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FPSC Classic Work In Progress / [LOCKED] [x9] Dark house WIP

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s4real
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Posted: 20th Apr 2011 01:49
After a lot of testing and looking at the code vishnu seem's to be ok and the problem looks like it could be an fpsc issue with Dark House.

best s4real



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rolfy
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Posted: 20th Apr 2011 02:13 Edited at: 20th Apr 2011 02:15
Or maybe the issue is with FPSC and building a game with more than a few megs of media then encrypting it, maybe its the custom stuff maybe not. But whats custom these days anyhow?,with so many new modelers and packs being released all the time I am glad I dont put anything into the store as I couldnt handle all the complaints about games not building/playing using my stuff.

I actually didnt think it was a fault with Vishnu at the outset nor am I going to strip this game looking for a reason why some comps dont like it as most seem to be playing it fine now, if I had plans to make a commercial effort I wouldn't be using FPSC.

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s4real
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Posted: 20th Apr 2011 02:32
Played the game rolfy and the game is awesome very well done m8.

best s4real



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Kravenwolf
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Posted: 20th Apr 2011 03:36
Hey rofly, it's still a no go for me, even running the unpacked version. I deleted the imageblock, and even tried running it as an administrator with all other applications closed. The loading bar gets right to the very end, and then just refuses to jump that last 2%.

I downloaded Wolf's Thanatopia game for comparison, deleted the imageblock file and his game loaded up just fine after about 30 seconds. So, it doesn't appear to be an issue with Vinshu on my end, either. I guess my computer is just having trouble loading some file exclusive to your game. Sorry, I can't be of anymore help.

Kravenwolf

ASTECH
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Posted: 20th Apr 2011 04:09 Edited at: 20th Apr 2011 10:40
I can say that I was able to run the game and play. The launcher still stalls though. I had to press the heck out of launch.

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s4real
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Posted: 20th Apr 2011 04:26
@astek :- Ive added you to msn if you want to help beta test the problem.

best s4real



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Disturbing 13
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Posted: 20th Apr 2011 09:20 Edited at: 20th Apr 2011 09:21
Quote: "Hey rofly, it's still a no go for me, even running the unpacked version. I deleted the imageblock, and even tried running it as an administrator with all other applications closed. The loading bar gets right to the very end, and then just refuses to jump that last 2%."


I didn't even get that far with the unpacked version. Soon as i double clicked I got a-'The peramiter is incorrect'-error

http://disturbing13projects.proboards.com/
Making Monsters do Horrible things!
Wolf
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Posted: 20th Apr 2011 10:45
I played it and it was great!

I hope 1.18 Full will sort these troubles out



-Wolf

God Helps the Beast in Me!
Bootlicker
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Posted: 20th Apr 2011 13:00
Quote: "i have no idea how to get past that door with the key on the other side, how do i place the sheet on the ground? :S
"



xplosys
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Posted: 20th Apr 2011 19:10
I still have one problem.

WARNING: SPOILER...


Brian.

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Wolf
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Posted: 20th Apr 2011 23:44
@xplosys: Aim at the floor, not the door



-Wolf

God Helps the Beast in Me!
rolfy
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Posted: 21st Apr 2011 00:24
This is another part I just fixed:
Increased the hit area for the sheet of paper.

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s4real
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Posted: 21st Apr 2011 02:32
Rolfy :- maybe its time to update to v1.18 and see if it fixes some of your problems.

Best s4real



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ASTECH
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Posted: 21st Apr 2011 05:33
I beat the demo and I have to say that I was really surprise by the end! The game was very unique gameplay wise.
The whole time I kept thinking I had a visible innovatory and wondering why I couldn't pull it up.
At any extent, it was still very entertaining. Great work!

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rolfy
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Posted: 21st Apr 2011 11:06
Quote: "maybe its time to update to v1.18 and see if it fixes some of your problems."

I agree, will give it a shot after finish fixing any other problems that folks who can play now come up with. I didnt want to switch beta versions till I get it at least completed.
Quote: "
The whole time I kept thinking I had a visible innovatory and wondering why I couldn't pull it up."

I am thinking in that direction for advancing the game, for now its been all about getting the point and click to work properly, thanks Astek.

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Wolf
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Posted: 21st Apr 2011 16:23
Rolfy, you where already doing fantastic stuff with FPSC long before my time and this is another great piece!

Quick Review:
Quote: "The Story"


You're in a house and it is haunted...thats pretty much everything you get from the game and its cool
Nothing to rate here

--

Quote: "Overall Presentation"


Decent menue graphics Certainly not the best rolfy could do, but pretty decent.
It had the Vishnu Launcher with slightly annoying music.
The Cursor was dang cool though!

