fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • November 22, 2024, 06:20:27 pm
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: 1 ... 3 4 [5] 6

Author Topic: Mappers' Competition  (Read 30123 times)

Lexx

  • Rotator
  • Mexican Apple Thief
  • Offline
Re: Mappers' Competition
« Reply #60 on: May 01, 2011, 10:38:06 pm »

Well, you have to consider a much longer loading time for the client. Also the performance can be worse, especially if many players are in the map. But beside this, if the Mapper can open a map, it will pretty much work in the game as well.
Logged
Re: Mappers' Competition
« Reply #61 on: May 02, 2011, 12:06:13 am »

Well, you have to consider a much longer loading time for the client. Also the performance can be worse, especially if many players are in the map. But beside this, if the Mapper can open a map, it will pretty much work in the game as well.

So.. I suppose that the characters position is updated even when they are out of sight. That can be a problem when taking into account big maps. Though I don't think a big map will cause any significant increase in amount of players, the amount of NPCs might be an issue. What are the odds of changing the positioning system?
« Last Edit: May 02, 2011, 12:13:03 am by firehand »
Logged

Lexx

  • Rotator
  • Mexican Apple Thief
  • Offline
Re: Mappers' Competition
« Reply #62 on: May 02, 2011, 07:26:32 am »

If you have only a few towns with really big maps, obviously the amount of players in there will always be higher than if you have a town that is made of a few smaller maps.

About other engine internal stuff I can't say anything, because I lack the expertise with it.
Logged
Re: Mappers' Competition
« Reply #63 on: May 02, 2011, 10:25:28 am »

Yes, I am aware of that. I got another question, what's the minimum RAM requirement you are aiming for?
I did a little research, here are the results:

map size : min.RAM

600x600 : 512MB
1000x1000 : 1GB (well 768MB would do but that's quite rare configuration)
2000x2000 : 1,5GB

In general 1 hex takes approx. 262 Bytes of RAM
The entire map is put into RAM on load.
Logged

Izual

  • Roaming entertainer.
    • Youtube
  • Offline
Re: Mappers' Competition
« Reply #64 on: May 02, 2011, 10:36:53 am »

This is if the map is empty, but what if there are many players in it?
« Last Edit: June 30, 2011, 03:11:32 pm by Graf »
Logged
My Youtube channel.

"Another problem is that we listen to the vocal players, who in many cases are wrong-headed."
- J.E. Sawyer
Re: Mappers' Competition
« Reply #65 on: May 02, 2011, 10:56:41 am »

I already took it into account. The game itself without the map data requires approx. 160MB of memory on my computer. It's difficult to measure the impact of amount of players but it seems that it's not too big.

Anyway here are the results i got for the 'map data' alone:

map size : RAM it takes

600x600 : ~80MB
1000x1000 : ~400MB
2000x2000 : ~1GB
« Last Edit: June 30, 2011, 03:12:33 pm by Graf »
Logged

Izual

  • Roaming entertainer.
    • Youtube
  • Offline
Re: Mappers' Competition
« Reply #66 on: May 02, 2011, 11:06:15 am »

Useful data. Thanks ;)
Logged
My Youtube channel.

"Another problem is that we listen to the vocal players, who in many cases are wrong-headed."
- J.E. Sawyer
Re: Mappers' Competition
« Reply #67 on: May 05, 2011, 02:08:43 pm »

I am currently creating a map and i encountered a problem. At the moment i have only fallout2 elements, but i would like to add my own frm's and also it would be cool to tap into fonline additional resources. So, how to extend resources of mapper, add refrences to other *.dat/*.zip's?
« Last Edit: May 05, 2011, 02:10:22 pm by firehand »
Logged

Surf

  • Moderator
  • это моё.
  • Offline
Re: Mappers' Competition
« Reply #68 on: May 05, 2011, 09:37:53 pm »

Put the graphic you want to be visible in the mapper in your client/data/art/scenery folder (must be for example a .png or a .frm file),  then open server/proto/generic, look for the formost entries PID (*) number, copy the proto, make a new number, put the filename of the graphic you early moved into the client/../scenery folder in (*²), save the document, then it has to be in your mapper.

