There are programs for distribution of the .pwc files. Its actually quite easy to use and fast.
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If you trust the source of the program, and everyone used it, then i suppose that would be ok.
Ideally it should be integrated into the client. How on earth could they overlook that?
Do you NEED a walkmesh file, or can you build a mod that uses standard meshes?
Additinally, if you are relying on the data in the visitors pwc to be correct, doesnt this mean that they could just modify it and walk through walls, etc.
The upside is that designers have more control over the landscape and the areas are more "immersive" (that is, they look a lot more like the real world). While the outdoor PWCs can get pretty big, I doubt it's got much to do with server load.
-Throbblefoot
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Im surprised they didnt go the whole hog and frce people to download the mod's as well.....
How could they be stupid enough to overlook the fact that they would need to server up PWC on a per area basis, as the original did with just the areas.
I dare say you still have to wait for area transition while its downloading that?
Idiotic.
Im surprised they didnt go the whole hog and frce people to download the mod's as well.....
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The sad thing is that when NWN2 was released there was no such thing as a pwc file and you everyone did need to have the mod file locally to log into a server.
I dare say you still have to wait for area transition while its downloading that?
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I have to agree, it takes way to long to load my Tavern area in NWN2 simply because it uses about a dozen sound files (which are already local) to make the unique music. By contrast, the same area with the exact same sounds loads very fast on my NWN server.
-420