Re: 512x512 mile map
Posted by Masa Pain on
Thu May 18th 2006 at 5:38am
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I'm trying to figure out a way to build a world in HL2 by stringing together multiple maps. A requirement is a seemless transition from map to map. Anyone have suggestions or ideas about this? Thanks.
Re: 512x512 mile map
Posted by Masa Pain on
Thu May 18th 2006 at 6:07am
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Omega, thanks for the response. Yes, this is not a job for someone new. I'm not asking for myself. I'm actually doing some research. It is important that there is a seemless transition between maps. The guys at Smiling Gator figured this out so I'm hoping someone else out there would have an idea.
Re: 512x512 mile map
Posted by Naklajat on
Thu May 18th 2006 at 7:32am
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You'd have to change the view scale to do that. I don't know how exactly, but I know it's possible and I know you have to make a mod to do it. It's in the game code somewhere.
o
Re: 512x512 mile map
Posted by Masa Pain on
Thu May 18th 2006 at 2:56pm
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Thanks a bunch for the responses guys. This research is for the qualification of an MMO with Source. I know, OH GAWD not another MMO. Or even better, "Everyone wants to make an MMO". But either way, I'm looking to find the solution to this. Like I said Smiling Gator figured out one way to do it. I looked at their site and it looks like they may be licensing their tweaks to the source engine since they had actually licensed the game.
Not sure how scaling would work for this in an MMO. I'm thinking it would take some custom coding and I'd imagine some kind of preloading magic with a grid positioning system. That way not all the terrain is loaded into memory but maybe only a 3x3 grid which is preloading based on what grid you move to. Maybe that is too much? Maybe just load on map and as players near one edge/corner of that map begine preloading of the adjoined map.
Any thoughts, suggestions or hypothesis?
Re: 512x512 mile map
Posted by omegaslayer on
Thu May 18th 2006 at 6:53pm
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When you first post neglected to
mention you want it like an MMO, so I really didn?t know how to respond. So
here is a better response:
When source loads a map it loads
the entire thing, unlike where WoW (or Elder Scrolls Does it) where it loads
only ?sections? of maps (and hides the unloaded areas in fog), source can only
go as far as the boundaries in hammer. Outside of coding I have no idea how
this is done, nor if it could be done, I don?t think that it would be a great
idea, as source tends to have lots of lag on a map (calculating where everyone
is at a given time).
So my general thoughts would be
that its not a simple task (you?d be messing with the actual engine code on how
it loads polygons maps??which is a big nono), nor could it be simply fixed with
mapping. So outside of lots and lots of coding (which this site really isn?t about)
I don?t think its too possible.
Re: 512x512 mile map
Posted by Masa Pain on
Thu May 18th 2006 at 7:05pm
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Omega, Thank you. I appreciate your feedback. I was looking to you guys, the mappers, to get a feel for what you thought. Yeah I was thinking this would be code intensive.
Re: 512x512 mile map
Posted by Naklajat on
Thu May 18th 2006 at 8:18pm
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My guess about Smiling Gator's MMO is that they completely ditched the server code and started from scratch. That's a complete guess though., based on the fact that for an RPG you'd need a lot of features that aren't in the Source engine, like saved experience and items, things that you'd basically have to build from the ground up. I put some thought into a PvE Diablo-esque mod with persistant items and experience across different servers, but decided a project like that is WAY too big for a noob like me to take on. In any case, judging from how most source servers handle 24+ players, I'd say an MMO is basically not possible with the default server code.
VERY code intensive.
o
Re: 512x512 mile map
Posted by Masa Pain on
Thu May 18th 2006 at 9:25pm
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I'd agree with what you are saying. I assumed as much. I'm researching the extent of what can be done with the current code. My project already has a client and server model complete. Hypothetically, replacing the client with Source and retaining our existing server.