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Messages - Cexo

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1
Wish list / Re: Map-Gameengine
« on: October 30, 2007, 02:09:34 am »
Hi,
I'm interested whether something changed on this issue. Can a Dev please write a comment on this topic.

2
Wish list / Re: Map-Gameengine
« on: May 14, 2007, 07:55:14 pm »
I think it is not necessary to redesign all maps at once. A good point to start with, are the maps OjaRoad1, OjaRoad2, BDRoad1 and BDRoad2. At the border of these maps the developers can set some hills and invisible wall for the moment like it is now. From the redesigned maps to the not redesigned maps there could still be the old portals. But all new outdoor-maps should use this feature.

3
Wish list / Re: Map-Gameengine
« on: May 13, 2007, 11:21:02 pm »
I think it is possible with CrystalSpace. A year ago I programmed a simple tankgame-engine with C++ and OpenGL-functions that was using this kind of feature. I don't know CrystalSpace and the PS-code, but if I have some time I can take a look at it. I think it would be better if a programmer that already worked with CrystalSpace and the PS-code add this feature. But if there are no programmers that are interested in programming this, I could try to do that.

4
Wish list / Re: Map-Gameengine
« on: May 13, 2007, 06:42:17 pm »
I understand what you want to say and have to say I'd prefer such a system over the current one as well but I think that'd require a huge rewrite of large parts of the game.
I did not say that it would be easy. But I think it is necessary.

Also we currently don't have enough areas available to do this. What do we do with areas that aren't implemented yet? ... black holes seem kinda out of place :P
I know 2 possible ways of solving these problems:

1. If PS uses Hightmaps the developers could generate random hightmaps of the hole world.

2. Create some kind of barrier:
- a wall
- big mountains the players can not climb up
- ocean and after a mile the players can not swim any further
- forests the players can not walk through.
- lava
- some kind of magic barrier
- a deep chasm, the player die if they fall down

5
Wish list / Re: Map-Gameengine
« on: May 13, 2007, 04:31:44 pm »
I have made some images to show what I meant.

The first picture shows how the most single player ego-shooter design there maps. You can only see one map at a time. I think PS is using that kind of engine.


Maybe Quitarias understand what i meant. The second Picture shows what I think is the better way for MMORPG. You make one big map and split the huge map in many small cells of the same size.

most of the cells have 4 exits (north east west south) and maybe some more for caves. The 4 exits have the length of the cell. So it doesn't matter where you left one cell to east, it's always loading the cell that is east from your cell. The radius of the green area on the second image can be set by the user. So if the user has a fast enough computer, he can set the radius high enough to look from Hydlaa hill to East Hydlaa. If the user has has slow computer he can set the radius very low so he can play the game too. A good way to hide that you can not see the hole world is to use fog.

6
Wish list / Re: Map-Gameengine
« on: May 13, 2007, 06:49:57 am »
Loading all maps in memory was not what i meant. I meant displaying many maps at the same time like you can see from HDRoad1 into HDRoad2 and you can change from HDRoad1 to HDRoad2 not useing a portal, only by going over the border between HDRoad1 and HDRoad2.

7
Wish list / Map-Gameengine
« on: May 13, 2007, 06:28:15 am »
Hi,
I'm sorry if my english is not perfect. English is not my native language.

At the moment the gameengine load one map at the time like in Halflife 1 . That's Ok for dungens, caves, citys, buildings etc, but in the open land like BDRoad1 and BDRoad2 it would be better to load many (but smaller) maps at a time like in Morrowind. So a Player has more the feeling of one big world map and not of many small maps. Also the player don't have to find a small portals to change the map. And new maps can be load in background while walking. If the player goes over the border of one map he just enter the next map. If the system (shadows, same hights at the border of the map, etc) works perfect the player don't notice that he has changed a map. The maps that are far away from the player can be displayed with less detail and without other players and NPCs. And the maps that are very far away did not load at all.

The Game must have this feature to be an alternativ to WoW. I think it is the best to do this soon, so you don't have to change many maps. I known that this is isn't easy to program and makes mapdesign harder.

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