PlaneShift

Gameplay => Wish list => Topic started by: Darkvoid_bluff on December 27, 2007, 07:28:41 am

Title: Reactive landscape
Post by: Darkvoid_bluff on December 27, 2007, 07:28:41 am
Just a thought on the paths throughout PS, would it be possible for the traffic between two points to be recorded & the paths shift accordingly?
Going from green/grassed on little travelled areas graduating to the white paths that we all know & love for the heavily trafficked lines, allowing them to follow the paths that people are actually taking.
In extreme areas of inactivity trees may begin to sprout eventually forming that will require woodcutting to move along ever again

Also possibly a stamina penalty for not staying on the path?
Title: Re: Reactive landscape
Post by: Suvok on December 27, 2007, 09:08:50 am
That would be great. But I bet it'd be damn difficult to code, I doubt it is possible with the tools at hand.
Title: Re: Reactive landscape
Post by: ThomPhoenix on December 27, 2007, 01:58:01 pm
I'm sure things like different walking speeds on different kinds of terrain and "leaving footprints" on the ground that will form tracks eventually are things that are thought about in both the PS and CS league. However, it is not high on the list. Perhaps in a few years we will see it.
Title: Re: Reactive landscape
Post by: Kerol on January 08, 2008, 06:00:05 am
Different walking speeds etc. are thought of and afaik there also were some improvements regarding this. However, having *paths* altering the terrain... that's a completely new idea - and a great one, I must add. I'm pretty sure that it's possible to add with (relatively) little effort.
I imagine it could work as following:
A terrain-map (like grassland) is split into sufficiently small fields (thinking of hex-fields of 1m edge length), all numbered.
Each field has a counter "times_used".
When a land-moving entity moves onto a field, the times_used gets incremented.
This should not be a big impact on CPU since the server knows the pos of the entity and can check the field used each 1 m the entity has moved.
It's also not a problem if it's not exact.
There's a standard-grass texture for fields that have 0 <= times_used <10, a stomped on grass texture for 10 <= times_used <50, a mud texture for between 50 and 100 etc.
I think we even have these textures already.
After an ingame-day (5 hours or 6 RL) the times_used counters of all terrain fields get decremented.

The biggest problem I see is the interface between map, textures and server, which is basically a CS thing.
Title: Re: Reactive landscape
Post by: LigH on January 08, 2008, 08:40:00 am
The heightfield grid is not hexagonal, rather squared (not to mention triangles, but that's one step too far), so it could rather easily be managed as an array.

Imagine the positional distribution display you may see as analysis of the two players after a tennis match. After each midnight of game time, this "map" could be overlayed onto the alpha map reliable for the "dusty road" texture, as the grassland texture is the basic one, if I remember right. And the "dark rock" areas won't be changed ever.

There is just one little issue... The updated alpha map has to be offered by the server as update day by day.
Title: Re: Reactive landscape
Post by: Darkvoid_bluff on January 08, 2008, 10:12:47 am
Thanks for taking the idea seriously, I suppose the update down side could be reduced with weekly rather than daily updates.
Title: Re: Reactive landscape
Post by: LigH on January 08, 2008, 02:22:13 pm
Indeed -- vegetation grows slowly. And differences will be little: a hardly noticable patch of grass less on the hill, another more on the road.
Title: Re: Reactive landscape
Post by: emeraldfool on January 08, 2008, 04:53:02 pm
Does that mean very determined individuals could stomp their names into the ground? :P
Title: Re: Reactive landscape
Post by: neko kyouran on January 08, 2008, 05:01:54 pm
I'd think vandalizing the Octarch's land would be a punishable offense.
Title: Re: Reactive landscape
Post by: Tuxide on January 08, 2008, 06:22:26 pm
Crystal Space supports both parallax mapping and decals.  I wonder if one can put the two together to produce dents in the ground wherever the server needs to without changing the world geometry.
Title: Re: Reactive landscape
Post by: aersixb9 on January 09, 2008, 01:19:52 am
From what I know about CS, the terrain is a static mesh so you can't go around deforming it without rewriting CS. I also think that if you tried to cover the ground with "entities" (3d objects) like grass and plants, you'd get a huge number of entities really fast. With draw distance clipping it might be possible to cover the ground with entities, but that won't be efficient or good for the frame rate...
Title: Re: Reactive landscape
Post by: saladasalad on January 09, 2008, 06:00:58 am
I love this idea! It's features like this that I think will separate PS from the rest in years to come. It's good to see another Tasmanian here too :)
Title: Re: Reactive landscape
Post by: LigH on January 09, 2008, 07:44:24 am
@ aersixb9:

Altering the alhpa maps for the texture overlays is a lightweight operation.

And implementing adaptive foliage (differently probable temporary meshes in relation to a map) could be possible, but due to some issues people are already remarkably hurt by uniform foliage (the same grass patch everywhere).

