Warcraft III resources & community, 2003–2006 · archived

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92 posts
#46
Thats why I said 'did I miss something', as I obviously did :)

But what I wanted was a good soultion to the problem, but I guess there are none :(

Here's the best solution I've come up with that requires no additional maps and that gives better functionality. The idea is simple, make an empty map. Divide it into N areas where N is the number of required players. Every square of terrain, every terrain-deformation (bumps/craters), every doodad, object, region, weather/visual/sound effect for the entire map has its coordinates, type and so on stored in variables.
When the player moves his/her hero in the square of the 'empty' map, the scenario will create/modify the surrounding terrain, doodads, units etc, according to the hero's coordinates. Other players and their actions are also recorded and will be duplicated in any player-squares they enter. When a hero gets near the area-border, there will be a line there indicating a 'mini-loading sequence', when passed - hero and terrain++ will be moved further back inside the area.

Yes, if this works it will be alot of work, but if it does.. :)
#47
-BlackKnight-Thats why I said 'did I miss something', as I obviously did :)

But what I wanted was a good soultion to the problem, but I guess there are none :(

Here's the best solution I've come up with that requires no additional maps and that gives better functionality. The idea is simple, make an empty map. Divide it into N areas where N is the number of required players. Every square of terrain, every terrain-deformation (bumps/craters), every doodad, object, region, weather/visual/sound effect for the entire map has its coordinates, type and so on stored in variables.
When the player moves his/her hero in the square of the 'empty' map, the scenario will create/modify the surrounding terrain, doodads, units etc, according to the hero's coordinates. Other players and their actions are also recorded and will be duplicated in any player-squares they enter. When a hero gets near the area-border, there will be a line there indicating a 'mini-loading sequence', when passed - hero and terrain++ will be moved further back inside the area.

Yes, if this works it will be alot of work, but if it does.. :)


GOOD LUCK WITH THAT
#48
yeah... might only take you 1 week nonstop to do a single map of size 128x128 :?
#49
huh? if you're able to do this with 128x128 map it'll take you 10 minutes more to do it with 256x256.
#50
Yeah its mostly an idea I'm thinking about atm. And for the map-size you could 'just' make a terrain-generator that gives coords and numbers for you to use in the main map or something. The hardest thing must be to make the system and balance the dynamic terrain-creation part to prevent lag.
#51
Sgt_Johnson
-BlackKnight-Hmm looks promising. But this is a multiplayer project consisting of multiple maps. How is the transition of players from one map to another done?
The only way I see is that one player have to re-host and the other players join to get to another map? Or did I miss something?


I posted that exact question...


check back a few pages back.

The character translation will require an item, or a key. For the players to save into their character and then when a new game starts with the key to hte dungeon the entrance may be unlocked. Allowing everybody who loaded their character to enter the dungeon. No key no entry. Basically. Expect to see game names in b-net with something like

GenOrpg Sky Castle
Or
Underwater Ruins Nonoob
#52
-BlackKnight-Thats why I said 'did I miss something', as I obviously did :)

But what I wanted was a good soultion to the problem, but I guess there are none :(

Here's the best solution I've come up with that requires no additional maps and that gives better functionality. The idea is simple, make an empty map. Divide it into N areas where N is the number of required players. Every square of terrain, every terrain-deformation (bumps/craters), every doodad, object, region, weather/visual/sound effect for the entire map has its coordinates, type and so on stored in variables.
When the player moves his/her hero in the square of the 'empty' map, the scenario will create/modify the surrounding terrain, doodads, units etc, according to the hero's coordinates. Other players and their actions are also recorded and will be duplicated in any player-squares they enter. When a hero gets near the area-border, there will be a line there indicating a 'mini-loading sequence', when passed - hero and terrain++ will be moved further back inside the area.

Yes, if this works it will be alot of work, but if it does.. :)



Great idea. Very cool. If you can perfect this idea. I have a tower dungeon that I was going to use a randomly generated dungeon mod for but that would work pretty well too and if you perfect it I would love for you to join the team and make an add-on dungeon using that idea.
#53
Cool, but remember, this might not even be possible to do. I'm working on some test-maps but it will take time. If I some day get some workable system up and running, I'll tell :)

Btw, unless you want the tower dungeon to be exceptionally large (>max size), I think it would be easier (and faster) for you to use a random terrain-generator for that map. Like, the map start out blank, then the system will create passages, rooms, doodads, mobs etc using some pattern.

A random terrain generator is what I want to make right now before working more on the other system, but seems like there are some limitations and problems. Its much easier to generate random natural terrain than dungeon-like, because you cant make cliffs ingame to represent the walls. The 2 options I see is to use doodads as walls or raise the terrain 90 degrees although I have no idea how to to that ingame atm.

A cheap 'random dungeon' idea thats fast, easy and works, is to just make it abit larger than you want it, add a region in every passage, then at map-start pick some at random and close them off permanently or create a door that requires a key somewhere. That would create a 'random' maze. Also you can rotate the camera randomly either 0, 90, 180 or 270 degrees and lock it there to confuse ppl more ;)
#54
As it would probably take about 100 hours to write the script for a 128x128 as already mentioned, not to mention the fact that you couldnt use Cliffs, Doodads, or different levels of water.
#55
It would be the limit of laziness.
#56
the limit of laziness? never heard of thing like that.
#57
Interesting but I agreed with second post that it might never be completed. However, I wish you good luck at success. I can offer quests and storys if interested, my map editing is limited to only triggers, I do not know how to write jass but can understand roughly.
#58

Got Skillz

Xandramas, sounds like you got some talent and I'm pretty familiar with CG's last RPG. Wasn't to fond of the style of play he chose, but he's definately a kick ass person to be workin with and it sounds like you are too. Got to see a few different versions of Elements before it was completed (as if anything ever really is), and ya.. WOW you guys got skillz on that team. Wish CG would've answered my wsprs like 6 months back we'ld all be on a project together.

Anyway, allow me to apologize for my boy Zarltok. Would be funny if we all started advertising on eachothers threads (hmm- I think we owe you one). Keep up the good work and I hope to play your creation soon. :wink:

:?: So, got any screen pics to show us or is it too soon for that ?

:?: In what exact scenarious would you have the player switch to another map?

:?: How are you going to make this fun for the people that can't host? (or "who cares")

:?: What if one dude wants to go to map "A" while the 8 other players want "B", "C", "D", "E", blah blah.. (it WAS multi-player.. now what?)

-Just curious. things to think about. If it matters.
#59
PheonixRising, tell me how can it be that you bother to write such a long post, yet you don't want to read original post by Xandramas? Or are you so stupid that you're unable to undrestand it?

>What if one dude wants to go to map "A" while the 8 other players want "B", "C", "D", "E", blah blah.. (it WAS multi-player.. now what?)

READ

Players can save their character and load up an optional dungeon (In another map)
and load up an optional dungeon (In another map)
optional dungeon (In another map)
(In another map)
another map
another map
another map

if you want dungeon "B", don't join dungeon "A".
moron
#60

Oh great... Yea thanks.

Thanks for the clarification there Low-Life Scum. Very cool of you to answer that for me like that.

Although, not sure where the hostility came from. But ya.. wow. I'm impressed.