldier Uniforms - Graphics
 
Has anyone noticed that some of the Navy Soldiers look odd since the update? The graphics look less detailed (especially on Port Royal). I have not tested on my other PC with the NVIDIA 256MEG card, but I've spoken to a few friends that noticed the same thing. They look washed out and stripped of detail. Hmmm.....

:bookishfj7:

Rnmusie 01-31-2009 04:20 PM

yeah i summited that to disney on the test server i can see it to

akamystic 01-31-2009 04:56 PM

Ok...wanted to make sure me eyes weren't playin tricks on me after 4 pints of Grog....lol


:beer:

Sven Osymthe 01-31-2009 06:47 PM

try changing your graphics options on the launcher.... I had the same problem but after doing so it appears fine... for now

Edward Edgemenace 01-31-2009 10:07 PM

Like this? Click the image to view the full version

swashbuckler II 01-31-2009 10:25 PM

navy are fine for me, but for my luck, i bet ill log on and they are like that.
Is it me or are the eitc messed up? they got a red stripe on the from far away

Dan_OB 01-31-2009 11:17 PM

Quote:

Originally Posted by Edward Edgemenace (Post 113512)
Like this? Click the image to view the full version

This is not a bug. Its the new "Startrek" uniforms for navy.

I noticed it too, mostly when some distance from the navy guy. It returned to normal as I got closer to them.

Didn't notice it today, but I wasn't around navy guys that much.

Edward Edgemenace 02-01-2009 12:34 AM

Quote:

Originally Posted by Dan_OB (Post 113531)
This is not a bug. Its the new "Startrek" uniforms for navy.

Ahhhh, so that's why my ship on-compass no longer appears as two dots, but is now the Starfleet logo?

http://i476.photobucket.com/albums/r...rfleetlogo.jpg http://i476.photobucket.com/albums/r...leetemblem.jpg

akamystic 02-01-2009 01:12 AM

Quote:

Originally Posted by Edward Edgemenace (Post 113512)
Like this? Click the image to view the full version

That's what you might call a little bit of a problem.....lol.

:psmiley27:

Edward Edgemenace 02-01-2009 01:15 AM

On a slightly serious note, the "distancing" seems to be the main culprit. Why there isn't a setting in F7 Options for character distance, I don't know. I just tried this Low/Medium/High with distance-to-object being the only factor that made a difference.

Click the image to view the full version Click the image to view the full version

This must be one of the many "small improvements" made ostensibly for performance reasons. Alas, the client-side graphics rendering performance isn't the bottleneck for most users. It honestly seemed more efficient to have only a single texture-group rendering aspect regardless of distance. Doesn't seem to have made any difference at all, for server-side lag in SvS. But in a crowded setting like "Feats of Strength" this might have come in handy.

Will Badbreaker 02-01-2009 06:44 PM

I noticed that as well and its annoying. Why did they have to make that change, does it help? I tried different graphic selections and its still there. I could do without it.

Edward Edgemenace 02-01-2009 07:08 PM

Quote:

Originally Posted by Will Badbreaker (Post 113663)
I noticed that as well and its annoying. Why did they have to make that change, does it help? I tried different graphic selections and its still there. I could do without it.

If anything, it makes client-side rendering slower (two groups of textures have to be loaded and reloaded and re-rendered now.) But since 90% of the "lag" issues that people notice and complain about are server-side lag issues, I'm more confused than ever, about this particular "enhancement." Splitting For Charles off of Port Royal seems like a really good idea, but not this. I hope they've learned from this mistake.

Meanwhile, client-side memory management is still non-existent. Scene changes still don't relinquish memory, but now the "loading screen" error can even happen when launching (which never happened before - only when dinghy-boarding someone else's ship, in the past.)

The new SvS-is-PvP exploit is so perplexing, it isn't funny. Why they added all that code to enable the players to fight each other, boggles my mind. Giving them all infinite ammo (again) was, I must say, a bad idea.

thefadedrose 02-01-2009 10:47 PM

Okay that may explain why cannons onboard my ship last night disappeared as I approached them. If I stood in the middle of the ship I could see them just fine but the closer I got to them then they would disappear! The only way I could find them during svsing was to just run into them and "press shift to cannon" sign would come up. This is rather annoying tho!

