OR we could NOT play on smaller maps and completly ruin everything multiplayer related and simply give us the option (with a warning) to have bigger maps.OR we could play on small maps while we wait for them to make them larger....
I love you. You da man!I wouldn't take away the ability to have large maps, that's something I also love. RWG is my baby after all. Don't panic and rest well in the fact that you won't be hard limited to 8k and that I've actually added more moddability with this change.![]()
It's not a game option per se, it's a generation option. The size variable is not tied to server stuff in that manner. Now if it's using custom pois it will still go to modded.Will the options above 8x8 force the server into the modded section on MP however since it's now an option?
Do you ever see that variable being definable from within the game versus the xml? I think 99% of the issues people have is wanting to make the map size bigger WITHOUT making the server modded, and if it had say a dropdown for 8,12,16,20, etc as the options that would be perfect I think for nearly everyone.I guess I should step in and mention that the entire system is programmed with a Size variable and the code for generation scales.
8k is indeed the baseline as Roland put it. 8k is a good test to optimize as it is just a bit bigger than nav and I want it to take less than 10 minutes.
Generating larger sizes will work, will load, and will play. The variable for this will be exposed when you get a17. I'm doing testing on how long it takes things and putting together a semi-accurate timer so you know how long it's going to take total. The map generation is fully threaded aside from exporting to disk so you will be able to read messages on what is happening and how long is left, it will not lock up the game while generating. For dedi owners it will prevent joining until the map is generated and loaded.
So, 20k obviously takes a very long time to generate, the time goes up exponentially as the total km size does but the only technical limitation would be the hardware generating the map.
The reason we don't just load you in then generate as you go is that when making roads, placing towns, and generating other things; a lot of data has to exist. The map is put together in layers and that's done on a world level. It's not something that can be skipped around and is slower when done in such a manner. Now rwg maps run as fast as navezgane as far as chunk load times and that is something we've wanted for a long time. No special code during run time for random maps is a good thing.
The depth of editing that can be done to a randomly generated map after the fact now is awesome. You can change player spawns, move POIs, add new pois, add new roads, remove roads, edit the height map, etc. All things in rwg are accessible in the world folder just like with nav.
I wouldn't take away the ability to have large maps, that's something I also love. RWG is my baby after all. Don't panic and rest well in the fact that you won't be hard limited to 8k and that I've actually added more moddability with this change.![]()
So does that mean if you modify the size in the xml it won't flag your map as modded?It's not a game option per se, it's a generation option. The size variable is not tied to server stuff in that manner. Now if it's using custom pois it will still go to modded.
If the server is Vanilla using nothing but what you guys designed except for server size and lets say we went back to current 10x10 would it push to modded is basically what Im getting at?It's not a game option per se, it's a generation option. The size variable is not tied to server stuff in that manner. Now if it's using custom pois it will still go to modded.
No, it will not.If the server is Vanilla using nothing but what you guys designed except for server size and lets say we went back to current 10x10 would it push to modded is basically what Im getting at?
There will not be an XML size as such. There will be one setting that won't affect the "modded" aspect of the server. It will be a game option that's only viable on newly generating maps. Nothing more, nothing less. After generation, you're loading a map that it spit out, not playing "Random Gen" as it is now.Do you ever see that variable being definable from within the game versus the xml? I think 99% of the issues people have is wanting to make the map size bigger WITHOUT making the server modded, and if it had say a dropdown for 8,12,16,20, etc as the options that would be perfect I think for nearly everyone.
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So does that mean if you modify the size in the xml it won't flag your map as modded?
OR we could NOT play on smaller maps and completly ruin everything multiplayer related
I'm glad they managed a solution for both of us, but I feel the need to chime in and say I'm really excited for smaller maps for pvp because even with 20-30 people, 16k was just too large to reliably come into contact with other players and find bases to raid. sometimes it would take literal days until I would be able to stumble upon a base worth raiding. so I for one was looking forward to small maps for multiplayerI don't know if you play multiplayer... if you know (or have read the comments) that large maps are an absolute must in multiplayer
I see this and it makes me think 'Custom Maps'. Heck, maybe even a trip to Mars.The depth of editing that can be done to a randomly generated map after the fact now is awesome. You can change player spawns, move POIs, add new pois, add new roads, remove roads, edit the height map, etc. All things in rwg are accessible in the world folder just like with nav.
I wouldn't take away the ability to have large maps, that's something I also love. RWG is my baby after all. Don't panic and rest well in the fact that you won't be hard limited to 8k and that I've actually added more moddability with this change.![]()