Furthermore, comparing with the best foliage I've ever seen ("Serious Sam: Second Encounter", ~v1.5), the foliage in PlaneShift is much too opaque, or the full-opacity radius too large.
Title: Re: Reactive landscape
Post by: Zhaxor on January 23, 2008, 01:17:41 pm
There is a thing I see that could cause problems, and that is the shortest route between two place is a straight line. Without some impementation of the earlier mentioned ideas, ie: slower walking for different terrain, lose extra stamina for climbing hills etc there is a danger of all the roads in PS becomg straight slines. I know for a fact that now I have progressed sufficiently in PS I no longer bother to follow roads, it's straight as an arrow to get where I want to be as fast as possible. If this is implemented there needs to be incentives to follow roads as they are in real life. ie: roads go around hills because heavily laden carts can't be pulled over them, roads go to river fords or ferries rather that straight through in the direction we wish to go.

I love the idea, and implemented right it would be great. Imagine going to someplace you havn't been for a long time and you get lost in the woods because the paths have changed, like where the hell did this forest come from anyway?
Title: Re: Reactive landscape
Post by: LigH on January 23, 2008, 02:30:50 pm
There is already a hard limit of steepness you can climb. A kind of "soft limit" would be nice, but will increase the server load due to more complex movement calculations.

I like shortcuts too. But I hardly use really the straightest possible direction.
Title: Re: Reactive landscape
Post by: Baron Samedi on January 23, 2008, 05:28:26 pm
There is already a hard limit of steepness you can climb. A kind of "soft limit" would be nice, but will increase the server load due to more complex movement calculations.

I like shortcuts too. But I hardly use really the straightest possible direction.

   Who needs roads if you have paths? I understand the desire for scenic reasons, but I like the idea of eliminating the roads altogether and just allow paths to develop naturally. This would also lead to paths to mines and other areas of interest...the Gold mine would be a dust bowl, whereas the silver mine might have a light path to it.

  This is a fantastic idea, if it is easily done.

  I suppose you could leave the roads in place for use for carts/wagons, or whatever else may be on the way.
Title: Re: Reactive landscape
Post by: lurkmost on April 15, 2008, 01:27:11 am
I imagine things like changing the vegetation and terrain slightly, as well as putting down paths wouldn't have to be a daily update.
Infact, a monthly update would be just fine.

I think monitoring quite a few activities to change the world accordingly wouldn't be impossible. When certain skills come in, I imagine it would be very interesting for other changes to be observed.
For instance, simply make forests smaller once people start cutting them down for wood, perhaps a change in hillscape when people dig and mine (though that would seem harder to change).
Hopefully fish will already move around in schools. I would also hope that people would be able to plant herbs.

Back to paths though...
I imagine that if one path is heavily traveled then there could be various stages of modification.
Eventually the path would become paved (to a point, I imagine that how far it is paved would depend on how close cities are as well as continued trafic).
I could even see some hills being lowered, and paths being cut through the landscape.
Eventually bridges would be a must.
More interestingly, I think small monuments and ornimental items that reflect the archetecture of the area could start showing up in heavily populated areas.
Perhaps some monuments can name the first player(s) who had traveled along the general path.

This is of course a low priority project, but I would find this small touch an awesome addition to scenery.
Title: Re: Reactive landscape
Post by: LigH on April 15, 2008, 07:54:15 am
/me watches Lemming-like hordes of Kran walking over a hill over months to flatten it... :D
Title: Re: Reactive landscape
Post by: Candy on May 06, 2008, 10:08:35 pm
On that note, why not have paved roads that get potholes and such, and eventually get worn down and turn to gravel roads if nobody's taking care of them? Or get torn up by vicious monsters at some points?

Maybe some NPC guards could patrol it closer to the cities, too...I can see some opportunities for new quests coming from that.
Title: Re: Reactive landscape
Post by: NirAntae on May 17, 2008, 01:10:52 am
I really like this idea.  I must admit, it's not something I've ever seen in a game before, and I think it would be a very neat feature.  It might also make traveling a bit easier; right now it's nearly impossible for newcomers.  I was lost for hours, mostly going in circles, trying to get from Oja to Hydlaa, what with no maps or signs and all the paths looking the same (and mostly rather vague).
Title: Re: Reactive landscape
Post by: 190nifes on May 21, 2008, 10:55:47 pm
I bet that this is a good idea but my used to work on online games and he said that it would be extreamaly difficult but make the game more realistic.
Title: Re: Reactive landscape
Post by: Ichaas on May 22, 2008, 11:53:39 am
That would require a team of professional programmers and woud more than likely result in over population of trees which result in alot of lag. I don't mind the idea of a forest being added to one of the roads, like off th the side maybe, but generally that would be extrememly difficult and time consuming to code.
Title: Re: Reactive landscape
Post by: Kerol on May 22, 2008, 06:58:05 pm
Quote
That would require a team of professional programmers and woud more than likely result in over population of trees which result in alot of lag. I don't mind the idea of a forest being added to one of the roads, like off th the side maybe, but generally that would be extrememly difficult and time consuming to code.