58%


Quote: " Game HUD's, Scripting etc. "


The first FPSC Game ever with Point and Click Adventure elements.
Interactive Objects with great animations and flawless puzzles.
Using the "Interactive Mode" is still producing an impact sound and the enemie spiders wheren't integrated that great which is why you get:

90%

Quote: " Gameplay "


Slow adventure gameplay. this game fascinates with all of its innovations and its unique visuals. I would suggest fleshing it out a bit more if you plan on distributing it to fella's who don't know FPSC.

60%

Quote: " Level-Design "


It feels like an Addict! It appears to be modelled and uses techniques completely different from my own which made it interesting for me. I have to add that it is a but empty here and there. A real downside where those planks and the sudden blackness while looking out the window. I was expecting one of your fabulous skyboxes

77%

Quote: "Graphics"


The incredibly looking blankets and table tissues everywhere where great. Awesome texturing and I guess this is where this shadow baking really shines It looked intense and vivid. I really enjoyed that small table in the hallway.
The only downsied where those odd pixelate "shadows" everywhere. I fear my english is too limited to elaborate on this, but maybe you know what I mean.

I might have overlooked something, but there is no door the player could have been dragged in through?

Nitpicking: The corpse's feet where transparent and I could see through.


79%

Quote: " Sounds "


There was no real ambience... no feeling of being on a haunted place. The weapon's sounds where default and well...there wasn't much. Do you plan on adding this in the full version?

The intro sound was decent though.

Oh! I'm not sure since I don't really remember the stock footstep sounds, but, did you use custom ones?

40%

Quote: "Notes"
:

- I saw screenshots where you use your zombie models. Are you keeping the cartoonish look of the enemie characters or are you planning on doing it more...disturbing, like those zombies you made.Either way, the game is stylish!


Quote: " Overall Rating "


75 % Conclusion: Awesome! One of the best FPSC demo's I've seen so far. It has a few downsides, but the artistic and innovative approach on this make it a true FPSC Gold.



-Wolf

God Helps the Beast in Me!
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Posted: 21st Apr 2011 17:06
So I got it working and testet it...(snares)...

ITS AWESOME!!!!

The game really really feels like Amnesia and right after I played trough the demo I had fun to play that again.
Thanks rolfy, for the inspiration, I´m planning a game like Amnesia just because of you!

Youtube Name: omegamer666
Current project: Junkys Home, a X9 project where you wakeup in a dark apertment and your goal is to get out of there.
But you´re not alone...
Nickydude
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Posted: 21st Apr 2011 22:55 Edited at: 21st Apr 2011 22:56
Sorry rolfy but I can't get the game to start either, The launcher loads the game but clicking "Launch" does nothing.

W7-32bit, 4gb ram, 8800GTX gfx card.

I also tried running as Admin.



rolfy
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Posted: 22nd Apr 2011 01:21 Edited at: 22nd Apr 2011 02:50
Many thanks for detailed review Wolf.

In answer to some of your many questions please note this demo was primarily to test the point and click system.


Quote: "I might have overlooked something, but there is no door the player could have been dragged in through?"

This being the demo I saw no need to give any reason for the player being there, but its the point I expect to put one of those old fashioned elevators so each floor can be reached.
Before you ask, its part of the plot that Dark House was once an asylum its one of the reasons uncle got it so cheap.

Quote: "Are you keeping the cartoonish look of the enemie characters"

As for fleshing out the story and to explain the characters, Uncle was a master toy maker who lost his wife and daughter in a car accident, he wanted his little girl back, so he created the doll and using an occult ritual tried to place her soul in it, but something else got in. The house is strewn with his creations which she has made her own.
Pinnochio eat your heart out.

Quote: "A real downside where those planks and the sudden blackness while looking out the window. "

Thats oneof the things I am looking at as the cause of windows 7 users having issues, I just noticed the skybox images have not been copying over to the built folder. I actually intend to put broken glass in those windows anyhow so skybox will be moot.

Quote: "Using the "Interactive Mode" is still producing an impact sound"

There is nothing I can do about the 'hit' sound of the interactive hand at this point it would require a weapon used condition, as it is I got it down a barely audible 'putt' which will only be heard on the floor if I remember correctly. I will shoot Lee an e-mail and ask if it would be too much to add to current updates.

Quote: "Oh! I'm not sure since I don't really remember the stock footstep sounds, but, did you use custom ones?"

