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Author Topic: The world map  (Read 435 times)

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Alakad

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The world map
« on: May 20, 2008, 06:48:02 pm »
I was wondering what the limits of the module system are? Specifically things like, can you remove features like the world map completely (or partially at least) and just have travel similar to that of Oblivion where you can ride directly to your location in a third person/first person view? Just like in a battle, except the battle scene extends across the whole world map and you fight caravans and what not by literally finding them and running them down in a battle scene type map.

Pretty much just interested in any limitations to the module system that anyone has discovered, but that one specifically has me curious.
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ealabor

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Re: The world map
« Reply #1 on: May 21, 2008, 10:57:19 am »
I dont see any reason why that wouldnt be possible.

Just have the mod start the game into a scene, then you chain link that scene to the various other ones that would consist of your mod.

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monsterfurby

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Re: The world map
« Reply #2 on: May 21, 2008, 03:12:09 pm »
With transitions, it would be possible. There actually is a mod around that removes the world map.
If you want it to be integrated seamlessly, though, the problem would not be the module system, but the engine itself. I do not think it can simulate, say 100 times the size of a normal battlefield without any lag or memory leak.
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Jubal

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Re: The world map
« Reply #3 on: May 21, 2008, 07:37:06 pm »
True on all counts. It owuld be an interesting idea, although you'd need a genuis scripter and an army of scene builders to make a big enough map to be worthwhile.
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Alakad

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Re: The world map
« Reply #4 on: May 22, 2008, 05:40:41 pm »
With transitions, it would be possible. There actually is a mod around that removes the world map.
If you want it to be integrated seamlessly, though, the problem would not be the module system, but the engine itself. I do not think it can simulate, say 100 times the size of a normal battlefield without any lag or memory leak.

Which mod is that? Also, I assume it would be easy enough to remove the Tab/Retreat from scene function, right? Because some backwards way of getting to the world map could be bad for a mod which doesn't use it at all.

So the engine itself has a limit on how big a map can be? I'm mostly familiar with Half Life map making so I'm going to use terminology from that... So it has like, a limit on how any brushes you can use per scene/map? Or basically a poly count, I guess. Is that right?
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Gallus Domesticus

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Re: The world map
« Reply #5 on: May 24, 2008, 01:48:20 am »
The thing is, you put "doors" in the edge of scenes so that when you use it you move to the next scene.
It's not hard to do at all long as you know how to make the portals work in the module system(you have to set which portal goes where)

It'll be a very interesting gameplay style like a rpg.
One thing is you can't save the game because when you load it again you'll have to start over
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Vilhjalmr

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Re: The world map
« Reply #6 on: May 24, 2008, 01:51:30 am »
It is possible to scale models in edit mode so you'd only need four doors.
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Fei Dao

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Re: The world map
« Reply #7 on: May 24, 2008, 01:53:33 am »
One thing is you can't save the game because when you load it again you'll have to start over

Actually, you could make an npc called "save station" or whatever.

Through a dialog with him you could get a global variable assigned to change it so that the next time you start up the game you start at a certain entry point at a certain scene. (Save points!!!)
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Killerflood

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Re: The world map
« Reply #8 on: May 24, 2008, 02:06:58 am »
this would be lovely and the transitions would work. its just that it would take to long to make all the scenes. you would need basically an army of scene makers to make it. (i'm not a modder so you may not need an army per say but a whole ****load of people.)

hmmm and a city would be an entire scene split into lets say 4 cubicles? (4 seperate mini-scenes that holds a town center, a market district and so on.)

you would also need a map to let you know where you are and that shows the nearby parties and towns.
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Elenmmare

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Re: The world map
« Reply #9 on: May 24, 2008, 04:11:52 am »
The hardest would be A) getting an army, B) fighting people.
You'd have to trigger it like in the Arena, say, speaking to a bandit and saying "bring it on". That'd kind of remove the whole point of no world map, because no one wants to play a game where the only way to get attacked is to speak with people.
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Killerflood

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Re: The world map
« Reply #10 on: May 24, 2008, 05:08:49 pm »
The hardest would be A) getting an army, B) fighting people.
You'd have to trigger it like in the Arena, say, speaking to a bandit and saying "bring it on". That'd kind of remove the whole point of no world map, because no one wants to play a game where the only way to get attacked is to speak with people.

getting an army yes, but fighting people? well bandits and looters, etc. are always considered enemies right? so when they step into your scene they would instantly start fighting you. in theory this would happen anyway. same goes for enemy armies.

or you could also place a trigger that when an enemy party comes into play it would instantly come up with a talk screen
with the same options: die!, ill give you your dam money, or sorry let us be on our way.
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Elenmmare

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Re: The world map
« Reply #11 on: May 25, 2008, 05:05:51 am »
Aye, but my point is that its hard to manage AI and make them walk around in a scene which is the entire map. I guess you could trigger it.

The main problem with this mod would be... there's nothing to do. I find even on developer games like Two Worlds, Oblivion, or Gothic, I find myself asking what I'll do next. You can have the best scenes in the world, but it'll seem empty and dead unless you can really pull it off.
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