Pages: [1] 2 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 13 post(s) |
Mac Dac
Wraith Shadow Guards
143
|
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. |
|
CCP LogicLoop
C C P C C P Alliance
417
|
Posted - 2013.08.23 07:51:00 -
[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:Could you use the entire map? Not entirely. The sockets and the radius for when and where the high detail and low detail loads limits us to how close they can be. We use a point system internally to determine which combinations can be near each other. But if we follow that rule, we could "technically" fill an entire map with them, but there would be space between most if not all of them.
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 sizes.
Mac Dac wrote:Thank you any answers would be nice. Cheers. |
|
Soraya Xel
New Eden's Most Wanted Top Men.
356
|
Posted - 2013.08.23 14:16:00 -
[3] - Quote
CCP LogicLoop, you forgot Ashland. AFAIK, it has 0 sockets. ;) |
Stefan Stahl
Seituoda Taskforce Command Caldari State
218
|
Posted - 2013.08.23 16:49:00 -
[4] - Quote
CCP LogicLoop wrote: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. I'm very sorry for making a request, but having sockets move around to different places (maybe some limits should be applied) sounds incredibly awesome. I'm sure it'll take a few years to get there, but please consider putting that feature on the backlog.
I'd love having variations of e.g. Iron Delta where all sockets have a different rotation and slightly different layout each time. The 1-2-1 layout of the null-cannons should be static, but the exact location of the the sockets should have as much freedom as you can support with reasonable effort. |
Jax Saurian
GunFall Mobilization Covert Intervention
94
|
Posted - 2013.08.23 17:30:00 -
[5] - Quote
Soraya Xel wrote:CCP LogicLoop, you forgot Ashland. AFAIK, it has 0 sockets. ;)
umm it has two sockets
objectives B & C if you play skirmish |
Mac Dac
Wraith Shadow Guards
145
|
Posted - 2013.08.24 03:47:00 -
[6] - 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. |
|
CCP LogicLoop
C C P C C P Alliance
441
|
Posted - 2013.08.26 00:28:00 -
[7] - Quote
Soraya Xel wrote:CCP LogicLoop, you forgot Ashland. AFAIK, it has 0 sockets. ;)
You are correct! In fact, more accurate than I. Because even line harvest has two mediums. |
|
|
CCP LogicLoop
C C P C C P Alliance
441
|
Posted - 2013.08.26 00:36:00 -
[8] - Quote
Mac Dac wrote:[quote=Mac Dac] 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.
1. This is not possible due to memory limitations. You will unlikely see this happen, and if it does it would be a very long time from now. 2. I am not a 100 percent sure on the amount. But for every one of them loaded, even in its lowest LOD is taking up more memory. We typically done have more than 4 mediums I have seen, and of course 1 large. I have been told never use more than 1 large. 3. ? 4. 5. Yes, that would be cool. I have been discussing ways to at least try to make the land different. The biggest would be making terrain sockets. At least to add some variety to the terrain its self. 6. Sure. 7. |
|
Doyle Reese
OSG Planetary Operations Covert Intervention
407
|
Posted - 2013.08.26 05:31:00 -
[9] - Quote
So by being unable to use more than 1 large socket on your terrains, this would mean that the vision CCP had regarding have a MCC travel from one region of the terrain to the other impossible no? Unless you put everyone in the MCC and load the next part of the map (which would effectively be loading a new battle) |
|
CCP LogicLoop
C C P C C P Alliance
443
|
Posted - 2013.08.26 07:23:00 -
[10] - Quote
Doyle Reese wrote:So by being unable to use more than 1 large socket on your terrains, this would mean that the vision CCP had regarding have a MCC travel from one region of the terrain to the other impossible no? Unless you put everyone in the MCC and load the next part of the map (which would effectively be loading a new battle)
Currently yes. Though eventually this could probably work. It would be a matter of how things are loaded up.
We did have MCC's moving in skirmish 1.0. Thet just started at point A, moved to B, C, D, or however many we wanted until it docked with the outpost / large socket. But going from large socket A to large socket B on the other hand has never happened since I started working here. It only ever went to a single large socket. |
|
|
Soraya Xel
New Eden's Most Wanted Top Men.
366
|
Posted - 2013.08.26 14:02:00 -
[11] - Quote
CCP LogicLoop wrote:2. I am not a 100 percent sure on the amount. But for every one of them loaded, even in its lowest LOD is taking up more memory. We typically done have more than 4 mediums I have seen, and of course 1 large. I have been told never use more than 1 large.
