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并且当两个人一前一后通过一个门时 前面那个人开的门你是过不去的 你还得自己去开 。。。
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Gaiyin: 并且当两个人一前一后通过一个门时 前面那个人开的门你是过不去的 你还得自己去开 。。。
Yes, having an NPC slam the door in your face when you thought you could squeeze through did suck. :p
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Gaiyin: 并且当两个人一前一后通过一个门时 前面那个人开的门你是过不去的 你还得自己去开 。。。
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revial: Yes, having an NPC slam the door in your face when you thought you could squeeze through did suck. :p
yes , you have to wait till the door closes then open it again
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Epona222: I'd rather have this barely noticeable delay than loading screens - and really it's one or the other so take your pick, IMO this is the lesser of two evils.
Agreed. Everyone complained about loading screens, and they're mostly gone. The price is that we have to actually open the doors. :-) I'll take it!
Post edited May 25, 2011 by Corylea
i agree, but this is a very minor inconvenience.

Let's not start to nit pick.
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Epona222: I'd rather have this barely noticeable delay than loading screens - and really it's one or the other so take your pick, IMO this is the lesser of two evils.
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Corylea: Agreed. Everyone complained about loading screens, and they're mostly gone. The price is that we have to actually open the doors. :-) I'll take it!
I agree too.
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Epona222: I'd rather have this barely noticeable delay than loading screens - and really it's one or the other so take your pick, IMO this is the lesser of two evils.
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Corylea: Agreed. Everyone complained about loading screens, and they're mostly gone. The price is that we have to actually open the doors. :-) I'll take it!
And if there had been loading screens instead I reckon there would be far more complaints. I hang around a few forums for upcoming games I am interested in and there are always topics about how annoying loading screens are, begging the developers to get rid of them and please make sure there are no loading screens in their next release - even if it's completely unrealistic to expect that.

In some types of games I think that the current PC/console hardware will not allow as much freedom or seamless transition as some people imagine is possible (where there are really massive areas with lots of AI routines and objects and physics etc. - massive open world games and huge space sims come to mind), but in TW2 it was possible and I think they managed to get it just right. Geralt slows from a run, leans forward to operate the door, opens the door, and walks through before taking off at a run again (or when entering an interior the screen fades to black briefly during the transition) - I think that's pretty damn good, and CDPR did a really good job with it IMO.

As I mentioned before it is an almost seamless transition for me when I am playing, I don't know what people with hardware not as good as mine are experiencing.
Might be because it loads so fast I barely notice it, but I don't see the loading sign (the thingy on the right-bottom corner) in half of the doors though. So I assume they make almost all the doors work that way to hide the fact that some of the doors are for loading new area?
I have an odd glitch in my game where sometimes (but not always) when Geralt walks through a door he seems to do a 90 degree spin to the left then right to face forward again!!! It seems to occur mostly when entering buildings and passing through gates between areas but it sure looks odd.

The NPC door glitch definitely needs addressing though as it's ridiculous the way they open the door in front, you can see the area ahead but when you try to follow straight through you're greeted with a door to the face and have to open it again. The game must load the next area when the NPC opens the door as I can see it ahead so why can't Geralt walk through as well?

I hope both those issues are fixed (assuming the first one isn't specific to my machine).
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Buckethead: It's annoying. Simply let us walk or run freely through the doors with no delay
why dont you make a game for yourself and see if you can make any PC runs a massive open word
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Daz1967: I have an odd glitch in my game where sometimes (but not always) when Geralt walks through a door he seems to do a 90 degree spin to the left then right to face forward again!!! It seems to occur mostly when entering buildings and passing through gates between areas but it sure looks odd.

The NPC door glitch definitely needs addressing though as it's ridiculous the way they open the door in front, you can see the area ahead but when you try to follow straight through you're greeted with a door to the face and have to open it again. The game must load the next area when the NPC opens the door as I can see it ahead so why can't Geralt walk through as well?

I hope both those issues are fixed (assuming the first one isn't specific to my machine).
(this may just be on low settings) I don't think it loads the new area until you open the door. On low you can tell that it is just a fuzzy picture of the room when an npc goes through the door.
Level transitions are always fun.

In theory, you may be able to background load (and unload) regions of a game world based on where a player's character is going. This depends upon such things as how readily predictable this is (some large-world games are still extremely linear; Diablo II comes to mind), whether the user can actually spare the CPU/memory/IO load to perform background loading, and in how well your engine handles this. It also helps if you don't impose much continuity requirements (again, easier w/ something like Diablo, where the player expects that monster swarms may be completely rerolled on area transitions and item drops vaporize, thus drastically reducing state). It's not unlike a massive branch prediction problem.

This is particularly 'fun' for combat-heavy games. Doors and staircases between areas, for instance, raise obvious questions of whether somebody can fire a projectile from area to area without having it stopped for no explicable reason. The answer is frequently a resounding 'no', even where it would be a highly obvious thing to do from an in-universe perspective (like hurling grenades down a staircase or shooting through a closed door in a modern tactical combat game; in some engines, the expected hostiles wouldn't even exist until you go down the stairs or through the door so you have zero ability to soften them up while the designer may have put them at optimum range and position to ambush you).