modoption idea - Page 2

modoption idea

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

User avatar
Noruas
XTA Developer
Posts: 1269
Joined: 24 Feb 2005, 02:58

Re: modoption idea

Post by Noruas »

Something tells me doing that would dictate that since pathing is not changing, units can walk into a firey doom.
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: modoption idea

Post by Google_Frog »

Has anyone tested adjusting the entire heightmap?
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: modoption idea

Post by smoth »

I forget who it was.

Zwzsg did some experimentation. Achieving some really interesting dynamic results.

but when I was working on my map options code I was told that it is very expensive to do the sort of things like adjusting the water level for the entire map. I could have been told wrong :P. I would be happy to know it was possible.
Google_Frog
Moderator
Posts: 2464
Joined: 12 Oct 2007, 09:24

Re: modoption idea

Post by Google_Frog »

As I said.

Spring.AdjustHeightMap(0,0,Game.mapSizeX,Game.mapSizeZ,n), n = any number. Causes a freeze of about 1/4 of a second in CA (which has 15 movedefs) on Scorpio Battleground which is a 16x16 map and it has large areas of water. All the pathing correctly recalculates.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: modoption idea

Post by smoth »

ok what about a 24x24?
User avatar
manolo_
Posts: 1370
Joined: 01 Jul 2008, 00:08

Re: modoption idea

Post by manolo_ »

dont turn the easy doable lua solution into a roland-emmerich-i-destroy-everything-nightmare-with-no-happy-end
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: modoption idea

Post by zwzsg »

Google_Frog wrote:Has anyone tested adjusting the entire heightmap?
Yes. AFAIK the conclusion was the the huge CPU cost was not caused by repathing, but by applying damage to units. Don't ask me, go read.
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: modoption idea

Post by Kloot »

That was not the conclusion at all (there aren't even any references made to "applying damage to units" in that thread). What is clearly mentioned is the function
Auswaschbar wrote: CBasicMapDamage::RecalcArea(int, int, int, int)
... which happens to be the one that handles updates of the...
Kloot wrote: heightmap, heightmap _texture_, normalmap, slopemap, terrain LOS states, positions of features
... upon a terrain deformation event, along with repathing in the affected area. The expense does not come from a single item.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: modoption idea

Post by AF »

Are heightmap changes collected so that if i lower a square 5 times, it will only recalc once at the end of the frame?
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: modoption idea

Post by Argh »

The expense does not come from a single item.
That.

Whole map, like 24/24? Sure, you can do that, Smoth, but only at runtime, otherwise you will probably desync people while it runs. Tried some stuff, that was my conclusion. Not a really big deal, if you want a map that's never quite the same twice, but obviously there are some things that aren't possible.
User avatar
Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: modoption idea

Post by Pxtl »

Oh, of course. Normal terrain deformation happens when the map is damaged... so the class that handles terrain deformation stuff is the mapdamage class.

Durrrr.
Post Reply

Return to “Game Development”