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Sluggish Interactive FOW

Discussion in 'General Discussion' started by ncassella, Jun 17, 2016.

  1. ncassella

    ncassella Member

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    Played my first session with the shadow casting.

    5 players
    24 Polygons (8 walls 2 edges, 14 masks)
    map 47x47
    3 moving sources of light (pcs)
    3 static sources of light (outside and fire pits)

    internet speed test by OOKLA puts me at 91.83mbps up and 80.62mbps down

    My players did nothing but complain on how slow the program reacted, to the point where it slowed down the game to a crawl, and I had to delete all the FOW in order to play. Once the FOW was gone, everything worked correctly lighting included.

    Is there a specific # of regions that you can have with shadow casting before it starts to get screwy? I think it had to be something with the regions just based off of me deleting them caused everything to work again.
     

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  2. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    What version are you running, Nathan?, there was a fairly sever light bug, in the non latest beta that could cause what you saw. Also could you attach the game log to a reply from that game session?
     
  3. ncassella

    ncassella Member

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    Hey Krillion,

    It's 3.6.4
    There are 3 of the 5 players are on Mac I don't think I included that in the original post.

    I hope this is the game log you were looking for.
     

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  4. ncassella

    ncassella Member

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    Got a session coming up next Thursday, anything on this, is it my issue with the polygon count, or the amount of knots? located on the map, or is this related to the bug you mentioned?
     
  5. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    I do believe there is a light bug in the version you are using, it's corrected in the later betas and should resolve for you wtih the current build that is coming out very very soon..
     
  6. ncassella

    ncassella Member

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    Cool sounds good, i'll ditch the light in this weeks session. thanks
     
  7. Mickey

    Mickey Member

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    Sorry to resurrect this but, it's the same problem so I figured no point starting a new thread.
    The exact same thing as in the OP happened tonight. Things slowed down to almost a complete standstill until I deleted all the FOW. The difference between me and the OP, though, was that I was running a game at the table, with 2 PCs connected with a crossover cable. Running the current version (3.6.6) of D20Pro. 4 players, each with a light source. I know it wasn't the computers not being able to cope - I was running an i7 4690k @4 GHz, 16GB RAM, GTX980 graphics and the client PC was an i5 @2.8GHz, 8GB RAM, GTX580 graphics - which I would think is more than enough to handle D20Pro.
     
  8. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    T (Owlbear) was commenting on this in another thread..

    http://forums.mesamundi.com/index.php?threads/rolling-back-to-old-version.3427/#post-13693
     
  9. Mickey

    Mickey Member

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    OK, I just checked that thread and it confused the hell out of me. The last post, by Owlbear, menations alpha blending. Other posts in the thread are about save rolls not calculating properly - it's all over the place.

    Can I assume, from the final post, that this (my and the OP's issue, here) is a known issue and it's being fixed in the next build? Or did I read that post all wrong?
     
  10. Tay-Dor

    Tay-Dor Active Member

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    That about sums it up.
     
  11. Wesley Gorby

    Wesley Gorby Production/Community Manager
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    You are correct Mickey, Owlbear is indeed aware of and working on the issue.
     
  12. Mickey

    Mickey Member

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    Righto. All good then.
     

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