It would require
1. Level of Detail for items. (which we need anyway)
2. Adaptive labeling for unpickupable items. (which we need anyway)
3. Random spawning with spawn rules over areas. (which we need anyway)
4. A feature to remove/substitute certain items with others over time. (which is needed for fields of fruits etc. as well)
5. Reactive Landscape. (which is discussed here)

I can't think of anything else that is required to do this.
Title: Re: Reactive landscape
Post by: silvermindyarr on July 21, 2008, 05:02:50 am
I like this Idea. Just some thoughts:
there is the problem of straight line paths, but maybe this can be offset by requiring carts and vehicles to use static roads (im a noob, so i have no clue if they exist, and if there is a banking system, disable access from multiple location so that people have to travel with carts to other places to do large scale buy/sell). I think that the abilities could be developed, but shouldn't be implemented untill the game is more stable, and the experience is more aesthetically developed. There already seems to be problems with (baked in shadows?) in the first town, [insert name], especially involving the trees, so I can foresee how good intentions can complicate the game's development, hampering bug fixes before it can handle the challenges. That doesn't mean don't develop it, just don't add it to the public releases for a while.

other thought:
people will keep using populated paths, so I doubt the straight line paths would disappear, as for the world, Itd be a pity if it turned all dirt or paved and and jugs and artifacts were everywhere. This is an Idea that would have to be implemented very carefully.
Title: Re: Reactive landscape
Post by: Kerol on July 21, 2008, 05:57:42 am
Quote
This is an Idea that would have to be implemented very carefully.
Like any other  >o)
Title: Re: Reactive landscape
Post by: Draiocht on August 02, 2008, 12:36:46 am
About the paths becoming straight lines in PS..

If there were other features ingame such as bogs or streams and fallen trees or stony terrain people will avoid these because they slow down your journey(or so i hope),
 so if these were in real life paths would not be straight but would be going around these types of things like in real life where paths go around marshes.. see where im coming from?

Title: Re: Reactive landscape
Post by: Kerol on August 06, 2008, 03:45:24 pm
Quote
If there were other features ingame such as bogs or streams and fallen trees or stony terrain people will avoid these because they slow down your journey(or so i hope),
 so if these were in real life paths would not be straight but would be going around these types of things like in real life where paths go around marshes.. see where im coming from?
Yes, this also fits very well with another idea I had not long ago:

For developers it is possible already to place items in maps and selectively turn on collision detection. You probably noticed the table and chairs near Harnquist's - that's an example for this feature. In guildhouses all items have automatically collision detection enabled.
This is not only possible for furniture or items but any mesh.
The second thing are the stalactites that apparently have fallen down from the skydome long time ago and now are spread over the landscape.

Now it would be possible to remove the stalactites from the static maps and make them item-meshes with collision detection.
It would be already relatively simple to place them manually in the maps and so forth, but I was thinking a bit ahead:
The starting point would be a blank landscape map, except "special" fallen stalactites. There would be dangerous areas, specified by devs.
In these areas the engine would randomly figure out a point in the map in a more or less random time frame. At a given time, a grey spot appears on the ground, which grows fast and gets more and more black. After a few seconds, the spot disappears and an impact effect comes into play. All entities in a given range are killed and a "fresh fallen stalactite" item is placed, still covered by a dust effect.
After a while the dust disappears and only the stalactite would remain.
Since there's rain etc. the "fresh fallen stalactite" item would be replaced by an "older fallen stalactite", then by a "pile of rocks" and finally vanish completely again.

Making the event of falling stalactites rare enough to not fill the landscape with stones  but often enough to freak people out and make them avoid these areas would have similar effects like the one you described.

Edit: Of course this would also imply that specific items don't have labels. It is already strange enough to have table and chairs with labels.
Edit2: And it would require action locations to be stickable to dynamic meshes, too.
Title: Re: Reactive landscape
Post by: Kempeth on July 27, 2009, 12:01:42 pm
With the recent talk about adding grass to Planeshift I've been drawn back to these kind of ideas. The older thread "dynamic paths (http://www.hydlaaplaza.com/smf/index.php?topic=7888.15)" is locked so I thought I'd necro this one...

I've been doing some thinking and calculating about growing and stomping down grass to make and remove paths. First some base points:

So I've been putting together a few numbers:

As for the serverside analysis of the player movements there are a few more points that came to mind:
Title: Re: Reactive landscape
Post by: LigH on July 27, 2009, 05:04:54 pm
@ Kerol:

You are crazy. In the best kind of meaning. :thumbup:
Title: Re: Reactive landscape
Post by: Kerol on July 27, 2009, 11:19:10 pm
Me.. *twitch* - crazy?! *twitch*  :sorcerer:
Title: Re: Reactive landscape
Post by: Midnight Wolf on August 16, 2009, 06:21:56 am
i like the path changing idea, but it would make playing the game harder if it overloaded the server.