LARGER MAPS 512x512, what modules need to be changed?

Discuss the future of Warzone 2100 with us.
warcraft
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LARGER MAPS 512x512, what modules need to be changed?

Post by warcraft »

Hello,

What are the major bottle necks in using larger maps like 512x512,
I looked at couple items in source code 2.0.10 but wanted to know how ready it is for this fix,
looks like some places use 256 hardcoded, not even a define?

Thank you.
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Rman Virgil
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Re: LARGER MAPS 512x512, what modules need to be changed?

Post by Rman Virgil »

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* "Edit World", the map editor, first needs to be made to support 512 x 512 being made.

* Maps this size are a whole other dimension of game play. :D

- Regards, RV.
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Re: LARGER MAPS 512x512, what modules need to be changed?

Post by warcraft »

Yep, would be an interesting game :)

Anyone looked in to this? I only played with source for about a week now.
Would love to talk to somebody who got EW16 compiling on MSVC 2005 - I get lots of problems.
We need to include working solution/project files for v8 in to SVN.

As for the game I found couple places that need to be modified, maybe people tried to do this already - so I asked..
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Re: LARGER MAPS 512x512, what modules need to be changed?

Post by Buginator »

warcraft wrote:Yep, would be an interesting game :)

Anyone looked in to this? I only played with source for about a week now.
Would love to talk to somebody who got EW16 compiling on MSVC 2005 - I get lots of problems.
We need to include working solution/project files for v8 in to SVN.

As for the game I found couple places that need to be modified, maybe people tried to do this already - so I asked..
There isn't going to be any .sln files for EW16, since there will be a new cross-platform editor that takes its place. Though, if you want to fix/continue working on EW, be my guest. :)
I don't recall any major problems with compiling EW though...

As for the map size, yes, was screwing around with really huge map sizes awhile back, but all of that was put on hold, since ... lets just say, to do it correctly, would require more time than I had at the time I did the first patch.
I can assure you, that there are lots of places that need to be fixed before you can even think about really huge maps.
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Re: LARGER MAPS 512x512, what modules need to be changed?

Post by Rman Virgil »

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* @ warcraft: You may wanna consider helping this project with their cross-platform Edit World. I say that because the WZ 2200 Project I'm a part of has already developed a 32bit EW that supports 512 x 512 maps among many other features that did not exist in 16bit EW - ie. skyboxes, 256 x 256 tertiles, 512 Models, up to a 150 tiles per set, a 6 set load, virtually limitless map features (Remus is the coder of this New EW for Win). We also have a game binary that supports maps this size on the Win platform (Chojun and Remus coders). Just the facts.

* Of course this no more than a friendly suggestion. It is absolutely your prerogative to do whatever you choose. :D

- Regards, RV
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Re: LARGER MAPS 512x512, what modules need to be changed?

Post by warcraft »

Rman Virgil wrote:----------------------->

* @ warcraft: You may wanna consider helping this project with their cross-platform Edit World. I say that because the WZ 2200 Project I'm a part of has already developed a 32bit EW that supports 512 x 512 maps among many other features that did not exist in 16bit EW - ie. skyboxes, 256 x 256 tertiles, 512 Models, up to a 150 tiles per set, a 6 set load, virtually limitless map features (Remus is the coder of this New EW for Win). We also have a game binary that supports maps this size on the Win platform (Chojun and Remus coders). Just the facts.

* Of course this no more than a friendly suggestion. It is absolutely your prerogative to do whatever you choose. :D

- Regards, RV
How hard was implementing the map for 2200?

BTW I that and open source project?
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Re: LARGER MAPS 512x512, what modules need to be changed?

Post by Rman Virgil »

How hard was implementing the map for 2200?
* I recall Remus was quoted as saying it wasn't too hard. On my end I know it was not without it's glitches but those hurdles that cropped up in testing were all resolved within a day or 2.
BTW I that and open source project?
* Absolutely OS. But we are committed to a first release that replaces ALL the art and, among other things, that's 1000 plus 3D models (with the hugely expanded map features, probably closer to 2000). Lots has been done already, but much remains to be done. Our 2 artists are continuously working, at least a combined forty hours a week and yet there is still months of work ahead for the complete makeover.

- Regards, RV :)
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Re: LARGER MAPS 512x512, what modules need to be changed?

Post by elio »

hmm, interesting

i count 85 structures, 116 effects, 68 features, 34 bodies, 39 propulsion, 140 weapons = only 482 3d-models O_o
the 116 effects are mostly one or two polygons

just for correctness, nevertheless i'm curious about warzone 2200 :)
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Re: LARGER MAPS 512x512, what modules need to be changed?

Post by Rman Virgil »

hmm, interesting

i count 85 structures, 116 effects, 68 features, 34 bodies, 39 propulsion, 140 weapons = only 482 3d-models O_o
the 116 effects are mostly one or two polygons

just for correctness, nevertheless i'm curious about warzone 2200

* Just for correctness... ;)

* The new Cargo Container models (as Features) alone account for nearly 50 new 3D models done. New Urban models (Buildings, lamp posts, bridges, etc.) - this alone accounts for hundreds of new 3D models. New multi-weap platforms built from the ground-up, account for scores of new 3D models. Across all Tertile sets are scores of Cliff-Face 3D Models (Features, NOT tertiles) and many variant rock formations, trees, vegetation etc (all 3D models)..,.. plus multiple Troop Transports...Energy Walls, Gates, expanding the Scav pallet (units, structs, weaps), multiple ground and air drones as part of the Command, Control, & Communications (C3) Technology, then there are the models involved in the T-4 counter to C3... ECM & Cloaking tech.....multiple Commander types..... new Propulsion - NOT Naval... and so on.... it adds up. :)

* (Btw... we are NOT broaching Naval before 2010...)

- Regards, RV.

* EDIT:

* Not negligible in the least is the 3 original Tertile Sets...

* All 267 orginal tertiles have been redone from scratch @ 256 and, of course, rotationaly seemless. Plus new tertiles have been added to each set. And, there is a forth tertile set as well - 'The Carribean' set.

* By any metric that's a ton of brand new art....
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