ploxie Posted May 31, 2009 Author Share Posted May 31, 2009 Is there any way to make all the maps in 1 map… like you dont need to go from map to map... and some small maps, like jails and stuff Link to comment Share on other sites More sharing options...
Hippoman789 Posted May 31, 2009 Share Posted May 31, 2009 scrolling.go to data.ini and switch scrolling to 1.it may cause lag. Link to comment Share on other sites More sharing options...
ploxie Posted May 31, 2009 Author Share Posted May 31, 2009 are all the maps together? Link to comment Share on other sites More sharing options...
Admiral Refuge Posted May 31, 2009 Share Posted May 31, 2009 @ÃÂr.ÃÂeviL:> are all the maps together?This isn't possible with the current version of Eclipse (though, the one that's currently in Development is said to support it).Well, it might be possible, but it would lag the server unimaginablyWhat hippo is saying, is that you edit your config.ini, make one map (100x100) and have it scrolling. Though, it's better (and faster for the server) to just have several small maps (since you can use the "Up", "Down", "Left" and "Right" sections in the map properties to connect the maps, to make it seem to go endlessly). Link to comment Share on other sites More sharing options...
ploxie Posted May 31, 2009 Author Share Posted May 31, 2009 what is scrolling and on the maps there should be no "walls"like if you go to the east side of the map then you would see a new map and dont have to go on the wall Link to comment Share on other sites More sharing options...
Admiral Refuge Posted May 31, 2009 Share Posted May 31, 2009 @ÃÂr.ÃÂeviL:> what is scrolling and on the maps there should be no "walls"> like if you go to the east side of the map then you would see a new map and dont have to go on the wallScrolling, is where the map is big, and the whole world scrolls with you while you walk (this is already a feature in Eclipse).And whether it's scrolling or not, if you walk off the side of the east map, you'll appear on the map "next" to it, on the west. That's the only settings possible atm.Now, it is possible to have one massive map (even if a source edit can overcome the 100x100 max), but you would have to let the player load the ENTIRE world at once, and trying to process all that stuff will lag the server into tomorrow. Link to comment Share on other sites More sharing options...
dao Posted June 1, 2009 Share Posted June 1, 2009 That is possible but it would be incredible laggy. just find the map x and y and make it bigger Link to comment Share on other sites More sharing options...
ploxie Posted June 1, 2009 Author Share Posted June 1, 2009 in the data.ini?Mapx = 100Mapy = 100*? Link to comment Share on other sites More sharing options...
Lenton Posted June 1, 2009 Share Posted June 1, 2009 You would need to cut down the map into sections and then load them when the character get's close to them. Link to comment Share on other sites More sharing options...
ploxie Posted June 1, 2009 Author Share Posted June 1, 2009 how to do that then Link to comment Share on other sites More sharing options...
dao Posted June 1, 2009 Share Posted June 1, 2009 yea the x and yand i think he means the normal way of warping Link to comment Share on other sites More sharing options...
Robin Posted June 1, 2009 Share Posted June 1, 2009 Instead of loading the entire map in to the backbuffer at once, which is what I gather is the norm around here, simply set up a camera class which controls the current 'view field' of the character.This would have to be updated each loop.Then, it's only a simple task to re-program the maps to be set dynamically rather than through a set size. Add a couple of new bytes of data to the maprec:```SizeX as byteSizeY as byte```Then, change the map's tile array to be handled dynamically.```Tile() as Tilerec 'not sure on variable name```And then, whenever the map is edited, loaded or sent to the client do a quick re-dim on the array.```'Client exampleRedim Map.Tile(0 to Map.SizeX, 0 to Map.SizeY)'Server exampleFor i = 0 to MaxMaps Redim Map(i).Tile(0 to Map.SizeX, 0 to Map.SizeY)next```If you're using any matrix-driven AI system, such as A* theorem then you'll also want to set these up in an array, instead of having a single static matrix size.Once you've done that, remove MAX_MAPX and MAX_MAPY and change any calls to that to be:```Map(mapnum).SizeXMap(mapnum).SizeY```Or, in the client's case:```Map.SizeXMap.SizeY```It's all very simple. I'm not allowed to advertise any of my own public domain projects here, but ask around and you might find the one I released which had dynamic map sizes.Yours,_Robin_ Link to comment Share on other sites More sharing options...
ddunit Posted June 1, 2009 Share Posted June 1, 2009 @Zultar:> yea the x and y> and i think he means the normal way of warpingNope, he means like in WoW, look in the distance.. you don't see the whole world, it lodas as you go ;) Link to comment Share on other sites More sharing options...
ploxie Posted June 2, 2009 Author Share Posted June 2, 2009 yeah Link to comment Share on other sites More sharing options...
Robin Posted June 2, 2009 Share Posted June 2, 2009 Devil, just read my post. I explain exactly how you can make a dynamically sized map without the contraints and limitations of a "seamless" rendering engine. Link to comment Share on other sites More sharing options...
xeross Posted June 2, 2009 Share Posted June 2, 2009 I'll wait for 3.0 it has the same size as the old maps but all maps are seamlessly tied together and npc's can walk from one map to another. Link to comment Share on other sites More sharing options...
Patrick Posted June 2, 2009 Share Posted June 2, 2009 Make the map bigger but put the warp tiles earlier in to create that everlasting map effect.@ Robin, he might not know where to put that. Link to comment Share on other sites More sharing options...
Robin Posted June 2, 2009 Share Posted June 2, 2009 No one should know where to put that, it's an example.I explained the basic principles behind the feature, gave him some background on dynamic arrays.What he does with it is his own business. Link to comment Share on other sites More sharing options...
Patrick Posted June 2, 2009 Share Posted June 2, 2009 @Robin:> No one should know where to put that, it's an example.> > I explained the basic principles behind the feature, gave him some background on dynamic arrays.> > What he does with it is his own business.Sure, but he might not understand that either.Mine was an example too. Link to comment Share on other sites More sharing options...
Robin Posted June 2, 2009 Share Posted June 2, 2009 If he doesn't understand it, then he can't do anything with it.Simple as that. Link to comment Share on other sites More sharing options...
ddunit Posted June 2, 2009 Share Posted June 2, 2009 Do you mean understand it, or explain it. It just might be a typo or me and my crap english. Link to comment Share on other sites More sharing options...
Robin Posted June 2, 2009 Share Posted June 2, 2009 Fixed typo, thanks for pointing it out. Link to comment Share on other sites More sharing options...
ploxie Posted June 2, 2009 Author Share Posted June 2, 2009 yes… I dont understand :P Link to comment Share on other sites More sharing options...
ddunit Posted June 2, 2009 Share Posted June 2, 2009 @ÃÂr.ÃÂeviL:> yes… I dont understand :PWell this won't work for you, just wait for 3.0 Link to comment Share on other sites More sharing options...
tiggilyboo Posted June 5, 2009 Share Posted June 5, 2009 I'm planning on making a map converter in the near future to join maps together. Although I advise having the maps stored on the client side and doing updates to them periodically. otherwise it would be VERY LAGGY. Link to comment Share on other sites More sharing options...
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