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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Super Big Scene
Nothing special here, just sharing a bigass scene. This is Grasslands, Cave Cliffs, Horiz Land and Rock Valley nicely stitched together. Scene was made for bigass scene lovers such as myself. Dimensions: 11236*1500px Looping (Might add non-looping variant later). Can't really offer screenshots due to size, just imagine the scenes I mentioned stitched together nicely. Note: Will most likely cause CC hickups under medium-heavy shitstorm, so don't go too crazy. PS. There really should be a minor scene dump thread. Edit: FFFFFFF-- apperantly there is one, but it's quite old and I missed it the first time DX
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Tue Mar 02, 2010 9:23 pm |
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Petethegoat
Joined: Mon Jun 15, 2009 4:02 pm Posts: 905
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Re: Super Big Scene
Sounds nice, downloading now. Also; It did not catch on however.Edit:Well the stitching and such is very nicely done, but it is unapologetically laggy, even at low resolutions. Which is a shame, because the changing terrain was much more interesting than the usual monotonous landscape.
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Tue Mar 02, 2010 10:51 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Super Big Scene
Petethegoat wrote: Well the stitching and such is very nicely done, but it is unapologetically laggy, even at low resolutions. Sadly, that is not something I am able to fix.
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Wed Mar 03, 2010 1:10 am |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Super Big Scene
Very nicely done, but yeah, even maps half this size will become lag fests. Maybe even leading to spontaneous actor deaths. (Haven't seen this happening in B23, but then again, I haven't played on enormous maps for quite a while.)
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Wed Mar 03, 2010 1:24 am |
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Dauss
A HUMAN BRAIN, SAFELY INSULATED FROM THE TERRORS OF HYPERSPACE
Joined: Sun Jan 28, 2007 8:54 pm Posts: 1070 Location: Somewhere beyond the endless sea of hyperspace, fighting for your right to call a planet home.
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Re: Super Big Scene
What we need is a lua scene that randomly generates terrain every time you cross the wrap, regardless of whether or not that is possible.
Don't ask me the finer points of this plan, as they do not exist.
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Wed Mar 03, 2010 1:35 am |
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AgentBaron
Joined: Mon May 18, 2009 11:48 pm Posts: 205 Location: The swamps of Stuporia!
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Re: Super Big Scene
I typically experience hiccups on my machine if the map exceeds a threshold of 8000 square pixels. Anything under seems to run just fine.
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Wed Mar 03, 2010 11:04 am |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: Super Big Scene
Christ that's big. Checking that out later, seems interesting enough.
Last edited by war_man333 on Fri Mar 26, 2010 6:39 pm, edited 1 time in total.
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Wed Mar 03, 2010 11:11 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Super Big Scene
Such long maps would only work best in scripted missions with limited pre-defined spawns of enemies when you reach certain areas. Skirmish on death will lag and cause problems for sure.
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Wed Mar 03, 2010 11:32 am |
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411570N3
Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
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Re: Super Big Scene
Dauss wrote: What we need is a lua scene that randomly generates terrain every time you cross the wrap, regardless of whether or not that is possible.
Don't ask me the finer points of this plan, as they do not exist. If I remember correctly, placing bunkermodules via Lua is impossible and placing it pixel by pixel is ridiculously laggy.
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Wed Mar 03, 2010 12:48 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Super Big Scene
Actually, just spawn them as mopixels.
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Wed Mar 03, 2010 1:46 pm |
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MaximDude
Joined: Wed Nov 22, 2006 3:19 pm Posts: 2073
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Re: Super Big Scene
Spawning terrain and whatnot does not change the fact the actual scene is bigass. It's not the scene's content that causes the lag, it's the scene's size.
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Wed Mar 03, 2010 3:56 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Super Big Scene
Lizard wrote: Actually, just spawn them as mopixels. That's the least efficient way to do it, and has the following problems: Either A: every pixel is scrap, or B: the entire scene is made of the 'background' layer, which means no fancy parallax and no fancy terrain backgrounds. Further, while it's possible to simply spawn MOSRs and settle them (much more efficient than mopixels) they'd be set, regular terrain features and there'd need to be some math involved in getting them to line up correctly. FURTHER, it's still not going to work because even if you made the scene self-generate it'll just overwrap the other side when you go around the loop point/wherever.
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Wed Mar 03, 2010 4:22 pm |
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JangkrikBusterII
Joined: Thu Nov 19, 2009 1:35 pm Posts: 176 Location: Kartasura, Indonesia. Sit in front of my computer
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Re: Super Big Scene
It's very big. I tried making a base on it. I don't know how much time I will spend, but I will make a base from this scene. NICE.......
And, here it's composite map in a series. (from left to right) 1. Horiz Land ? 2. Cave Clifs ? 3. Grasslands ? 4. The Gap ? 5 Area 41 ?
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Wed Mar 03, 2010 4:25 pm |
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mail2345
Joined: Tue Nov 06, 2007 6:58 am Posts: 2054
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Re: Super Big Scene
The idea of long scenes without being fully loaded could work in a way. Currently Lua allows copying an actor down to everything but the wounds and attached Lua. Including limbs, weapons, ect. This only works well with a group of mobile actors or a single actor. They reach the end of the map, the scene is swapped and details of the actors are passed on, which results in their recreation. I would imagine this for a CC RPG or even just any series of missions that has a consistent group of characters.
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Thu Mar 04, 2010 5:57 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Super Big Scene
you could do 'endless' maps in a TC, but not in CC as it is now.
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Thu Mar 04, 2010 6:15 am |
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