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| 30 May 2011 03:00 PM |
*sees Brandonhare's RIDI* *notices that a ton of notes are played during the duration of the song*
orly |
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| 30 May 2011 03:08 PM |
*Looks at places with sound* Orly? |
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oysi93
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| Total Posts: 12469 |
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| 30 May 2011 03:16 PM |
| You know, _looking_ at places won't prove sound works properly. =P |
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| 30 May 2011 03:18 PM |
| I think he means the sounds with cryptic SoundIds. |
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| 30 May 2011 03:19 PM |
| So RIDI has at least 4 sounds running at once, how could a custom sound make lag? |
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MrNicNac
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| Joined: 29 Aug 2008 |
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| 30 May 2011 03:33 PM |
| Meshes don't make places laggy if Roblox handled them correctly. Every game is made of thousands of meshes with hundreds of polygons. |
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TrueForce
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NilPirate
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| 30 May 2011 04:09 PM |
| He means meshes, and insinuates sounds. |
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dekkonot
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| 30 May 2011 05:33 PM |
| Pics or it didn't happen, builderman. |
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fliboys
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| 30 May 2011 06:40 PM |
| Pics or it didn't happen, builderbuddy. |
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| 30 May 2011 07:01 PM |
| They should really work on making ROBLOX more EFFICIENT, not adding new graphics engines. (though ogre probably isn't the best) |
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| 31 May 2011 06:15 AM |
Roblox doesnt fix or optimize.
If possible, they propably use some code they got from the webz and if it lags theyll just decide to never again add such of a feature. |
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shouksta
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| 31 May 2011 05:20 PM |
| @above But they'll still leave the "feature" in for everyone to rage about. |
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| 31 May 2011 05:40 PM |
*gets rick roll'd*
orlynoa? |
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| 31 May 2011 05:57 PM |
Sounds lag, so they add sounds when things bounce off each other?
Clever... |
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| 31 May 2011 06:02 PM |
| They could have at least told the truth. |
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sncplay42
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| 31 May 2011 06:10 PM |
They mean the network times.
In an old OBC cast I think they said it was costing them some ridiculous amount to host them |
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sncplay42
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| 31 May 2011 06:20 PM |
| Also, if they were referring to "hashed" sounds, adding several MB of sound (in base64 too, which makes it 4/3 times bigger) to a place's XML would have bad effects on its load times... |
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| 31 May 2011 06:42 PM |
*reads post*
*smacks Builderman*
*yells [&^#%$#&] at him*
*Eats reply* |
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| 31 May 2011 10:38 PM |
| nope not true ive looked it isnt true |
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| 01 Jun 2011 10:34 AM |
| So here's the thing, that was waaaay back in 2007, when all of this would have been included directly in the ROBLOX map file. We had issues with people loading in sounds and having their place files be several hundred megabytes, and not being able to upload it. |
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Quenty
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| 01 Jun 2011 12:01 PM |
I love how ArceusInator managed to bump this obvious attempt at trolling.
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Quenty
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| 01 Jun 2011 12:08 PM |
Could someone take a look at my mess code right now?
http://www.roblox.com/Forum/ShowPost.aspx?PostID=47894593#47898408
Seeing as this thread is pointless |
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nds
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| 01 Jun 2011 01:18 PM |
So why don't you just make a script inside the Sound object with:
local Sound = script.Parent; local SoundId = "http://www.roblox.com/asset/?id=123456" local Debris = game:GetService("Debris") ------------------------------
Sound.SoundId = SoundId
Debris:AddItem(script,0)
So you wouldn't have so much Megabyte from the Sound. |
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