L.C. Posted August 31, 2008 Report Posted August 31, 2008 Will larger maps be supported in Subspace2? It'd be neat if map sizes could be as large as 10240x10240 tiles or more. Or if even, you could make a *.lvl for each coordinate (like a1.lvl, a2.lvl, etc) and then have the game load them all and connect them. And I assume that Subspace2 will also support more tiles than Subspace (like 512 to 2048+, new and several different kinds of tiles too)? What are (that is in plan) the limit differences between Continuum/Subspace and Subspace 2? (ie. maximum LVZ/LVL filesizes, etc)
»Purge Posted August 31, 2008 Report Posted August 31, 2008 Instead of having a *.lvl you can simply make a program (like DCME) that maps each coordinate then merges them all into 1 map.
tcsoccerman Posted September 1, 2008 Report Posted September 1, 2008 That is a huge map, and does not seem realistic to me to make such a huge map on a beta/new game. There won't be nearly enough players on at every hour to make a map even to fill a continuum size map. Unless everyone from continuum switched to stf...
L.C. Posted September 1, 2008 Author Report Posted September 1, 2008 That is a huge map, and does not seem realistic to me to make such a huge map on a beta/new game.Maybe you don't need it, but perhaps others do. Let them have their freedom (I want mine!).
Samapico Posted September 1, 2008 Report Posted September 1, 2008 Linking different levels together would be more appropriate. Also, if the map format is vectorial, with polygons and stuff, it's very possible that there will be no limit to the map size, except how much you want to kill the server and client machines
»doc flabby Posted September 11, 2008 Report Posted September 11, 2008 (edited) At the moment the LVL is converted into a vectorial format client side (its converted into a large number of squares). The limit on map size is in the protocol and is on the server side not the client side. The main problem at the moment for larger levels is ASSS its got a fixed idea of what a LVL is. However one technique would be to use a number of subarenas to handle larger levels, this would also get around issue with the protocol. Interestingly something like WoW employes the same technique. What you think is one big level is acctually split into many smaller levels. My eventual idea would be to have one large level file that is split automatically at the server level. Somewhat related to this goal is this: http://forums.minegoboom.com/viewtopic.php?p=78453#78453Which is going to be needed for fast rendering and collision detection. There is a great demo here http://lab.polygonal.de/2007/09/09/quadtree-demonstration/ of why its a good technique. Edited September 11, 2008 by doc flabby
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