adding CEP 2.4 - speed and views
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adding CEP 2.4 - speed and views
I've updated to CEP 2.4 for playing, but I don't see anything new in my builder options for items to add in when updating placeables. How do I import the new stuff?
Also any tips for making toolset run faster? When I click on an item for Properties or Edit/Copy and item the system clocks for quite a bit and the PC isn't that old.
Lastly is there a list of the toolset / cep items and pictures someplace I've looked all over and I can't seem to find one. Saves looking through the skins/pictures one by one.
Thanks so much!
Also any tips for making toolset run faster? When I click on an item for Properties or Edit/Copy and item the system clocks for quite a bit and the PC isn't that old.
Lastly is there a list of the toolset / cep items and pictures someplace I've looked all over and I can't seem to find one. Saves looking through the skins/pictures one by one.
Thanks so much!
snerney- Commoner
- Number of posts : 2
Registration date : 2011-11-13
Re: adding CEP 2.4 - speed and views
From what I remember, 2.4 adds in rideable dragons. Can't remember what else however.
MannyJabrielle- Ludicrous Level
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Number of posts : 5927
Main Character : See the "A-Team" thread in the Biographies forum.
DM Name : Dungeon-Master Gaelen
Time Zone : GMT -5:00(EST)
Registration date : 2008-07-05
Re: adding CEP 2.4 - speed and views
Updating to CEP 2.4 doesn't necessarily add new things to the placeable palette. Each edition of the CEP keeps adding more and more appearances, and making a blueprint for each object appearance would definitely overwhelm a module's available resources, which are limited to around 16,000 total (that's 3 for every area in the module, 2 for every script, and 1 for every creature/item/encounter/trigger/waypoint/merchant/sound/door/placeable blueprint).
I do believe the later editions (2.3 & 2.4) have partially renamed many of the placeable appearances, so it's easier to find them based on category when making a new one or editing an existing one. I rarely add new placeable blueprints anymore, preferring to simply drop in pretty much anything off the palette and edit the individual appearance/description/properties to what I actually need.
I think there's a hak in the CEP files called cep2_build or something like that that you can add to your module when building. It should contain blueprints for many placeables to use while building, then it can be removed from your module's content list when finished to reduce the number of blueprints in the game palette to help prevent a DM client crash issue caused by too many blueprints in the module. I don't personally use this option, since it's a big hassle with a module the size of Aenea to add or remove haks from the content list in the toolset.
As far as making the toolset run faster (particularly for opening object properties windows), I'm not sure. I find that occasionally just closing the module and toolset and restarting them helps. Reducing the number of other programs running helps, of course.
I also do a lot of editing of object where the only thing that changes are variables. Thanks to different scripts I use, many things are controlled with variables instead of tags. It's much faster in the toolset to right-click on an object and change variables than it is to open the properties to change an object's tag.
I do not think there is a fully up to date listing of items/placeables/creatures/doors/waypoints in the CEP anymore. There is a ton of variety there, but it would be quite a project just to document and get/edit screenshots of everything included. Now that would be a helpful web page/site for the community.
I do believe the later editions (2.3 & 2.4) have partially renamed many of the placeable appearances, so it's easier to find them based on category when making a new one or editing an existing one. I rarely add new placeable blueprints anymore, preferring to simply drop in pretty much anything off the palette and edit the individual appearance/description/properties to what I actually need.
I think there's a hak in the CEP files called cep2_build or something like that that you can add to your module when building. It should contain blueprints for many placeables to use while building, then it can be removed from your module's content list when finished to reduce the number of blueprints in the game palette to help prevent a DM client crash issue caused by too many blueprints in the module. I don't personally use this option, since it's a big hassle with a module the size of Aenea to add or remove haks from the content list in the toolset.
As far as making the toolset run faster (particularly for opening object properties windows), I'm not sure. I find that occasionally just closing the module and toolset and restarting them helps. Reducing the number of other programs running helps, of course.
I also do a lot of editing of object where the only thing that changes are variables. Thanks to different scripts I use, many things are controlled with variables instead of tags. It's much faster in the toolset to right-click on an object and change variables than it is to open the properties to change an object's tag.
I do not think there is a fully up to date listing of items/placeables/creatures/doors/waypoints in the CEP anymore. There is a ton of variety there, but it would be quite a project just to document and get/edit screenshots of everything included. Now that would be a helpful web page/site for the community.
Re: adding CEP 2.4 - speed and views
Thanks so much for the detailed reply. You've given me some great tips as I try to learn to be a better builder. Currently building things for table top playing aids.
snerney- Commoner
- Number of posts : 2
Registration date : 2011-11-13
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