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Author Topic: User-generated Maps once MWLL is released  (Read 1674 times)
MWLLKeeper
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« Reply #30 on: August 02, 2008, 01:34:25 AM »

What pissed me off the most in MP, was the strange ability of any tank to flip on a few rocks on the road. It was both embarrassing and frustrating knowing you can flip a 30 ton tank on a pebble. Then the enemy infantry jump on your flipped tank and either do a mocking dance, or just point and laugh.


First problem with that, was them making the 70 ton tank 30 tons Wink .

Secondly, thats mostly a physics error, partially caused by geometry of the wheels. I've not noticed that on any stock crysis vehicles, but i'm sure if you jammed it in to just the right spot the engine would spit it out pretty hard.
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ToeBall
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« Reply #31 on: August 02, 2008, 02:07:28 AM »

Also the stock Crysis suspensions suck. I spent some time playing with settings and got a few of our wheeled and tracked vehicles moving like butter over the terrain as a proof of concept. Still damageable but it'll be someone in a rush down a mountain or something that kills his tank without it getting shot.
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KorJax
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« Reply #32 on: August 02, 2008, 07:07:22 AM »

According to the recent Q&A for Warhead, it sounds like CryTek has looked into this and fixed it up so vehicles more realistically respond to collision and stuff like that.

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Rolke
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« Reply #33 on: August 02, 2008, 07:49:13 PM »

so about the map size, will sandbox2 demand alot of memory if you use a 8x8km or 16x16km map if you only have a detailed area in the 4x4km space in the center and you just use the rest of it as distant terrain for looks and not detail it?  I want to find alternate methods to hiding the ocean besides making large mountains because I don't want to restrict aircraft quite so much on gaining altitude in the sky because of being able to see the map edges.  What do you guys do on your maps for this?
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Landros Radick
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« Reply #34 on: August 02, 2008, 08:32:40 PM »

The maps CAN get memory intensive IF you place major amounts of objects on it. We can't really give you exact numbers though...

What you can do is utilize the Layer system built into Sandbox, so anything that isn't completely necessary can be hidden from view. If you built a terrain at 8x8km, the terrain itself would not take up very much memory at all.
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KorJax
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« Reply #35 on: August 02, 2008, 10:41:11 PM »

What I currently have is an 4k x 4k sized hightmap with X2 unit size (so it acts like an 8k x 8k x1).  The center area of this map is the main gameplay area and offers plenty of space... I hope.  The rest of the map acts as a mountainous background terrain to block the map edge from view and to offer some scenic vista's outside the gameplay area (which works well for my map, seeing as it's in a mountain range location).
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Rolke
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« Reply #36 on: August 04, 2008, 01:02:06 PM »

I've got a few more questions for MWLL maps:

1.  Can mechs be submerged fully underwater? If not, how deep can they go?
2.  (This one is meant for probably Toeball, or another programmer)  How much destructibility could I have in a map before it is a problem for the server?
     Basically I had an idea to have rock pillars about 3-4 meters high all over that could be destructed into roughly 8 or 10 pieces using the same method as the buildings in Crysis.  How
     many would be too much?  (I would like to use somewhere between 100 to 1000)

I'll just post more of these questions in here as they arise.
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ToeBall
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« Reply #37 on: August 04, 2008, 01:12:01 PM »

Yes, the mechs are underwater capable but keep in mind that you can't attack through water because the surface of the water is registered as a collision by crysis.

We haven't done performance testing with destructible objects to find out how much they hurt, just that performance is only slightly worse than vanilla crysis and that's pretty bad.
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Rolke
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« Reply #38 on: August 04, 2008, 08:26:21 PM »

I've contemplated having a map with two islands and parts of caverns underwater, which vehicles can't go underwater? or would need a bridge at deep points to make it from one to the other?
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ToeBall
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« Reply #39 on: August 04, 2008, 08:37:34 PM »

The hovercraft and aerospace. We haven't decided about the others. It'd be a bit odd to allow them to drive out in space but drown under water but it'll still need some deciding.
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Rolke
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« Reply #40 on: August 09, 2008, 04:22:11 PM »

two more questions to whoever can answer them

1.  How do you limit aircraft's maximum altitude?  With FG work or with some type of "nofly" area?
2.  Is there a quick way someone could tell me how to increase the VTOL's maxspeed to that of the max speed of aircraft in MWLL?  If it isn't easy then I'll just try and figure it out myself.
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ToeBall
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« Reply #41 on: August 09, 2008, 09:25:00 PM »

C++ for both. There's a hardcoded altitude limit in Crysis for VTOLS, we're probably going to implement it on aerospace also.
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Rolke
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« Reply #42 on: August 11, 2008, 10:18:29 PM »

Can't wait to be able to finish my badlands map for MWLL... =D
« Last Edit: September 18, 2008, 11:38:17 PM by Rolke » Logged
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