MP Prob On Maps w/ Lots of "Events", 2+ TT Height & Zoom
Posted: 13 Feb 2007, 03:56
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* Over the course of a month i'm batting 0 for 3: response to postings.
* Could be because they were nested in other topic threads or maybe nobody has clue what I'm trying to describe.
* Therfore I'm creating this dedicated topic thread as something of a scientific experiment in the spirit of Occams Razor..... &, who knows, the forth post might be my lucky charm - a .250 hitting percentage is fairly decent.
* As MP is the long term life-blood of any game - it would seem that anything that undoes that experience would be a subject of acknowledged interest.
* As for my own stake in its resolution - if it gets resolved, kwel.... if not, oh well, thems the breaks.
* What follows is my last post verbatim, the most complete of the 3:
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* Actually I'm really glad you posted because you reminded me of something very serious that could prevent "Trinitys" release.
* I've posted elsewhere about the problem - which can only be addressed at the source.
* Since it has never been responded to or acknowledged I cannot know if it will be taken care of by the time my work is done.
* I say problem because i'm not sure it technically qualifies as a "Bug" (which is why I haven't submitted a formal report) or if it is simply a manifest limit to the game engine being exposed because of an added feature under certain mapping conditions.
* The feature I'm refering to is the "Zooming".
* The possible game engine limitation is the handling of "Dynamic LOD" and specifically "Geometry Instanceing".
* Here's how it gets exposed and what happens:
* "Trinity" is built on principles of what I call "Extreme Verticality" which you can see in recent posted screen caps.
* You can build WZ Maps with Heights ranging from 0 (Sea-Level) to 5 Tiles. My "Trinity 1 & 2" maps are 3 Tiles High. Most WZ Maps are 1 Tile High.
* I also utilize a lot of Water Tiles - Most WZ Maps are predominantly land based.
* So - combine those two conditions - extreme verticality + lots of water - with the Zooming Feature's current threshold setting in the source PLUS multiple human players in MP and what results......
* A high incidence of CTDs which totally skrews-up the MP experience.
* These CTDs are directly related to the invocation of TTs out-of-range as far as the engines coordinate processing (an info cascade it cannot handle presently) or that Dynamic LOD / "Geometry Instancing" limitation.... i'm not really sure technically
* What I'm fairly certain of is that if the "Zoom-in" threshold is re-set higher it is likely these CTDs will not be precipitated and thus a possible straight-foward FIX attained.
* Anyway, thanks for posting TT.
- L8rs, rv
* Over the course of a month i'm batting 0 for 3: response to postings.
* Could be because they were nested in other topic threads or maybe nobody has clue what I'm trying to describe.
* Therfore I'm creating this dedicated topic thread as something of a scientific experiment in the spirit of Occams Razor..... &, who knows, the forth post might be my lucky charm - a .250 hitting percentage is fairly decent.
* As MP is the long term life-blood of any game - it would seem that anything that undoes that experience would be a subject of acknowledged interest.
* As for my own stake in its resolution - if it gets resolved, kwel.... if not, oh well, thems the breaks.
* What follows is my last post verbatim, the most complete of the 3:
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* Hey TT that's kwel, its all good.Truetom wrote: Nice to see somebody who is trying to perfect his product before the release.I was trying to make sure I didn't miss a download link somewhere. Go on.
TT
* Actually I'm really glad you posted because you reminded me of something very serious that could prevent "Trinitys" release.
* I've posted elsewhere about the problem - which can only be addressed at the source.
* Since it has never been responded to or acknowledged I cannot know if it will be taken care of by the time my work is done.
* I say problem because i'm not sure it technically qualifies as a "Bug" (which is why I haven't submitted a formal report) or if it is simply a manifest limit to the game engine being exposed because of an added feature under certain mapping conditions.
* The feature I'm refering to is the "Zooming".
* The possible game engine limitation is the handling of "Dynamic LOD" and specifically "Geometry Instanceing".
* Here's how it gets exposed and what happens:
* "Trinity" is built on principles of what I call "Extreme Verticality" which you can see in recent posted screen caps.
* You can build WZ Maps with Heights ranging from 0 (Sea-Level) to 5 Tiles. My "Trinity 1 & 2" maps are 3 Tiles High. Most WZ Maps are 1 Tile High.
* I also utilize a lot of Water Tiles - Most WZ Maps are predominantly land based.
* So - combine those two conditions - extreme verticality + lots of water - with the Zooming Feature's current threshold setting in the source PLUS multiple human players in MP and what results......
* A high incidence of CTDs which totally skrews-up the MP experience.
* These CTDs are directly related to the invocation of TTs out-of-range as far as the engines coordinate processing (an info cascade it cannot handle presently) or that Dynamic LOD / "Geometry Instancing" limitation.... i'm not really sure technically
* What I'm fairly certain of is that if the "Zoom-in" threshold is re-set higher it is likely these CTDs will not be precipitated and thus a possible straight-foward FIX attained.
* Anyway, thanks for posting TT.
- L8rs, rv