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Old Navy Soldier Uniforms - Graphics

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  #1  
Old 01-31-2009, 02:44 PM
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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.....

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Old 01-31-2009, 04:20 PM
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yeah i summited that to disney on the test server i can see it to
  #3  
Old 01-31-2009, 04:56 PM
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Ok...wanted to make sure me eyes weren't playin tricks on me after 4 pints of Grog....lol


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Old 01-31-2009, 06:47 PM
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try changing your graphics options on the launcher.... I had the same problem but after doing so it appears fine... for now
  #5  
Old 01-31-2009, 10:07 PM
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Old 01-31-2009, 10:25 PM
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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
  #7  
Old 01-31-2009, 11:17 PM
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Quote:
Originally Posted by Edward Edgemenace View Post
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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.
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Old 02-01-2009, 12:34 AM
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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?

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Old 02-01-2009, 01:12 AM
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That's what you might call a little bit of a problem.....lol.

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Old 02-01-2009, 01:15 AM
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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.

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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.
  #11  
Old 02-01-2009, 06:44 PM
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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.
  #12  
Old 02-01-2009, 07:08 PM
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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.
  #13  
Old 02-01-2009, 10:47 PM
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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!

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  #14  
Old 02-02-2009, 12:54 AM
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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.
  #15  
Old 02-02-2009, 03:06 AM
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Quote:
Originally Posted by Edward Edgemenace View Post
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.
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