17 sq km Maps?

General discussion of the Project Reality: BF2 modification.
[T]waylay00
Posts: 402
Joined: 2007-04-12 23:08

17 sq km Maps?

Post by [T]waylay00 »

I heard somewhere that the PR team has discovered how to make very large maps (15 sq km+). Is this true?
GeZe
Retired PR Developer
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Joined: 2006-02-09 22:09

Post by GeZe »

Yes.

1024 X 4 squared
ub3rxn00b
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Joined: 2007-04-06 21:00

Post by ub3rxn00b »

'[R-PUB wrote:GeZe']Yes.

1024 X 4 squared
16777216... that might be overkill.
[T]waylay00
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Joined: 2007-04-12 23:08

Post by [T]waylay00 »

ub3rxn00b wrote:16777216... that might be overkill.
No! Some large maps would be great!
ub3rxn00b
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Joined: 2007-04-06 21:00

Post by ub3rxn00b »

waylay00 wrote:No! Some large maps would be great!
The map would be nearly twice the size of China. It might lag.
GeZe
Retired PR Developer
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Post by GeZe »

I didn't say kilometres, I was talking about metres...

1024m base

scale 4

squared for area...

thus, as you said

16777216 square metres, or

16.777216 square kilometres
charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Post by charliegrs »

gigantic maps would be cool but it sucks there cant be more than 64 players :-(
ub3rxn00b
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Post by ub3rxn00b »

'[R-PUB wrote:GeZe']I didn't say kilometres, I was talking about metres...

1024m base

scale 4

squared for area...

thus, as you said

16777216 square metres, or

16.777216 square kilometres
What exactly does scale 4 mean? And how do you create scale 4 maps? I remember reading somewhere that you just had to change one variable...
GeZe
Retired PR Developer
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Joined: 2006-02-09 22:09

Post by GeZe »

ub3rxn00b wrote:What exactly does scale 4 mean? And how do you create scale 4 maps? I remember reading somewhere that you just had to change one variable...
Well, for instance, 1 pixel will represent 4m in the height map (from what I understand), where as in a 2 scale map it would represent 2m.

You choose what scale in the editor.
A-10Warthog
Posts: 1911
Joined: 2007-01-03 01:28

Post by A-10Warthog »

'[R-PUB wrote:Garabaldi']More than 64 players is possible.

There was a server-side mod which let servers host up to 128 players.

You'd needa pretty heavy box to handle that though, I think.

i thought it went bad, and laged like hell

but that aside i would love to see 100+players on 1 server!
A-10, EX PR Tester, Moderator, Public Relations.

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from [R-DEV]CodeRedFox: "Fixing bugs creates more bugs"
Randleman5102
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Joined: 2006-08-05 00:04

Post by Randleman5102 »

100+ players would lag me alot, but would be so much fun on a full server.
You Are Now Breathing Manually...
Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

'[R-PUB wrote:Garabaldi']And it would be full of communists.

Much worse than lag.
Hey!
charliegrs
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Joined: 2007-01-17 02:19

Post by charliegrs »

i dont get how a game like WoW can have bzillions of players at once and it doesnt lag you but Bf2 cant
blud
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Post by blud »

Cuz of how the games are designed, and what they are optimized to do.
Clypp
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Post by Clypp »

charliegrs wrote:i dont get how a game like WoW can have bzillions of players at once and it doesnt lag you but Bf2 cant
The hit detection in WoW would be beyond awful if it was a FPS. That said engines and server power is improving so we may see good MMOFPS in the future and not that WWII Online ****.

I'd love to see ~100 player servers. If this was tested back when BF2 came out processors have gotten much better since then. Alas BF2 does not support multiple cores (maybe as a server?) so the improvement will not as great as it could.
23SKID00
Posts: 23
Joined: 2007-02-09 02:26

Post by 23SKID00 »

charliegrs wrote:i dont get how a game like WoW can have bzillions of players at once and it doesnt lag you but Bf2 cant
they do shards like in Ultima Online. different servers for x amount of area and players on each shard. when you crossed the boundry of a section of the shard you were on it would hand you off to another server dedicated to that next area of the shard. there was a few second lag. also monsters couldnt wander from area to to area on the shard and the boundry lines would be swarming with stuck monsters trying to roam onto the adjacent area. sucked to cross a boundry into a group of powerful monsters and your character was weak.
PlayPR!
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Post by PlayPR! »

EA was working on a Command and Conquer online a long time ago, but they dropped it for C&C3. I think they said it would be an FPS. To bad they abondoned it. :-(
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