* - looks like this:

Code: [Select]
[Proto]
Pid=4853


*² - this line:

Code: [Select]
PicMapName=art\scenery\statue2.png
PicInvName=art\inven\reserved.frm
Re: Mappers' Competition
« Reply #69 on: May 10, 2011, 12:07:21 pm »

I. Thanks Surf this method do the job :)

II. Still there's some problem. SDK does not include the newest art :( Potentially I could extract faction1.zip and other archives to the directory and use them but i don't know PIDs of included items. It's quite pointless to set my own PIDs for those art, because map wouldn't work correctly.
Can you attach somewhere or add the newest art to SDK release?

III. I have also a few suggestions for mapper:
1. The ability to copy elements from one map to another. It would be great for patterns such as floor or rocky coast etc.
2. Full screen option. Version 1.25.24 works only in window mode for me.
3. Undo (Ctrl+Z). It would speed up work. I really miss this in mapper.
4. Visible map border. It could be just a general outline.

I see mapper is getting better and better. At the moment it's a really good piece of software. Hope it keeps being developed.

IV. Btw. It seems that the position updating system is quite optimized. Only positions of visible players are being sent and that's a great news for making big maps. They should work well in current FOnline system :)
Logged

Surf

  • Moderator
  • это моё.
  • Offline
Re: Mappers' Competition
« Reply #70 on: May 10, 2011, 01:13:31 pm »


III. I have also a few suggestions for mapper:
1. The ability to copy elements from one map to another. It would be great for patterns such as floor or rocky coast etc.
2. Full screen option. Version 1.25.24 works only in window mode for me.
3. Undo (Ctrl+Z). It would speed up work. I really miss this in mapper.
4. Visible map border. It could be just a general outline.



1. This is already possible. Copy an item or whatever you want to copy, go to "list" tab, go to another map, paste (ctrl+v) it. The copied item will arrive on exact the same coords like it was on the other map.
2. Full screen works, you just need to set it in the clients .cfg
3. True.
4. True. ;)
Re: Mappers' Competition
« Reply #71 on: May 10, 2011, 01:43:53 pm »

I am really pleased to hear that it is already in Mapper :) The copy thing gonna help me a lot with making a neat and varied ground.
Huh, i never looked for the full screen setting in client. It's a little bit counterintuitive, but most importantly it works. Thank you again for the solution.
« Last Edit: June 30, 2011, 03:14:35 pm by Graf »
Logged

jonny rust

  • Caravan Dan
  • Offline
Re: Mappers' Competition
« Reply #72 on: June 29, 2011, 11:05:08 pm »

I just added a bunch of fonts to my Faction.Zip only to end up with this error;

Code: [Select]
Starting Mapper...
Mapper initialization...
Sprite manager initialization...
Sprite manager initialization complete.
DirectInput initialization...
DirectInput initialization complete.
Init interface.
Init interface complete.
Loaded<127> critter types.
Item manager initialization...
Item manager initialization complete.
Loading items prototypes...
Items prototypes successfully loaded, count<4592>.
Critter manager initialization...
Critter manager initialization complete.
Loading critters prototypes...
Loaded<506> critter protos, errors<0>.
Hex field initialization...
Hex field initialization complete.
Mapper initialization fail.
any suggestions? I don't think this has been covered in forum yet.

p.s. mapper is directed to Fonline Directory for dat files. and no where else.
« Last Edit: June 30, 2011, 03:15:39 pm by Graf »
Logged
     

Surf

  • Moderator
  • это моё.
  • Offline
Re: Mappers' Competition
« Reply #73 on: June 30, 2011, 12:10:53 am »

The fonts must be located in data/art/fonts, not in some faction.zip.

jonny rust

  • Caravan Dan
  • Offline
Re: Mappers' Competition
« Reply #74 on: June 30, 2011, 12:22:36 am »

the only directory path like that i have seen is in the Faction zip. no where else is there a art folder that I can see.

But since I copied the fonts there i have not had any issues with a font error which was my problem before this happened...

« Last Edit: June 30, 2011, 03:15:58 pm by Graf »
Logged
     
Pages: 1 ... 3 4 [5] 6
 

Page created in 0.069 seconds with 22 queries.