The Infinite Map Mode
- jftsang
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The Infinite Map Mode
I recently played a few MUSHes and thought it would be nice if it were possible for maps to grow as players expanded them. This would be a bit problematic with bandwidth, so I considered having special teleporters that allow you to go from one server to another (where both servers have such a teleporter) without losing score. The only catch is that you could be pursued across several different maps and eventually fall into a deathzone.
- *Boinkage*!
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Now that sounds cool. Of course, would you have to simultaneously host many servers? Lag
Would tanks have to load the next server? Lag.
What if someone went back and forth? Lag
It's a little confusing.
Would tanks have to load the next server? Lag.
What if someone went back and forth? Lag
It's a little confusing.
The Pen is Mightier Than the Sword.
Okay, you get a Bic, the orc gets a long sword.
He cuts the Bic in half.
Then he cuts you in half.
Oops, I meant quarters.
Okay, you get a Bic, the orc gets a long sword.
He cuts the Bic in half.
Then he cuts you in half.
Oops, I meant quarters.
- ducatiwannabe
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Well, if there were a different stats system, say, that kept your score for the entire day:
1st server: You had -2 with an 8-10 ratio.
2nd server: You join with -2 but you get that up to 4.
3rd server: You start at 4 and it shows your past ratio.
Or, simply have a web page that says your exact scores and ratios for the day.
However, I think it's fine with resetting the score every time you join. Other than the scoring, I can't quite see what benefit it would have. Joining another server is the same as teleporting there, to me.
1st server: You had -2 with an 8-10 ratio.
2nd server: You join with -2 but you get that up to 4.
3rd server: You start at 4 and it shows your past ratio.
Or, simply have a web page that says your exact scores and ratios for the day.
However, I think it's fine with resetting the score every time you join. Other than the scoring, I can't quite see what benefit it would have. Joining another server is the same as teleporting there, to me.
- Joe-Schmoe
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Well, the cool part is that people would frequently be teleporting back and forth. It would sort of average out the traffic for both servers.
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As a simpler version, could it be possible to have cyclic boudary conditions? So if you move over the border, you re-enter on the other side?
Mathmatically:
if x > x_max then x = 0;
if x < 0 than x = x_m_max;
Same for the y (and z?) directions.
Mathmatistions use this trick if the space they are simulating in isn't big enough to map a real-world situation. This is really cool because it gives the illusion of any infinite map (And the effect that you are thinking that you are fleeing form your opponent, whereas you are actually running towards him )
Mathmatically:
if x > x_max then x = 0;
if x < 0 than x = x_m_max;
Same for the y (and z?) directions.
Mathmatistions use this trick if the space they are simulating in isn't big enough to map a real-world situation. This is really cool because it gives the illusion of any infinite map (And the effect that you are thinking that you are fleeing form your opponent, whereas you are actually running towards him )
- Joe-Schmoe
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This could be done with teleporters, although it would be much cooler if it was a server option since then you could see right around the map.asciimonster wrote:As a simpler version, could it be possible to have cyclic boudary conditions? So if you move over the border, you re-enter on the other side?
Mathmatically:
if x > x_max then x = 0;
if x < 0 than x = x_m_max;
Same for the y (and z?) directions.
Mathmatistions use this trick if the space they are simulating in isn't big enough to map a real-world situation. This is really cool because it gives the illusion of any infinite map (And the effect that you are thinking that you are fleeing form your opponent, whereas you are actually running towards him )
Actually, that would be pretty interesting if the mapsize was smaller than that of a tank...
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> The core problem is that you can't change the map as it is running.
Yes, and there's no way to really do that on-the-fly (aside from having people re-download a whole new map, or some kind of complicated diff).
Another problem is that whenever you go to a new map you would have to download another new map. That might be a little laggy. You might be able to get around this by downloading each map that will be played on, but that might take some time, especially if they are 2.0 meshes.
And aside from that, it is semi-easily possible to create multiple map divisions within a single map.
The ability to keep permanent scores would be a really cool idea, though. Is that even possible with minimal hacking?
Yes, and there's no way to really do that on-the-fly (aside from having people re-download a whole new map, or some kind of complicated diff).
Another problem is that whenever you go to a new map you would have to download another new map. That might be a little laggy. You might be able to get around this by downloading each map that will be played on, but that might take some time, especially if they are 2.0 meshes.
And aside from that, it is semi-easily possible to create multiple map divisions within a single map.
The ability to keep permanent scores would be a really cool idea, though. Is that even possible with minimal hacking?