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Sat, May 16, 2026, 08:10amLogin ] [ Contact Forum Admin ] [ Main index ] [ Post a new message ] [ Search | Check update time | Archives: 123[4]56 ]
Subject: URS - Update Range System.......New feature


Author:
Darkstone News
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Date Posted: Fri, Sep 06 2002, 10:55pm

Greywolfe (Online Community Coordinator)09/04/02 08:04 AM

Re: “update range system” [re: Coll_GL]

The update range system is used automatically when you manipulate the slider bar in 3D. In 2D you need to access your macros in order to manipulate the system.

The system removes dynamic objects, sounds, and text from a certain area surrounding the player character. Unless set otherwise, static objects will be greyed out in that update range area.

The selections to set the update range are at the bottom of your macro menu. Here is how it works, essentially:

Set update range: select "set" and enter a value for the range. The value dictates the number of tiles surrounding the character that will not be in the update range. (From observation, it appears that the minimum value is 5)

Modify update range: the range will be altered by increments equal to the value you have set.

Increase update range: will increase the range by a value of 1

Decrease update range: will decrease the range by a value of 1

Maximum update range: 18 tiles. At the game play window size of 640 x 480 it is recommended to use a range of about 15; at a window size of 800 x 600, a range of 18 is recommended.

Minimum update range: 5 tiles

Default update range: appears to be the maximum

Update Range info: states the current value set for the update range (in the text area)

Enable range color: Greys out the colors in the update range

Disable range color: Colors appear as normal in the update rangeToggle range color: allows you to enable or disable the range color with one macro.

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Comments from the same thread :


The toggle, of course, does more than grey the area in the update range. It also eliminates dynamic objects, sounds, and text that might gum up slower processors.

"The system removes dynamic objects, sounds, and text from a certain area surrounding the player character. Unless set otherwise, static objects will be greyed out in that update range area"

What this means is that things like other characters, will not be seen if they are outside the range you set. Also, dynamic objects that animate when on screen will be static.
So, with a tight 5 tile setting, you could walk by the west brit bank and would only see people that are within 5 tiles, greatly reducing lag if your intent is to simply walk by.

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Try going to WBB or anyplace with a crowd. Enable the range that you've selected. You should see other players and their text, doors, even signs, flames, and animals, disappear in the greyed out area. The sound should also be affected for any creature or dynamic object (door swinging shut, for example) that is not in the coloured tiles next to your character.

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Well, I kind of like the URS thing. It's ok. I think it's tremendously more useful on the 3D client, where the number of people and objects being drawn, especially in highly populated areas can drastically slow things down.

Took me 5 macro assignments to properly use the system however. How I managed to find more places to put macros, I'll never know. Seems like every alt, control and combination of the two with various letters, numbers and function keys has been used. Whew. Here's what I put, incase anyone wants to try my setup, since it makes a bit of sense (IMHO):

Ctrl-PgUp --- Increase Range
Ctrl-PgDn --- Decrease Range
Ctrl-Home --- Maximum Range
Ctrl-End --- Minimum Range
Ctrl-* (asterik) --- Toggle UpdateRange Color. (not entirely necessary.)

I did those on the number pad, since the non-number pad combinations of those keys are just about all used up for various UO Assist functions.

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