Footsteps are custom

As the house has history I may send the player into this era as a different character (or the same depends on how I can fir it into the storyline), means I can get more levels for the game

Nickydude I will e-mail you

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s4real
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Posted: 24th Apr 2011 00:47
@ everyone having problems with the launch button:- Are you using w7 with sp1 ?

best s4real



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xplosys
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Posted: 24th Apr 2011 01:02 Edited at: 24th Apr 2011 01:03
Yes, service pack 1.

Quote: "@xplosys: Aim at the floor, not the door "


Not that I hadn't tried that, but I tried again and no dice.

Brian.

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Posted: 24th Apr 2011 06:33
Quote: "@ everyone having problems with the launch button:- Are you using w7 with sp1 "


Nope. I'm just using the retail plus latest updates (minus Service pack 1 of course). I'm 64-bit btw.

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rolfy
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Posted: 24th Apr 2011 07:47 Edited at: 24th Apr 2011 07:55
Latest Build using V1.18 14.

Fixed collision errors.
Increased hit area for placing objects.
Improved lighting/shadows.

Dark House Demo

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JLMoondog
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Posted: 24th Apr 2011 08:12 Edited at: 24th Apr 2011 08:14
Very interesting, died my first try...

Few things I noticed,
1) that girl made me jump!...several times
2) whenever I hit '2' it reloads the gun, even if I have a full 'clip'
3) the body in the bloody room has some flipped polys on the feet and hands
4) the 2d hud cursor sometimes didn't go away when I used it, so you could see a smaller 3d hand behind it
5) the ceiling lamps were missing their hanging, so they were floating
6) windows had holes

On the plus side it made me jump, so you have the scare factor there. The puzzles were good too, and I like the interactive animations, very cool. Maybe a bit hard, that stupid girl brought my health down badly, then when I was attacked by the spider I died...my gun wouldn't shoot, and when I went to reload, too late, bit by a spider...:p

Ah, and the crates with the canvas, beautiful to look at! I loved the feel of the level, made it look like you were stuck in an old dusty attic. The opening was well done as well, felt like I was dragged into a building, though not sure how I ended up in the attic.

I forgot this was a FPSC game while I was playing, well until I hit the jump button of course. Replace that sound! :p

Good stuff, can't wait to see more.

rolfy
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Posted: 24th Apr 2011 08:36
Thanks Josh The reload prob may be a new bug from the latest beta, will take a look at that. Got to remember to fix the polies on those feet
Didnt think anyone would notice those lamps so will fix that too.
As for your health:
If you find a specimen jar: press and hold Right Mouse Button to replenish health.


Specimen Jar

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Gencheff
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Posted: 24th Apr 2011 13:50
This is honestly the first FPSC game that actually made me want to keep playing.

Just like Josh,that girl in the first room scared the living daylight out of me and I ran away like a ... well you know. I wish I had a fighting ability in the beginning but that would've taken away from the scare factor,so very well executed.

To be honest I don't really like the way the revolver reacts.It feels sluggish and unsynchronised.The bad firing sound definitely didn't help either.


PC Specs:Windows 7 Ultimate 64-bit,Intel Core i7 960 @ 3.20GHz,NVIDIA GeForce GTX 480,12GB RAM,2x Western Digital 997GB HDD
JLMoondog
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Posted: 24th Apr 2011 14:50
Hah, I kept trying to pickup the bottle and eventually gave up.

Wolf
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Posted: 24th Apr 2011 16:11
I would like to contribute my enhanced Revolver.

it features new, royality free soundmixes aswell.



-Wolf

I make serious coffee - so strong it wakes up the neighbors.
xplosys
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Posted: 24th Apr 2011 18:02 Edited at: 24th Apr 2011 18:29
I don't know what you did, but it works for me now... even placing the paper on the floor. Cool!

Oh, I guess that was a 1.18 build?

Brian.

rolfy
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Posted: 24th Apr 2011 21:28 Edited at: 24th Apr 2011 21:36
Quote: "I would like to contribute my enhanced Revolver."

Would love to drop it in and try it out.

Quote: "To be honest I don't really like the way the revolver reacts.It feels sluggish and unsynchronised."

it wasnt sluggish before, I do know that the latest beta has been throwing up a lot of new issues. Will try Wolfs revolver and see how it goes.

Quote: "
I don't know what you did, but it works for me now... even placing the paper on the floor. Cool!"

Glad to hear that xplosys, hope it loads ok for others now too.
I increased the hit area.

Thanks for trying it out guys.

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starmind 001
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Posted: 25th Apr 2011 00:35
The last two worked for me. As Josh said the revolver did reload everytime I pressed two.

OutdoorGamer
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Posted: 25th Apr 2011 06:10
You always do a great job.

