17 sq km Maps?
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[T]waylay00
- Posts: 402
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17 sq km Maps?
I heard somewhere that the PR team has discovered how to make very large maps (15 sq km+). Is this true?
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GeZe
- Retired PR Developer
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- Joined: 2006-02-09 22:09
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[T]waylay00
- Posts: 402
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GeZe
- Retired PR Developer
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charliegrs
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ub3rxn00b
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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...'[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
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GeZe
- Retired PR Developer
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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.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...
You choose what scale in the editor.
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A-10Warthog
- Posts: 1911
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'[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"
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Randleman5102
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Griffon2-6
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charliegrs
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Clypp
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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 ****.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
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.
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23SKID00
- Posts: 23
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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.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


