Thread: Module problems
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Old 11-20-2003, 11:19 AM   #2
philip
Galvatron
 

Join Date: June 24, 2002
Location: aa
Posts: 2,101
Quote:
Originally posted by dominions:


Question 1: The module is getting rather slow and ponderous. Size-wise it's about 1.6MB (rar)/4MB (zip)/20MB uncomressed. I'm going to have to do something about this if the module is going to be playable on slower PCs.
Now. Should I a) split the module into two sections?
it'll help a lot i think. It's also easier to use for you as there are less scripts and such. also you put out the parts once they're finished so players don't have to wait long time. While the parts are being palyed you can get feedback which you can use on the next part. these are some advatanges though if you're already nearly finished with everything (or so i understand) j

Quote:

or b) have each area's onEnter event script create the monsters/NPCs as the player enters?
you can also use encounter triggers for this. most of the time it's better to create the monsters and npc's via triggers as itr'll save alot of time

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I tend to favour a) personally, but i don't know what carries over from one module to another. Do the variables attached to the player? Are there any down sides?

the stats and weapons. local variables aren't exported as far as i know. i think the downside is that players will play unbalanced if they use too good weapons which they got from other modules. that's why i strip the items and give some items for my module. if needed i also level-up or level down PCs. however do warn the players as some might not like it!

for your other questions i don't know but what do you mean by the haks don't seem to be working, just for you or not at all

[ 11-20-2003, 11:19 AM: Message edited by: philip ]
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