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Re: The construction field

Posted: 26 Jun 2011, 16:53
by nickrev
if some people couldn't play the track what is the big deal. Just have it so that their game lags a bit in the 64x64 maps. offer them 32x32 or 64x64 for building. that way most people can build/play with the 64x64 and the people that cant handle that will just lag a bit. Im sure people will use both sizes and not just 64x64. its 2011 and Im pretty sure that anyone who cares about computers has a decent enough pc for 64x64.

Re: The construction field

Posted: 26 Jun 2011, 17:09
by Cisy_H
That option would be great, but you always have those people with cheap pc's. Mostly people who don't have great incomes. My point is that when you get on a server there might be a track built on a 64x64 map wich they might not be able to play.

Re: The construction field

Posted: 26 Jun 2011, 17:34
by wiidesire-2
I can't believe that some people are complaining about the size of the editor.

32x32 is way enough, because the blogs are so huge. Also did anyone take a look at the Dreamhack Demo?

Farfa built a map for 20 seconds ( small one) but it was maybe 5% of the whole field. So there is enough to build on.

If it would be really a problem with the size, then Nadeo will fix afterwards, but you can't complain about it when you didn't even saw the size of the editor ( game is not out, you can just look at the gameplay demo).

Re: The construction field

Posted: 28 Jun 2011, 08:25
by Kakkoii
Size shouldn't matter really if Nadeo has built a good LOD and instance system. Making duplicates of objects as instances means the duplicates won't take extra memory to load. As it only needs to load the object once.

And if we are going to be having custom geometry at some point, that would make a size limit even more pointless. Since someone could easily make a 20 million poly level in the space of a few blocks that would bring a lot of peoples computers to their knees.

Dedicated servers take care of this problem for people. Some servers will have track restrictions for people with low bandwidth and slow computers, so you don't have to worry about some 100MB level being loaded with tons of geometry and custom textures.

Re: The construction field

Posted: 28 Jun 2011, 13:20
by Alter-Fox
I would also think there would be some complexity limit for custom geometry.

Re: The construction field

Posted: 28 Jun 2011, 17:02
by Kakkoii
Alter-Fox wrote:I would also think there would be some complexity limit for custom geometry.
Again, why bother? We play on dedicated servers. It's up to the server moderators to choose what tracks are and aren't on the server. If a server allows large file size tracks, then you simply don't play there lol. No reason to limit the game for everyone else just because some people's computers can't handle certain custom tracks.

Re: The construction field

Posted: 28 Jun 2011, 18:05
by Trackmaniack
Because, Kakoii, Nadeo's trying to make the game as accessible to as many people as possible with as large a range of specs as possible.

Re: The construction field

Posted: 28 Jun 2011, 18:42
by Kakkoii
Trackmaniack wrote:Because, Kakoii, Nadeo's trying to make the game as accessible to as many people as possible with as large a range of specs as possible.
Did you not read what I said? Seems like you only read the first three words..

Allowing levels that require high-end machines only expands the range of specs, it does not decrease it in any way. As I said, dedicated servers allow people to choose how highly detailed of tracks they want to play.

There is no logical reason to cap how high quality and poly you can go. Since nobody is forced to play your level.

Re: The construction field

Posted: 28 Jun 2011, 19:05
by Alter-Fox
Kakkoii wrote:Again, why bother? We play on dedicated servers. It's up to the server moderators to choose what tracks are and aren't on the server. If a server allows large file size tracks, then you simply don't play there lol. No reason to limit the game for everyone else just because some people's computers can't handle certain custom tracks.
Mostly because a game engine can only handle so much. All game engines I've worked with/modded have had limits like this because they can't handle more. Trying to push them beyond that tends to be disastrous or at least results in total game instability and crashyness.
It's up to the programmers to figure out what the game engine can and cannot handle, but the limit has to be there, it can't be an infinite limit -- at least that was the case with all games I've worked with before.

Re: The construction field

Posted: 28 Jun 2011, 19:21
by zixxiz
No reason to limit the game for everyone else just because some people's computers can't handle certain custom tracks.
This seems like an ignorant comment since a lot of people's computers cant handle a lot of custom content, even nadeo content. I know a number of people who I have played regularly with who's computers struggle with the game as it is, and mods and custom content amplify the problem. If the servers they/I regularly play on started adding these "XL" tracks it would lead to a loss of not only one time players, but regular players. There is no reason to impose a "best computer takes all" policy for a game which has been supportive of older specs.
There is no logical reason to cap how high quality and poly you can go. Since nobody is forced to play your level.
There is already a poly cap on car models, why change that? The logical reason is to expand to have the largest user base possible. This is not GT5 where everyone owns a PS3 with the same specs. You may not be forced to play a level, but if it is on a server you regularly play on, you wouldnt be too happy.