The Infinite Map Mode

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jftsang
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The Infinite Map Mode

Post by jftsang » Sun Dec 02, 2007 2:45 pm

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.

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Post by *Boinkage*! » Mon Dec 03, 2007 3:11 am

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.
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Post by ducatiwannabe » Mon Dec 03, 2007 4:24 am

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. :)

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Post by Joe-Schmoe » Mon Dec 03, 2007 3:53 pm

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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Post by jftsang » Mon Dec 03, 2007 5:13 pm

*Boinkage*! wrote:Of course, would you have to simultaneously host many servers?
No, the idea is that we have one huge inter-teleported map being hosted by several servers, and you can set up your own BZFS with your own BZW that has a link, and other tanks connect to it through other maps.

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Post by asciimonster » Tue Dec 04, 2007 3:55 pm

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 :D )

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Post by Joe-Schmoe » Tue Dec 04, 2007 5:19 pm

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 :D )
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.

Actually, that would be pretty interesting if the mapsize was smaller than that of a tank...
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Post by jftsang » Tue Dec 04, 2007 6:53 pm

It is totally possible, but I would say that you would need an extremely big map for that, and only big corporations such as Norang would be able to host such a map. It would certainly crash a Windows computer.

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Post by JeffM » Tue Dec 04, 2007 8:19 pm

most of your info is just wrong, the numeric size of the map does not affect stability of the server.

The core problem is that you can't change the map as it is running.

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Post by F687/s » Tue Dec 04, 2007 9:13 pm

> 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?

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Post by JeffM » Tue Dec 04, 2007 10:07 pm

in 3.0 the API can fully store and set player scores so it would not be hard.

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