manchu
Rookie
*band Junkie....
Posts: 35
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Post by manchu on Mar 21, 2007 12:53:01 GMT -5
Okay,either I am just lazy or stupid... where is the entrance to the ruins? I'm guessing that searching and/or digging for it might work but gameplay is soooo slow in the wilderness that I'd rather just have someone spoil me
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Post by Lipa on Mar 22, 2007 9:58:19 GMT -5
Try searching (or rather digging) around the northeastern corner of the ruins...
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manchu
Rookie
*band Junkie....
Posts: 35
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Post by manchu on Mar 22, 2007 11:15:16 GMT -5
Yeah, actually found it shortly after posting...
My game is running soooo slow. Its not just when there a lots of creatures active. Anytime I'm in wilderness its really slow and lately even once I clean up enemies it speeds up a bit but still runs noticably slow. Is there anyone who has figured out how to get it running quicker?? Variaz mentioned something about a loop in the passive script, any way to adjust that on my own or is it more complicated than that? I'm not familiar with lua but have programmed a bit in some other languages.
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Post by Variaz on Mar 22, 2007 11:38:22 GMT -5
Feel free to look at it in passive.lua, it's the loop that examine every parts of your inventory. The logic is fairly simple, so if you've programmed before, you should be able to understand it... though I don't know why you're getting the slow down in the wilderness, there's practically nothing moving there. I do not get the slow down in the wilderness... What are your computer's specs?
If you ever make the script more efficient, feel free to e-mail it to me. But I'm not sure if it will be easy to do so... some hard-code might be required. But feel free to look at it if you want!
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Post by Lipa on Mar 22, 2007 12:32:24 GMT -5
Indeed, this "slow-down" problem is a bit annoying even on my 2GHz laptop, but on the 800MHz Pentium I use to play the game (numeric keyboard! ;D) it's quite terrible at times. I've just cleaned a special level with a vault, and it took me almost an hour... However, I don't encounter the problem in wilderness either...
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Post by Variaz on Mar 22, 2007 12:39:07 GMT -5
On the plus side, you don't have to use Detect Monsters to see swarms coming! Seriously, though, just making this one loop hard-coded(like I did for some other loops) would quickly fix the problem, but would remove the ability to customize the Defense skill, which operates in this loop. hmm... though I could comment the code instead of removing, and put the hard-coded function. Then, if you want to customize defense, you comment the function, and uncomment the code... or something like that. This could be good, at least as a temporary fix. It DOES get annoying when you need to rest near a swarm...
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manchu
Rookie
*band Junkie....
Posts: 35
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Post by manchu on Mar 22, 2007 13:21:33 GMT -5
Okay, if its the one loop then I have a possible solution. Rather than checking flags on all pieces of worn equipment every turn, do this. Take a snap shot of all worn equipment.
IF old_snap_shot not the same as currently_worn_eq THEN run through the loop
otherwise there is no need to recheck eq every turn. This way you only update when you've swapped a piece of eq.
Looking again at the script the problem may be that you are resetting a ton of stuff every turn so you are forced to go through all the eq to get an accurate update every move. Am I reading that right?? The loop calls get_object_flag 41 times for each piece of worn equipment if I'm reading this right. So my monk is wearing 11 pieces of eq, that's 451 calls each turn. Even higher for characters wielding weapons!
If that is indeed the case it may still be a lot quicker to create a record of all those values and update based on that record and only update the record of values if there is a change in equipment. Does that make any sense??
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manchu
Rookie
*band Junkie....
Posts: 35
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Post by manchu on Mar 22, 2007 13:24:15 GMT -5
oh yeah, specs on my system may indeed have something to do with it... 700mhz and 320M of Ram
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Post by hollywood on Apr 22, 2007 13:20:01 GMT -5
Has anyone managed to get past the bottom floor of the ruins yet? I can't figure out anything else to do.
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Post by Variaz on Apr 22, 2007 16:56:08 GMT -5
Use the search "s" command to look for secrets. And beware, you CAN screw up, if is happens, you have to back up and down again, and restart.
And hope you're prepared for the boss!
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Post by hollywood on Apr 24, 2007 7:37:38 GMT -5
Ah, I must have screwed up, will try again. Is there an easier way through the granite walls? My 8 str high-mage is not an efficient tunneler.
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Post by Variaz on Apr 24, 2007 8:57:26 GMT -5
Nope. You do have to dig. Buy the Raise Strength spell from the rare items shop, or use a Strength Licialhyd.
hmmm... I have yet to try it, but I wonder if you summon a Tunneler Worm(or any diggers), if it would be smart enough to dig trough that granite....
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Post by hollywood on Apr 24, 2007 22:22:10 GMT -5
hmm, I'll use debug to check out the digging summons for ya. Not really feasible for my build since I'm playing a pure alteration high mage (inspired by your post). I ran out of gold before I could by the raise strength spell. I guess I'll have to go back to the ruins and farm the skeletons warriors to restock my coffers. Btw, the fixed nature of the quest levels makes an ideal opportunity to level/class level/item farm. It worked out well for me, but i think it does diminish the spirit of the game.
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Post by clypse on May 9, 2007 22:33:17 GMT -5
Hello again, yeah i have dug up every piece of rubble and tree around the ruins and I can't find the entrance lol, all the rock is permanent. I have like 10 different character builds running right now and I cant get to the ruins lol. Am I missing something? I searched the northeast corner nothing.
Rookie lol
Clypse
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Post by Variaz on May 10, 2007 8:11:39 GMT -5
You're out of luck then. Your best bet might be to sink your characters in a pool of deep water... *wink*
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