Air Craft or Ships

Discussion in 'General' started by Fallen-Hero, Jan 31, 2008.

  1. SwampRat

    SwampRat Member

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    on the subject of lagging (which was touched on a while ago) how about fps and bandwidth? if maps are better optimised with vis using nodraw brushes in hills and hint brushes over the top, will planes get screwed by being in a vis group that can see all vehicles etc on the entire map when the map is optimised for ground units allowing more detail etc on the map (i.e. a map can have enough stuff that it causes a problem if you can see all things but be fine for infantry and tanks by being optimised (comm can have low fps) - this won't work for planes will it?)

    If entities are outside the max draw distance on a map, is info on them still sent to clients but just not drawn?
     
  2. angry hillbilly

    angry hillbilly Member

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    it would be good if the comm could move the ship but its slow and also how would money be imported. control points? also the ships would have to be huge like the size or bigger than the aircraft carriers in Battlefield 2. but ship game type good idea. :D :D
     
  3. Fallen-Hero

    Fallen-Hero Member

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    ehhh this is all to much trouble than its worth
     
  4. taiiat

    taiiat Member

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    nice idea, but what if a guy bails out? he dies or hes gotta swim? and how big would these maps be? this is a good idea, but its has major problems. the turrets would look retarded. the ships'd have to be modern navy, nothing else would match the water. and howd you make the ships? not yourself, or theyd be lacking. unless you found a 3D veiw of the ships.
     
    Last edited: Feb 13, 2008
  5. Chris0132'

    Chris0132' Developer

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    I really don't see ships being a player controlled thing, at least not if they're really big.

    I'd see them more as being controlled like the BF2142 titans, because something as big and expensive as a battleship is not something you want to have an idiot run off in and get destroyed.
     
  6. taikuodo

    taikuodo Member

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    the whole point of empires is to invent new things, and not to copy other games like BF... so, perhaps Carriers would be commander controlled, but other ships should still be player controlled for maximum fun factor.
     
  7. Chris0132'

    Chris0132' Developer

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    Inventing new things is all well and good, but totally pointless if they aren't fun, and I don't see player controlled ships as being fun.

    I really wish people would drop the belief that originality makes things better, because it doesn't. And it also isn't there most of the time.

    Everything you do has been done before, everything you see has been seen before, the only original part is the way it's put together.
     
    Last edited: Feb 12, 2008
  8. Zehtuka

    Zehtuka Member

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    Torpedo boats will be player controlled (I hope)

    But I wouldnt like it if a noob sails away with my 10k carrier :P
     
  9. Silk

    Silk Mapper

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    I'm wondering about this too.
     
  10. Chris0132'

    Chris0132' Developer

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    I can't think of any reason why players would be sent info on things they can't due to far Z culling if they aren't sent info on things they can't see due to visleafing.
     
  11. SwampRat

    SwampRat Member

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    I don't know how it works so thought I'd ask. I was sure that on things like escort there was lots of bother about network usage due to poor vis - if there was no distance thingy being used either then that may make sense. will having planes and big maps make draw distance setting compulsory for well vis-optimised maps (and stop nice big skyboxes) or is there some other way of doing it? can we all just give up on vis-optimisation for aircraft maps anyway, or is there some other advantage (and how does that affect aircraft users?)?
     
  12. Solokiller

    Solokiller Member

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    Escort orignially didn't have a full vis compile, not until the last few versions.
     
  13. Chris0132'

    Chris0132' Developer

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    What exactly is the difference between fast and normal vis? Because I can't tell.

    Does normal do something extra on top of splitting the leaves? Because I know I have hellish problems compiling on normal with lots of leaves, but fast can make them in half a second.
     
  14. Solokiller

    Solokiller Member

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    With fast vis it creates the leaves, but doesn't calculate visibility between them, with normal vis, it'll calculate visibility between leaves.
     
  15. Chris0132'

    Chris0132' Developer

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    And what would the overall effect of that be? More efficient processing of visibility in game? A slight FPS boost?

    And if I used that func_viscluster entity you mentioned earlier, would that reduce my normal vis compile time?
     
  16. Solokiller

    Solokiller Member

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    It makes sure that the areas that don't need to be rendered aren't being rendered. Func_viscluster tells vis that all leaves inside it can see eachother, but will not split up leaves. It'll reduce the compile time, but use it properly, IE large open areas like the sky.
     
  17. Chris0132'

    Chris0132' Developer

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    But with a fast vis compile I still get culling if I can't see into the leaf.
     
  18. Solokiller

    Solokiller Member

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    In more complex maps, it'll make a difference, but in large open maps, it's less likely to make a difference.
     
  19. Chris0132'

    Chris0132' Developer

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    Well if the map gets integrated into the mod you'll have the VMF and you can decide whether or not it needs to be changed.

    I was debating whether or not to release the vmf anyway.
     
  20. BlueOffspring

    BlueOffspring Member

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    eh for ships they would have to remake all maps... I mean they got land combat on by default... when they add the planes they will have to re make them again...

    But the ships would be a great idea now that I think of it.

    We could have mounted artillery or MLs on the deck... *possibly* machine guns, but not necessarily.
     

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