Author Topic: Trees on kagoshima  (Read 964 times)

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Offline [SF]JT Kirk

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Trees on kagoshima
« on: June 07, 2011, 04:28:34 AM »
When they fall is the facing after fall pre programmed, or is it random generated,
That is if a tree falls and blocks a road, can it be counted on to do so everytime ?
Or do they fall in random directions
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Offline (Wilson)

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Re: Trees on kagoshima
« Reply #1 on: June 07, 2011, 08:11:16 AM »
When the whole tree breaks, it becomes a set of rigid bodies and how it falls will be calculated differently for each client.. so the trees wont fall the same way each time, and also how they fall for one client, doesnt nessecarily mean they fall the same for another client. Breakage is synced, when a tree breaks, it breaks for everybody, just falls slightly differently(this is to save network bandwidth.. having to transmit position, rotation values for each piece of broken tree/particle etc every frame to all clients would kill performance..)
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Offline [SF]JT Kirk

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Re: Trees on kagoshima
« Reply #2 on: June 07, 2011, 08:29:29 AM »
Thanks Wilson, thats good to know

Much appreciated
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Offline Virt

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Re: Trees on kagoshima
« Reply #3 on: June 07, 2011, 12:59:43 PM »
Interesting.   The fallen tree that is blocking your hovercraft may not be blocking mine.

It's the old parallel universe theory, brought to life :)
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Offline GB-72AT Talon

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Re: Trees on kagoshima
« Reply #4 on: June 07, 2011, 01:53:01 PM »
So on the same topic, what about the random asteroids on death valley?  If one lands next to me does the guy close by hear and see the same.thing?  How much of what we see is relayed between clients? 



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Offline (Wilson)

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Re: Trees on kagoshima
« Reply #5 on: June 07, 2011, 02:59:58 PM »
No the asteroids on DV are not synced between clients nor are the majority of the actual visual effects for environments on maps.. though all the things that are non synced are not gameplay impacting in any serious way. eg. it doesnt impact gameplay if player1 sees a meteor land next to him while player2 doesnt.. given the meteors are non physical visual effects only.. if the meteor were to be say, a type that did damage, it would be a different matter..
 
You will find that all online games, from the massive multipler games with thousands or more people per server down to smaller games like MWLL with only 32 or less players per server, will all use similar principles for what sort of data gets sent and synced over the network. If its visual only and non gameplay impacting.. it will most likely be done on the client and have minimal if any network usage.
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Offline Spooky

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Re: Trees on kagoshima
« Reply #6 on: June 07, 2011, 03:17:07 PM »
No the asteroids on DV are not synced between clients nor are the majority of the actual visual effects for environments on maps.. though all the things that are non synced are not gameplay impacting in any serious way. eg. it doesnt impact gameplay if player1 sees a meteor land next to him while player2 doesnt.. given the meteors are non physical visual effects only.. if the meteor were to be say, a type that did damage, it would be a different matter..

Fallen trees block your path though and thus have a slight impact on gameplay.

Offline sleepysheep

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Re: Trees on kagoshima
« Reply #7 on: June 07, 2011, 03:22:24 PM »
Also explain when I used some knocked down trees as cover when I was a Ba, that I managed to get splatted all across the ground :( I did wonder how the hell he saw me :(
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Offline Virt

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Re: Trees on kagoshima
« Reply #8 on: June 07, 2011, 03:25:45 PM »
Thanks Wilson, this is very interesting to know.
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Offline benben10

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Re: Trees on kagoshima
« Reply #9 on: June 07, 2011, 03:47:13 PM »
Well this is news to me. I kinda want the interaction physics of tree parts to be removed now. Always pisses me off when my mech or tank got blocked by a damn tree trunk. READ MY THOUGHTS THROUGH THE NEUROHELMET YOU DAMN MECH, WALK OVER THE DAMN TREE.
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Offline Spooky

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Re: Trees on kagoshima
« Reply #10 on: June 07, 2011, 03:58:40 PM »
Well this is news to me. I kinda want the interaction physics of tree parts to be removed now. Always pisses me off when my mech or tank got blocked by a damn tree trunk. READ MY THOUGHTS THROUGH THE NEUROHELMET YOU DAMN MECH, WALK OVER THE DAMN TREE.

Agreed, the interaction physics on destroyed trees is very annoying at times, especially on Kagoshima. If it's not synced, then it's kind of pointless to be in the game in the first place.


But (Wilson)'s comment makes me wonder: may be this is not actually intentional?

Offline SquareSphere }12thVR{

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Re: Trees on kagoshima
« Reply #11 on: June 07, 2011, 05:53:57 PM »
I wonder if they're able to start out as breakable entries, but then make them "just graphics" after breakage like the asteroids in DV
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Offline sleepysheep

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Re: Trees on kagoshima
« Reply #12 on: June 07, 2011, 07:54:55 PM »
I wonder if they're able to start out as breakable entries, but then make them "just graphics" after breakage like the asteroids in DV
Might make them easier performance wise, but I bet it take ton load of work to make it happen.
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Offline benben10

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Re: Trees on kagoshima
« Reply #13 on: June 08, 2011, 05:49:06 AM »
WAIT, WE CANT MESS WITH THE TREES!!! dont you guys know that the Cry Engine runs on trees?!?!? leave the trees be lest you wish us all doomed. DOOMED! DOOMED!!!!!!!!!!!
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Offline Spooky

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Re: Trees on kagoshima
« Reply #14 on: June 23, 2011, 04:51:18 PM »
No the asteroids on DV are not synced between clients nor are the majority of the actual visual effects for environments on maps.. though all the things that are non synced are not gameplay impacting in any serious way. eg. it doesnt impact gameplay if player1 sees a meteor land next to him while player2 doesnt.. given the meteors are non physical visual effects only.. if the meteor were to be say, a type that did damage, it would be a different matter..

Fallen trees block your path though and thus have a slight impact on gameplay.

And not only that, they also block shots, at least visually on the client side.