Wolf
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Posted: 26th Apr 2011 17:17
@Rolfy: Sending to your Adress provided on the "E-Mail" Button

Do you mind if I record and upload a video of your game on my Youtube Channel?



-Wolf

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rolfy
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Posted: 26th Apr 2011 23:57 Edited at: 26th Apr 2011 23:59
Thanks Wolf
Yeah go ahead with the vid. A link to that here would be nice too.

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starmind 001
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Posted: 7th May 2011 06:04
Rolfy, sent you an email. I hope it helps you.

rolfy
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Posted: 7th May 2011 06:49
Thanks Starmind I may well have a use for that, not sure just yet, getting started with other rooms for the house right now

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starmind 001
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Posted: 7th May 2011 07:03
Glad to help a master.

Wolf
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Posted: 7th May 2011 14:26
As a matter of interest:

I recorded the vid for your game right now and I , as a newbie to modeling, was wondering if the textures for the rooms where on one map or on multiple maps? I would like to know more about this baked shadows thing, it has potential for outdoor areas



-Wolf

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rolfy
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Posted: 18th May 2011 05:52
A new screenshot of one of the rooms to keep this thread alive.



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xplosys
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Posted: 18th May 2011 06:11
Did you fire the maid, or kill her? What a bloody mess!

Crazy Acorn
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Posted: 18th May 2011 06:12
COOOL! Great job here bro!

/sarcasm/ Don't work I just cut myself a little it will be fine! /sarcasm/

uzi idiot
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Posted: 18th May 2011 09:35
O_O Wow! That looks amazing!
More people should use your mapping technique, it looks stunning!


Mental Stability is over-rated!
Dark Goblin
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Posted: 18th May 2011 09:53
Yeah its good but the texture quality is sometimes very bad.

In the little Demolevel you uploaded it was really low and another thing was that you could jump through every door, on the upper part ;D

SekoIdiootti
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Posted: 19th May 2011 12:43
Looks awesome as always. Once you finish this, I'll definitely play it...

Payam
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Posted: 20th May 2011 22:16


Oh.
My heart

It was really scaring

But in the corridor(the corridor that you go to it before finding the golden key) the light markers should go upper because they were not match with the light models.
If you didn't find the place I'll put a screenshot.

Have our guns was a mistake!!!

I am PaYaM
SOLO DESIGN
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Posted: 24th May 2011 16:59
Looking good, is this a game ROLFY or will you release as a full pack? would love to play with it.
rolfy
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Posted: 27th May 2011 23:51
Quote: "Looking good, is this a game ROLFY or will you release as a full pack? would love to play with it."

Its a bit of both I may put some of this stuff into the store.



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Wolf
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Posted: 27th May 2011 23:58
Yeah...

This is revolutionary!



-Wolf

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ASTECH
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Posted: 28th May 2011 01:54
I'm sorry to be complaining but I feel somehow that the screenshots always look better then when I actually
get to play it. IDK why that is. I just know that the pre-demo pictures looked superb but the demo itself
seamed to give it to me without all the shimmer. I hope for the best experience to all of us that it won't
be that way come the time of official release.

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rolfy
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Posted: 28th May 2011 03:57 Edited at: 28th May 2011 05:25
The demo is pretty much a tech beta, I wasn't too concerned with appearance at that time, the only shader applied to the environment was an illumination map to full light the baked textures. This was a performance decision and I dropped all the frills for it.
However the screenshots taken were in game just as I built it and the same as the demo you played.You could always take a screenie from any one of the places I took them and compare it.
Maybe screenshots always look better than in game (ALL GAMES) simply because they are, like photography, taken from the best angle etc. I do however see your point but would just like to say that this is a work in progress and as such the eye candy is going to come last.

I could have put a lot more entity's into the level to fill it out and add detail. Also some of the textures were low res due to the large surface area of some of the models; for instance, the walls and ceiling of the attic were one complete object. the entire floor area is 100 segments which share a single shadow baked map but look fine as its planar. Much of that particular level will be broken up and allow more detailed and higher res textures to be used.

The amount of work that went into creating a working interactive system that uses a weapon was pretty much enough for me to handle, it took a lot to get it right, the scripting and shaders took up most of it and ensuring that other weapons could still react to light while the interactive hand didnt react etc was not easy to solve. (There is a lot more to it than first seems, and anyone else trying it will be sure to find out.)
It works with a combination of in-game and baked lighting for those intricate parts where required and also a new shader I have in mind,

I have a few ideas for improving graphic appearance which will not affect performance but add to to the visuals considerably, one thing at a time

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