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17 sq km Maps?

Posted: 2007-04-13 00:24
by [T]waylay00
I heard somewhere that the PR team has discovered how to make very large maps (15 sq km+). Is this true?

Posted: 2007-04-13 00:25
by GeZe
Yes.

1024 X 4 squared

Posted: 2007-04-13 00:30
by ub3rxn00b
'[R-PUB wrote:GeZe']Yes.

1024 X 4 squared
16777216... that might be overkill.

Posted: 2007-04-13 00:37
by [T]waylay00
ub3rxn00b wrote:16777216... that might be overkill.
No! Some large maps would be great!

Posted: 2007-04-13 00:43
by ub3rxn00b
waylay00 wrote:No! Some large maps would be great!
The map would be nearly twice the size of China. It might lag.

Posted: 2007-04-13 00:51
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

Posted: 2007-04-13 00:53
by charliegrs
gigantic maps would be cool but it sucks there cant be more than 64 players :-(

Posted: 2007-04-13 00:55
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...

Posted: 2007-04-13 01:01
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.

Posted: 2007-04-13 01:02
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!

Posted: 2007-04-13 01:04
by Randleman5102
100+ players would lag me alot, but would be so much fun on a full server.

Posted: 2007-04-13 01:25
by Griffon2-6
'[R-PUB wrote:Garabaldi']And it would be full of communists.

Much worse than lag.
Hey!

Posted: 2007-04-13 01:27
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

Posted: 2007-04-13 01:29
by blud
Cuz of how the games are designed, and what they are optimized to do.

Posted: 2007-04-13 01:30
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.

Posted: 2007-04-13 01:32
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.

Posted: 2007-04-13 01:38
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. :-(