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Author |
Thread Statistics | Show CCP posts - 13 post(s) |
Mac Dac
Wraith Shadow Guards
143
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Posted - 2013.08.23 04:13:00 -
[1] - Quote
i remember one match i noticed that the outpost was in a square and i pretty much determined that to be a socket.
Now when i zoomed out a little i noticed another socket of the same size probably about 200 meters apart and i thought is CCP going to have multiple sockets with SI at once. Then i searched around the huge map and could only find those two squares which took up a fairly same portion of the entire map.
So my question is does CCP plan on making the maps use multiple sockets? If so how many could you iterate at once as a rough guess? Could you use the entire map? Can the sockets interact with eachother ie. a sky bridge or a simple pipe running from one SI to the next? Is it posible to move sockets around? And finally Can you increase the socket sizes without causeing any problems?
Thank you any answers would be nice. |
Mac Dac
Wraith Shadow Guards
145
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Posted - 2013.08.24 03:47:00 -
[2] - Quote
Mac Dac wrote:So my question is does CCP plan on making the maps use multiple sockets? Maps do use multiple sockets. They are all over the place. Most (notice, most, not all) geometry you see is in sockets. Except for Line Harvest and Manus Peak.
Mac Dac wrote:If so how many could you iterate at once as a rough guess? I am not sure I understand this question. Are you asking how many can we make?
Mac Dac wrote:Can the sockets interact with eachother ie. a sky bridge or a simple pipe running from one SI to the next? Not really.
Mac Dac wrote:Is it posible to move sockets around? As a player? Or as a dev? We place the sockets where want them. If we need to move one, we will. But typically once one is down, it shouldn't be moved by us unless it needs to be. So this most likely would not happen.
Mac Dac wrote:And finally Can you increase the socket sizes without causeing any problems? Think of the socket as a static object that loads in other objects inside of it. So we have three fixed sizes of sockets. Large, Medium, and Small. We could increase or decrease the size, but that would mean replacing the socket with a socket of another size. We can not change the size of them specifically in a dynamic way. The closest way we could simulate that is to use a large socket, then have various large sockets built to be the size of the other smaller size
1. i actually ment multiple large SI ie. a orbital artillery large socket and a communication large socket. 2. i ment how many large or medium sockets (don't care much about small) SI could be on a map at once without causeing problems. 4. aww thats disappointing 5. i wanted to know if sockets were in different locations on the same map (depending on the planets ) or same locations on different maps. it seems like we always play on the same corner of the map everytime just with different SI. thought it would add variety if sockets would change location around the map so we can use the mountains and plains that we always see in the background. 6. ok thanks 7. |
Mac Dac
Wraith Shadow Guards
145
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Posted - 2013.08.27 03:14:00 -
[3] - Quote
CCP LogicLoop wrote:Ultimately it is most likely possible given they are far enough apart. The issue is, they have a very LARGE radius on where the high LOD loads up. If those two radii touch, then it will be too much. They just can not touch. so to clarify, you CAN have two or more large sockets in a map as long as they aren't within eachothers radius.