Kani of Spartan Ellite
http://www.piratesonlineforums.com/f...ine=1232734754

Will Badbreaker 02-02-2009 12:54 AM

I had all the cannons invisible on my ship, just got the shift to use them when where they should be. Very difficult to aim cannon when you can't see it lol.
Swinging back from boarding was also strange.
After I ported and went back out though my cannons were back.

Sven Niscadae 02-02-2009 03:06 AM

Quote:

Originally Posted by Edward Edgemenace (Post 113669)
If anything, it makes client-side rendering slower (two groups of textures have to be loaded and reloaded and re-rendered now.) But since 90% of the "lag" issues that people notice and complain about are server-side lag issues, I'm more confused than ever, about this particular "enhancement."

I don't think it's a bad idea at all. If you're farther away, you don't need to see the details. Having a higher detailed texture loaded when you can't even appreciate the details is a waste. Regarding reloading the textures over and over, the textures are already in memory. This enhancement is meant for people with a lower-end system configuration and perhaps not as much video memory. Now if there's an issue with the lower-end textures up-close, then there's probably a problem with graphic settings on the client.

Quote:

Originally Posted by Edward Edgemenace
Meanwhile, client-side memory management is still non-existent. Scene changes still don't relinquish memory, but now the "loading screen" error can even happen when launching (which never happened before - only when dinghy-boarding someone else's ship, in the past.)

Non-existent you say? No doubt about it. ToonTown has had a memory leak since its inception and I wouldn't doubt that PotCO is the same way. Disney isn't really known for its memory conservative programmers. I wouldn't expect memory management to be on their top 10 list of things to fix. Disney's solution so far is to restart the client.

Ghostcannon 02-02-2009 07:17 AM

True....I have seen these soldiers faded. Also, if you go to Cuba, the soldier that is infront of Jail, he is slanted-across the bench...my friend and I were laughing hahah. He looks like he looked at Medusas's Eyes.

MacIronhawk 02-03-2009 01:12 AM

Quote:

Originally Posted by Sven Niscadae (Post 113774)
Non-existent you say? No doubt about it. ToonTown has had a memory leak since its inception and I wouldn't doubt that PotCO is the same way. Disney isn't really known for its memory conservative programmers. I wouldn't expect memory management to be on their top 10 list of things to fix. Disney's solution so far is to restart the client.

I hope that in the future they do try and fix the memory leak.

I'm also gald they've made it so textures are low detail when you're farther away. I've noticed a decrease in lag ever since they did this. I think they overdid it though. I have to get pretty close to an object to see its details at high.

Edward Edgemenace 02-03-2009 01:38 AM

Quote:

Originally Posted by MacIronhawk (Post 113974)
I hope that in the future they do try and fix the memory leak.

I'm also gald they've made it so textures are low detail when you're farther away. I've noticed a decrease in lag ever since they did this. I think they overdid it though. I have to get pretty close to an object to see its details at high.

Interesting. I've noticed slightly more lag with my configuration. But, we will see on the "Port Royal Tours" when people start GM-mobbing, whether they got it "just right" or "too close" for lag in that situation, to be mitigated.

MacIronhawk 02-03-2009 04:11 AM

Quote:

Originally Posted by Edward Edgemenace (Post 113979)
Interesting. I've noticed slightly more lag with my configuration. But, we will see on the "Port Royal Tours" when people start GM-mobbing, whether they got it "just right" or "too close" for lag in that situation, to be mitigated.

Really?
I noticed less lag for myself after the update but not much. It's probably on my end because I just emptied my recycling bin and uninstalled some programs that I didn't need.
I'd like it if they would fix the details so you don't have to be too close to see them. It's kind of funny when you're ten seconds away from Port Royal and it looks like a big green monster.

If this is old news then you can disregard this last part. I just noticed that if you shoot enemy sails they"ll have cannon damage. I'm glad they've brought this back. I like seeing some real damage to the ships.

Edward Edgemenace 02-03-2009 05:02 AM

Quote:

Originally Posted by MacIronhawk (Post 114002)
...I just noticed that if you shoot enemy sails they"ll have cannon damage. I'm glad they've brought this back. I like seeing some real damage to the ships.

From what I've seen, it depends on the target ship class. Sail damage on a ferret or viper is always visible; skeleton ships never. Ships with tiered masts tend lose individual sails. But the change I noticed, was that the hit-box for masts is narrower, in this last update (except when target is at edge of compass, or farther away.)


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