Issues [at least concurrent] with NMF

Issues [at least concurrent] with NMF

Discuss maps & map creation - from concept to execution to the ever elusive release.

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mother
Posts: 379
Joined: 04 May 2005, 05:43

Issues [at least concurrent] with NMF

Post by mother »

Firstly, when mapconv was rewritten the default behavior or -i was reversed (as Im sure every one of us has figured out ;) )

But I am having a big problem now with a new map. It is a tall map (-10 to 950) and when testing it with hrmph it reliably desync's at 4 minutes of gameplay (+/- 15 seconds). Every time.

I recompiled with a -x 600, or 50% shorter, and it no longer desyncs (just crashes when I scroll, particularly near the tallest portion).
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aGorm
Posts: 2928
Joined: 12 Jan 2005, 10:25

Post by aGorm »

Spring has a problem rendering anything above 500 high. However it will have a go. When you get to the top of a hill though the floor will dissape and sopmetime crash... (thats not garented i have wandered around a 700 high map. But it looked slopy with teh floor disapering)

I have no clue why it desyncs, but its probably related to this problem...

aGorm
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smartie
NOTA Developer
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Joined: 23 Jun 2005, 19:29

Post by smartie »

I had a 900 high map that worked fine. You just have to use gentle slopes everywhere. You get the dissapearing bug when you have hills that are tall and steep.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

The dissapearing bug is no bug at all, the engine will only display upto a certain distance and then afterwards the terrain dissapears. This can be changed ingame by using page up and page down to change the viewing distance, or you can set ti in settings.exe
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Well Atlanti, test something for me and tell me if it isnt a bug. Lay about 50 nukulear(sp?) mines in a really small space (ie: right next to each other), and set them all off at once. There is a MASSIVE crater left there (on grass maps anyway, like the old map4). Now, move the camera right over the crater, look down, and zoom in. The ground around the edges will start vanashing, but not the stuff at the bottom of the crater, which is further away. It is not a distance thing in this case. Its how the game draws the land (Note: this is wild speculation on my part based on my ingame observations). From what I can tell, the game only draws land that it thinks it can see, plus a little bit around it for hills and the like. But as hills of this size were never ment to be, they didnt bother calculating if the land can be seen by factoring in the height. It is a bug of sorts, just not a major one.
Warlord Zsinj
Imperial Winter Developer
Posts: 3742
Joined: 24 Aug 2004, 08:59

Post by Warlord Zsinj »

I really hope height viewing is fixed in maps, so that we can have actual mountain maps, and my tower of babel map idea.
I also hope spring's units (particularly aircraft) learn to deal with height better, too...
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

To me it's a bug. The terrain rendering distance should be only horizontal, not vertical too. I've once detonated a hundreds invader at once and noticed how the terrain stop being rendered when the depth is too high. And like Warlord Zsinj said, tall maps are currently impossible in Spring.

And I don't really like how my own bombers kamikaze into my own defences built on Azure Rampart's crenels in Spring 61b1.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

zwzsg, those pic links never work for some reason....
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

Works for me, and thats the exat problem I was talking about, just in a different veiw. Tell me THAT isnt a bug Atlanti
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

Press page up or page down till it all shows. The problem is that viewing distance is gaged both horizontally and vertically as pointed out before. However because you may have left the range of values your computer is capable of processing by the time it gets to renderring everything...... Then yes it should be made so viewing distance only affects the horizontal and not vertical. Otherwise the actual classification is simply an unwanted feature.
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