Could current conventional limitations be skirted if you could create a map where the two outposts were not visible from each other? |
Stefan Stahl
Seituoda Taskforce Command Caldari State
225
|
Posted - 2013.08.26 17:39:00 -
[12] - Quote
CCP LogicLoop wrote:Currently yes. Though eventually this could probably work. It would be a matter of how things are loaded up. If the redline had the ability to move along during the fight then there would be no need to load anything but the visual representation of an outpost's exterior for more than one large outpost at any time.
This leads to a new gamemode, but I don't think it wouldn't be fun. The battlefield is formed by two far apart large outposts that are connected by a linear string of null-cannons placed around a few medium and small sockets. The battle starts right in the middle and then progresses from null-cannon to null-cannon in a 32-man tug war until one of the two outposts is reached and captured by the winning side. The two outposts are so far from one another that the winning side's home base is deep inside the red line by the point the losing side's outpost can be entered. That means only a bare minimum visual representation of it's exterior needs to be kept in memory.
To be honest, bringing back Skirmish 1.0 sounds much better, but hey, ideas are ideas. |
|
CCP LogicLoop
C C P C C P Alliance
447
|
Posted - 2013.08.27 00:27:00 -
[13] - Quote
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. |
|
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1328
|
Posted - 2013.08.27 01:13:00 -
[14] - 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. Well, we do have fast moving vehicles. Time to make a Rush-style gamemode with sections very far apart |
Mac Dac
Wraith Shadow Guards
145
|
Posted - 2013.08.27 03:14:00 -
[15] - 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
|
Posted - 2013.08.27 03:30:00 -
[16] - 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. |
Lillica Deathdealer
Mango and Friends
251
|
Posted - 2013.08.27 04:18:00 -
[17] - 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. Yeah, it would be pretty cool to have a large map, even if it had vast emptiness between them. This would give incredible value to dropships and LAVs as troop transport, tanks as force projectors, all manner of artillery to drop vehicles running across the map, and an assortment of other stuff like uplinks and scanners. Think about how this would enable usefulness of fighters and bombers, too! Finally a reason to use them on open terrain. Snipers would also have tremendous value. Please let this happen, it would actually turn out looking like the trailers for the game and pictures in our loading screens where dropships litter the sky to get infantry to an objective. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2537
|
Posted - 2013.08.27 06:39:00 -
[18] - 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.
Interesting. Does that apply for Large sockets as well? |
|
CCP LogicLoop
C C P C C P Alliance
463
|
Posted - 2013.08.27 07:29:00 -
[19] - Quote
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. |
|
Mac Dac
Wraith Shadow Guards
150
|
Posted - 2013.08.27 20:41:00 -
[20] - 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. |
|
|
CCP LogicLoop
C C P C C P Alliance
481
|
Posted - 2013.08.28 00:15:00 -
[21] - Quote
Mac Dac wrote: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.
The radius topic? It's been known since we made them. |
|
J-Lewis
Edimmu Warfighters Gallente Federation
291
|
Posted - 2013.08.28 14:20:00 -
[22] - Quote
So it's a RAM shortage problem then? |
Django Quik
Dust2Dust. Top Men.
1346
|
Posted - 2013.08.28 19:34:00 -
[23] - Quote
I saw mention of terrain sockets - yes please LL! (yes, I've shortened logicloop to LL, you're welcome) |
|
CCP LogicLoop
C C P C C P Alliance
482
|
Posted - 2013.08.29 00:19:00 -
[24] - Quote
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. |
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2189
|
Posted - 2013.08.29 10:43:00 -
[25] - Quote
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.
If it's already an issue now, does that bode poorly for adding 2x Dropships, 2xLAVs, 2x HAVs, 3x Heavies, and 2x scouts just to finish out the current set? To say nothing of speeders, etc... |
|
CCP LogicLoop
C C P C C P Alliance
494
|
Posted - 2013.08.30 00:20:00 -
[26] - Quote
Zeylon Rho 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. If it's already an issue now, does that bode poorly for adding 2x Dropships, 2xLAVs, 2x HAVs, 3x Heavies, and 2x scouts just to finish out the current set? To say nothing of speeders, etc...
That's an area I am not sure I am best at answering. Not to imply some sort of bad news. It's just not something in my brains databanks. |
|
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2200
|
Posted - 2013.08.30 01:19:00 -
[27] - Quote
Fair enough. I always appreciate a reply, sir. |
Aeon Amadi
A.N.O.N.Y.M.O.U.S.
2588
|
Posted - 2013.08.30 02:14:00 -
[28] - Quote
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
|
|
CCP LogicLoop
C C P C C P Alliance
498
|
Posted - 2013.08.30 05:01:00 -
[29] - Quote
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. |
|
Mac Dac
Wraith Shadow Guards
152
|
Posted - 2013.08.30 13:35:00 -
[30] - 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. |
|
|
|
|
Pages: [1] 2 :: one page |
First page | Previous page | Next page | Last page |