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Maximum Area number?


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5 réponses à ce sujet

#1
BartjeD

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Heya,

I was wondering if there is a maximum area number in modules? I've been playing around with creating Instanced areas but it's not possible to destroy those as far as I know. I'm pretty sure the instances would cease to exist after a server reset and if there is no area limit then Removing all objects in those areas and just leaving an empty area shouldn't be a problem I think.

Any thoughts? Can Area copying / instancing be used for anything much in online environment?

Modifié par BartjeD, 07 janvier 2012 - 10:40 .


#2
BartjeD

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In my testing I've crossed the 2700 mark before giving up. Does anyone have a definitive number or any insight / reccomendation into or for the area copying function?

#3
Lugaid of the Red Stripes

Lugaid of the Red Stripes
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Couldn't you just redress an area for each new player? Re-spawn all the creatures, refill the loot containers, turn down the sheets? I think with a PW, the number of players going through an instanced quest at any given time would be a dozen or less, so you can re-use instanced areas once they've cooled down, so to speak, but once you've written several quests with instanced areas, then you have hundreds upon hundreds of empty instances piling up, filling up the 'GetObjectByTag' index if nothing else.

#4
BartjeD

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Yes that is probably the solution I'll go with - I'm kind of dissapointed that it's not possible to remove those areas after you've cleaned them out.

#5
painofdungeoneternal

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There is no set limit, however you will eventually find one. Moderation is always key, but it depends on number of players and if there are players actually in those areas, contents of those areas ( objects ), and a hundred other factors. Generally if you need max of one thing, you have to steal some resources from something else to make it work right.

The developer of the feature said its possible to do the one, but doing both ( creating and deleting ) would involve revamping much of the engine to get that working right. It was one of those - "this is kind of easy so lets see what happens type of things". Deleting would orphan objects/memory, hence the warning. Not really heard of many folks putting this to use yet, but has a lot of potential.

Note that referring to areas is odd, they will all keep the old tag, and it seems like the you have to refer to them by the index. ( ie bytag( "somearea", 1 ) and then next duped area by bytag( "somearea", 2 ) type of thing ). I think i heard a user complaining the new area uses the lowest number and the original area moves up one number but never verified that. I store references on an object in module ( waypoint works good for this ), so i kind of sidestep all of this.

Modifié par painofdungeoneternal, 07 janvier 2012 - 04:47 .


#6
Fyrekrest

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Instead of a true instanced area, what about simulating the effect via a set number of areas that get reused. Example: Using a fixed number of copies of the same area (Area01, Area02, etc). When a player party logs in, it checks for anyone else in the original area, and if so, moves down to check the first copy and proceed to move down the list as needed. While this may not be exactly what you are looking for, it could achieve the same affect. It would be fairly easy to guesstimate the number of copies you'd need, and if you needed more, you could simply copy and add another. The likelihood of all of your copies being utilized at the same time would be pretty slim even with only a half dozen or so, I would guess. As Lugain suggested, you'd simply need to "refresh" each area as the groups exit and move on.