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 Post subject: Map limitations
PostPosted: 12 Mar 2012, 19:10 

Joined: 12 Mar 2012, 16:07
HI Guys just posted some requests for thoughts on a build in Content Creation - Games and Mods viewtopic.php?f=14&t=27807&p=516653#p516653
CarRepairer tells me this is the place to get better focussed help.

I wonder what the size limitations for the map are?

Can anyone help me with this.

Thanks
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 Post subject: Re: Map limitations
PostPosted: 12 Mar 2012, 19:51 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
No.

CarRepairer told you the place to get help is #moddev. The hash indicate it is an IRC channel, not a subforum. Well, actually it's a Spring lobby channel which can be reached from an IRC bridge, but that still doesn't mean you should post in Spring lobby subforum.

Instead, get an IRC client and make it join the bridge, or, more simply, install SpringLobby, TASClient, ZK-Lobby, or whichever client you fancy, and join the chat.

If for some reason you really hate the idea of installing stuff or real time internet chat and insist on staying on the forum, then at least use the correct subforum.

(Don't create a third thread, I'm sure a moderator will move this one.)
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 Post subject: Re: Map limitations
PostPosted: 12 Mar 2012, 20:00 
Community Representative
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Joined: 08 Sep 2008, 21:59
Location: small cars
moved
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 Post subject: Re: Map limitations
PostPosted: 12 Mar 2012, 20:08 
Moderator
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Joined: 26 Oct 2007, 15:21
There are no real limits on map size, since the scale interpreted by your units is almost arbitrary. If you aim for an infantry scale similar to s44 (which works well btw) then you will have an approximately 4 square kilometer area to work with. Which is mind bogglingly huge.

For examples, load up large maps like Blindside or Mearth in the Spring engine. It will answer more questions than you care to ask.
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 Post subject: Re: Map limitations
PostPosted: 12 Mar 2012, 20:32 

Joined: 12 Mar 2012, 16:07
zwzsg wrote:
No.

CarRepairer told you the place to get help is #moddev. The hash indicate it is an IRC channel, not a subforum. Well, actually it's a Spring lobby channel which can be reached from an IRC bridge, but that still doesn't mean you should post in Spring lobby subforum.

Instead, get an IRC client and make it join the bridge, or, more simply, install SpringLobby, TASClient, ZK-Lobby, or whichever client you fancy, and join the chat.

If for some reason you really hate the idea of installing stuff or real time internet chat and insist on staying on the forum, then at least use the correct subforum.

(Don't create a third thread, I'm sure a moderator will move this one.)


Ok well thanks for this advice and obviously I didnt realise about the reference to an IRC channel.
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 Post subject: Re: Map limitations
PostPosted: 12 Mar 2012, 20:42 
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08
Well, the "is it occupied" grid has a fixed size (16x16), and maps have a max size (32768 x 32768), so there is still a limit: You cannot have a map more than two thousands squared bigger than the smaller unit.

But you are right in that how you express that limit in kilometers or miles depends on the scale you choose for your game.

For exemple, considering the size of bits in modern memories, kernel panic maps are at most a square millimeter!
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 Post subject: Re: Map limitations
PostPosted: 13 Mar 2012, 12:29 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
http://weblobby.springrts.com/

Derp.
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 Post subject: Re: Map limitations
PostPosted: 13 Mar 2012, 16:09 
Content Developer
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Joined: 13 Jan 2005, 00:46
weblobby is unstable as hell.

Weblobby no longer works unless you have spring installed so if he recently fixed this I don't know.

As far as I know I am the only one who uses it.
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 Post subject: Re: Map limitations
PostPosted: 13 Mar 2012, 21:47 

Joined: 12 Mar 2012, 16:07
zwzsg wrote:
Well, the "is it occupied" grid has a fixed size (16x16), and maps have a max size (32768 x 32768), so there is still a limit: You cannot have a map more than two thousands squared bigger than the smaller unit.

But you are right in that how you express that limit in kilometers or miles depends on the scale you choose for your game.

For exemple, considering the size of bits in modern memories, kernel panic maps are at most a square millimeter!


When you speak of the "Is it occupied grid" ordinarily would this equate to an area man would fill? If so, to me, that starts to bring down the size the map could represent significantly when maintaining a reasonable basis for AI decision making and range finding etc
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 Post subject: Re: Map limitations
PostPosted: 13 Mar 2012, 23:23 
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48
Location: Horse
I fixed it a week ago and said so in the thread. It only gives you a warning when you load it. You can continue connecting.
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 Post subject: Re: Map limitations
PostPosted: 08 Apr 2012, 21:17 

Joined: 18 Mar 2012, 16:48
Location: Italy
Hi!

I wanted to know if somewhere there is a map or project is very large (64x64, 128x64, etc ...), very similar to the map "2 continents remake"?
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