Author Topic: Has anyone removed that 60km box?  (Read 5600 times)

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Offline Grey Wolf

Has anyone removed that 60km box?
The one that makes you self-destruct if you leave it?
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw

 

Offline IceFire

  • GTVI Section 3
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Has anyone removed that 60km box?
You fly that fast?
- IceFire
BlackWater Ops, Cold Element
"Burn the land, boil the sea, you can't take the sky from me..."

 

Offline vadar_1

  • Mr. Crispy
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Has anyone removed that 60km box?
id like to see it removed... allow pherhaps near-lightspeed burners or pherhaps.... more realistic speeds be allowed.
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Offline Nico

  • Venom
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  • 212
Has anyone removed that 60km box?
Quote
Originally posted by vadar_1
id like to see it removed... allow pherhaps near-lightspeed burners or pherhaps.... more realistic speeds be allowed.

mmh? even with a very fast ship, it will take some serious time to reach that limit...
SCREW CANON!

 

Offline DTP

  • ImPortant Coder
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    • http://www.c4-group.dk
Has anyone removed that 60km box?
just removed it, the limit, set distance between player and point 0 or starting location in single to be "always Zero" :).
VBB member; reg aug 1999; total posts 600.
War is a lion, on whos back you fall, never to get up.
Think big. Invade Space.

 

Offline Darkage

  • CRAZY RENDER RABBIT
  • 211
Has anyone removed that 60km box?
Why remove it, as Venom said it takes a long time before you go self destruct and i never had probs whit that most of the time you use a max of 10km of the box to create a mission in. so i don't see any good reason to remove it. besides i aht flying 5 km to a target let alone 120 when the box is modified.
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Returned from the dead.

 

Offline Stunaep

  • Thread Necrotech.... we bring the dead to life!
  • 210
Has anyone removed that 60km box?
Quote
Originally posted by darkage
Why remove it,  


Because we can! ;)
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Has anyone removed that 60km box?
No, you really can't. You can make it extremely large, but if you try to remove it completely I guarantee you will get crashes eventually, as arrays go out of range and such.

 

Offline YodaSean

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Has anyone removed that 60km box?
Its not necessary to remove it completely then.  A couple million kilometers should be enough  :-)

 
Has anyone removed that 60km box?
Quote
Originally posted by YodaSean
Its not necessary to remove it completely then.  A couple million kilometers should be enough  :-)


It would be cool if this game were still playable on systems with less than a gig of RAM, though.  I can't imagine a mission using more than 10 kilometers of space - 60 is PLENTY.  Come back to this thread when you don't have a boring mission that involves more than flying across the universe on subspace drives, but still requires more space than you have.

  --TurboNed
"It is the year 2000, but where are the flying cars? I was promised flying cars! I don't see any flying cars. Why? Why? Why?" - [size=-2]Avery Brooks from an IBM commercial[/size]

 

Offline YodaSean

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Has anyone removed that 60km box?
It was supposed to be a joke :rolleyes:

 

Offline DTP

  • ImPortant Coder
  • 28
    • http://www.c4-group.dk
Has anyone removed that 60km box?
ahmm RAM and posistions :rolleyes:

Extreme posistions dont require more RAM.  MORE ships with more posistions require more RAM; but not much &  Memory is allocated anyway.

In multiplayer dogfight`s however, this would be a pain. "run away" players. But i have never seen anybody run away.
VBB member; reg aug 1999; total posts 600.
War is a lion, on whos back you fall, never to get up.
Think big. Invade Space.

 

Offline an0n

  • Banned again
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Has anyone removed that 60km box?
It would be good to have it at like 200km so you could have escort missions for ships with damaged subspace drives, or BOE missions where you could go between the forward command post and the front lines.
"I.....don't.....CARE!!!!!" ---- an0n
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Offline delta_7890

  • Your Node Is Mine
  • 28
Has anyone removed that 60km box?
I-War is set across an incredibly vast area of space, why can't FS do the same?
~Delta

 

Offline phreak

  • Gun Phreak
  • 211
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Has anyone removed that 60km box?
IW2 only tracks ships within 400km of the player.
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Offline mikhael

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Has anyone removed that 60km box?
Quote
Originally posted by delta_7890
I-War is set across an incredibly vast area of space, why can't FS do the same?


FS and Iwar2 work on two entirely different principles. You can't really do Iwar in the Freespace engine or vice versa without lots of changes to the underlying assumptions of the engines.

Freespace is mission based. Everthing in a mission exists all the time in that mission in some manner. Alpha1 is not the center of the universe.  He can move freely anywhere within his 60km box.

Iwar2 is player based. Cal is the center of a 400km universe. Anything outside of that 400km radius does not exist. When Cal's universe manages to reach a place that has some event/place/ships, the system spawns them. When he leaves, they disappear. Further, Cal's space is partitioned. To move from partition to partition, you have to capsule jump (a nifty way to cover the system load time).
[I am not really here. This post is entirely a figment of your imagination.]

 

Offline an0n

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Has anyone removed that 60km box?
Tachyon tried to merge the two and it sucked (the merging part, no the whole game).
"I.....don't.....CARE!!!!!" ---- an0n
"an0n's right. He's crazy, an asshole, not to be trusted, rarely to be taken seriously, and never to be allowed near your mother. But, he's got a knack for being right. In the worst possible way he can find." ---- Yuppygoat
~-=~!@!~=-~ : Nodewar.com

 

Offline Stryke 9

  • Village Person
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Has anyone removed that 60km box?
Mik: You sure? I'm fairly sure I got partway to another system on my LDS once, just by hitting it and leaving for an hour.:D

And it wouldn't have any issues with RAM. First of all, FreeSpace was originally built to work with a lot less RAM than most computers now have, and thus any additions would be like increases in the poly limit- partial upgrades. Second, they're right, FS doesn't use RAM for just the box.

 

Offline mikhael

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Has anyone removed that 60km box?
Quote
Originally posted by Stryke 9
Mik: You sure? I'm fairly sure I got partway to another system on my LDS once, just by hitting it and leaving for an hour.:D


Oh yeah. Late in the game you get a positively SICK LDS drive. It took me probably 20 minutes to fly from Santa Romero to where the Effrit was supposed to be. I pulled up my starmap, drilled down, found the Effrit and selected that as my destination. Then, instead of engaging autopilot, I turned my ship on the heading and jammed my LDS to max. It doesn't take very long to get there at all. There was nothing there at all. There was the star entity, but not system of any sort. Any destination your HUD shows as 'OUTSYS' has to be loaded.

Another way to test is to play about with the sensor settings. No matter what you do, you cannot get a larger range out of your sensors than the local universe. Even if your sensors have a range of a thousand klicks, you won't see traffic beyond your local space. As you move, things will spawn just inside the horizon, even though your sensors can technically see beyond it.

Besides the empirical testing, Stephen Robertson of PS confirmed that indeed, this is the way IWar2 handles space. Upon entering a system, the game runs a serious of scripts that start tracking major entities in the system (the system and traffic scripts) and another set of scripts that start creating and managing entities in your local 400km universe.

Certain things are tracked staticly when they are outside of your universe, but only if they are marked 'critical'. Mission items are marked critical and are therefor not recycled. Scripts would break horribly if they were. :D
[I am not really here. This post is entirely a figment of your imagination.]

 

Offline delta_7890

  • Your Node Is Mine
  • 28
Has anyone removed that 60km box?
Here's an idea!  Why not set it up like XWA does things?  Multiple areas that are linked together through nav buoys (in our case, Nodes).  That would work, wouldn't it?
~Delta