if so then this is great. It would add a sense of adventure/exploration, give a reason to use team transportation ie. dropship, and give reason to the large unused area of the map... speaking of which why do we have such a large map if we use only about a 1/15 of the thing. |
Mac Dac
Wraith Shadow Guards
145
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Posted - 2013.08.27 03:30:00 -
[4] - Quote
Mac Dac wrote:Mac Dac wrote:So my question is does CCP plan on making the maps use multiple sockets? Maps do use multiple sockets. They are all over the place. Most (notice, most, not all) geometry you see is in sockets. Except for Line Harvest and Manus Peak. Mac Dac wrote:If so how many could you iterate at once as a rough guess? I am not sure I understand this question. Are you asking how many can we make? Mac Dac wrote:Can the sockets interact with eachother ie. a sky bridge or a simple pipe running from one SI to the next? Not really. Mac Dac wrote:And finally Can you increase the socket sizes without causeing any problems? Think of the socket as a static object that loads in other objects inside of it. So we have three fixed sizes of sockets. Large, Medium, and Small. We could increase or decrease the size, but that would mean replacing the socket with a socket of another size. We can not change the size of them specifically in a dynamic way. The closest way we could simulate that is to use a large socket, then have various large sockets built to be the size of the other smaller size 1. i actually ment multiple large SI ie. a orbital artillery large socket and a communication large socket. 2. i ment how many large or medium sockets (don't care much about small) SI could be on a map at once without causeing problems. 4. aww thats disappointing 5. i wanted to know if sockets were in different locations on the same map (depending on the planets ) or same locations on different maps. it seems like we always play on the same corner of the map everytime just with different SI. thought it would add variety if sockets would change location around the map so we can use the mountains and plains that we always see in the background. 6. ok thanks 7. sorry for making this post so complicated their were so many quote but the numbers referenced to the order of the questions thats why i skiped around and had more numbers then quotes. i am talking about post number 6. |
Mac Dac
Wraith Shadow Guards
150
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Posted - 2013.08.27 20:41:00 -
[5] - Quote
CCP LogicLoop wrote:Aeon Amadi wrote:CCP LogicLoop wrote:Ultimately it is most likely possible given they are far enough apart. The issue is, they have a very LARGE radius on where the high LOD loads up. If those two radii touch, then it will be too much. They just can not touch. Interesting. Does that apply for Large sockets as well? Thats what we are talking about. Large sockets. Well all sockets. The bigger the socket, the larger the radius is for when it begins to load in / out the high detail versions. OH I'm hearing good stuff... by the way is this a recant discovery or did yal already know this but were figuring out the best way to implement it in game. |
Mac Dac
Wraith Shadow Guards
152
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Posted - 2013.08.30 13:35:00 -
[6] - Quote
CCP LogicLoop wrote:Aeon Amadi wrote:CCP LogicLoop wrote:J-Lewis wrote:So it's a RAM shortage problem then? Yes. Outside of just the geometry you see, it also takes into account lights, fx, collisions, physx, animations, character models, textures, etc etc. A lot of stuff is actually loaded. And the low LOD is also still taking up some memory obviously. Just not nearly as much as a fully loaded area. I'm sure this already part of some five year future goal but I have to ask: What would the complications be with seamlessly loading 'zones' by proximity like some Console MMO's (Everquest Online Adventures for the PS2 being a good example) in terms of the different maps in Dust 514? They're mostly on the same map as is, just needs the sockets to load up - so would that potentially be a better alternative to having everything take place on one large map? http://i.imgur.com/cuOuN8q.jpg Its all the same map when we talk about the planets. Plateaus, Craters, Mountains, etc. So its technically feasible to do. We would just need to code in that kind of support for loading up the other game mode areas as you travel from each. Each game mode level Skirmish, Ambush, OMS, Domination are their own levels that are loaded on start of the battle. But they mainly hold the entity data. However, in some cases static meshes vary from each game mode in the same game mode area. So a little dancing around of what is intended would have to happen. So what i just read is that you CAN support Aeon's idea and all you have to do is code for it.
Which leaves me with these questions. Is the coding process just too extensive for you to tackle now or does this have to get approval from the "Code Masters", because i WANT to see this. |
Mac Dac
Wraith Shadow Guards
159
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Posted - 2013.09.02 16:52:00 -
[7] - Quote
CCP LogicLoop wrote:Avinash Decker wrote:
Ok I see
Alright I was thinking if it was possible to do a "traditional" map where everything in the map is completely( or more or less) unique . But it is smaller than the current ones , since the terrain takes up memory as well , I thought the map being 25km it would take up a lot of it. Making a (slightly) smaller custom(more or less) made one means that you guys can do more stuff with it or so I thought.
Yes, but that wouldn't cater to future plans with these large terrains. -wink- we already know about commander mode, but do you want to tell us anything else? -wink- |
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