MAp toughnes - Page 2

MAp toughnes

Discuss maps & map creation - from concept to execution to the ever elusive release.

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Tobi
Spring Developer
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Joined: 01 Jun 2005, 11:36

Post by Tobi »

Forboding Angel wrote:
Mr.Frumious wrote:Lag = high latency in the network. Your computer chugs along quickly, but messages sent out are taking too long to come back. bad ping. etc.

What we're talking about is framerate. Halting. Slideshow. Resource utilization. Deformed landscape doesn't cause lag, it causes slideshow.
It causes lag in the form of exposing you to possible drops cause your machine sometimes will start bursting data in large chunks and if the host has a firewall, the firewalls will generally start blocking said large chunks of UDP.
Map deformation causes no extra network traffic whatsoever.
Also the blocking of too large UDP packets was fixed before 0.75b2.
DZHIBRISH
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Joined: 16 Mar 2007, 22:28

Post by DZHIBRISH »

Woohoo!!! :twisted:
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Post by REVENGE »

DZHIBRISH wrote:Woohoo!!! :twisted:
?

You still have to get modders to add craterboost and cratermult back into weapons. :lol:
Saktoth
Zero-K Developer
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Joined: 28 Nov 2006, 13:22

Post by Saktoth »

And there are still the issues of CPU lag and creating impassable terrain etc.
DZHIBRISH
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Post by DZHIBRISH »

Woohoo!!! :twisted:
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REVENGE
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Post by REVENGE »

:lol:
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Pressure Line
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Joined: 21 May 2007, 02:09

Post by Pressure Line »

DZHIBRISH wrote:Woohoo!!! :twisted:
man i want some of that shit ^__^
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Neddie
Community Lead
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Post by Neddie »

PL, you should implement cratering in your work!
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Pressure Line
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Post by Pressure Line »

neddiedrow wrote:PL, you should implement cratering in your work!
i would i f i had any work :X
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

Look kids. Cratering is cool and all, but you ahve to realize... It is exploitable, it also changes the gameplay (and generally not for the better). It is neat to have on really large weapons, but once again remember that units have to move across the newly dimpled terrain. Also, a units maxslope has to be high enough for it to cross said craters.

It's just not that great of an idea.

@ tobi, thanks for making that clear, but I'm not sure you understood what I meant.

I was tlaking about the fact that your machine is chugging, and pathing info has to update every time (unless I'm mistaken) and it just turns into a big mess.
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Neddie
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Post by Neddie »

I've always felt that it was a worthy and useful part of the engine, though I wish it could be customized and we had a method of avoiding mass terrain generation...
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

If the terrain would slowly repair itself I wouldn't have so much of an issue with it.

That and if the terrain deformation had a point to where it would stop deforming and making those ridiculous omgwtfhugebbq craters.
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Neddie
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Post by Neddie »

I wonder if we can use Gaia to run little restoring beasts on maps... that could be quite interesting.
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Mr.Frumious
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Joined: 06 Jul 2006, 17:47

Post by Mr.Frumious »

Forboding Angel wrote:If the terrain would slowly repair itself I wouldn't have so much of an issue with it.

That and if the terrain deformation had a point to where it would stop deforming and making those ridiculous omgwtfhugebbq craters.
This. A "diminishing deformation" would be nice.
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

neddiedrow wrote:I wonder if we can use Gaia to run little restoring beasts on maps... that could be quite interesting.
gaia would only help for new maps, not for the existing ones.
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Neddie
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Post by Neddie »

I know that, but - one more reason to play new maps!
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Forboding Angel
Evolution RTS Developer
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Post by Forboding Angel »

Actually a lua gadget to be included with mods would be better.
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