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Author Topic: robin's dumb questions (was: Max base map height is 2?)  (Read 14848 times)

Offline Falko

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Re: robin's dumb questions (was: Max base map height is 2?)
« Reply #15 on: April 04, 2015, 11:58:02 am »
yeah
above ground buildings will crush into the 255 limit
but xbase alone needs ~180 mcd entries and farm needs ~70 that was the only default terrain that worked within mcd limit
so  to make it possible/useful in the same approach above we need to "fix" this limit first

Online Solarius Scorch

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Re: robin's dumb questions (was: Max base map height is 2?)
« Reply #16 on: April 04, 2015, 03:26:20 pm »
yeah
above ground buildings will crush into the 255 limit
but xbase alone needs ~180 mcd entries and farm needs ~70 that was the only default terrain that worked within mcd limit
so  to make it possible/useful in the same approach above we need to "fix" this limit first

Then this needs to happen.

Offline Warboy1982

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Re: robin's dumb questions (was: Max base map height is 2?)
« Reply #17 on: April 05, 2015, 12:00:16 am »
Then this needs to happen.

no, it really doesn't.

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Re: robin's dumb questions (was: Max base map height is 2?)
« Reply #18 on: April 05, 2015, 12:04:01 am »

Offline Hobbes

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Re: robin's dumb questions (was: Max base map height is 2?)
« Reply #19 on: April 05, 2015, 12:28:55 am »
Nyoron~

Give it time Solaris and davide.

What you guys want to do can be achievable with 280 MCD entries (using a couple of tricks to extend the 255 limit). Take out 180 entries for XBase and you still get enough entries for a custom MCD file for the ground level. It most likely won't be enough for all the tiles you wanted, but map design is all about managing scarcity, either of MCD entries or of sprites.

But if you just stay waiting for something to get implemented before designing maps... well that surely leads nowhere. :)
« Last Edit: April 05, 2015, 12:30:38 am by Hobbes »

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Re: robin's dumb questions (was: Max base map height is 2?)
« Reply #20 on: April 05, 2015, 01:11:45 am »
Give it time Solaris and davide.

What you guys want to do can be achievable with 280 MCD entries (using a couple of tricks to extend the 255 limit). Take out 180 entries for XBase and you still get enough entries for a custom MCD file for the ground level. It most likely won't be enough for all the tiles you wanted, but map design is all about managing scarcity, either of MCD entries or of sprites.

But if you just stay waiting for something to get implemented before designing maps... well that surely leads nowhere. :)

Such bold words! :) Don't worry, the work is already underway. :) I've been thinking...

Offline volutar

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Re: robin's dumb questions (was: Max base map height is 2?)
« Reply #21 on: April 06, 2015, 02:56:16 pm »
If we will make "mapDataSets" list overritable by similar values section INSIDE of particular mapBlock, it could make that happen without even changing map edit (I guess).
Code: [Select]
  - name: DESERT
    mapDataSets:
      - BLANKS
      - DESERT
    script: DESERT
    mapBlocks:
      - name: DESERT00
        mapDataSets:
          - BLANKS
          - DESERT
          - JUNGLE
        width: 10
        length: 10
        groups: [0, 1]
      - name: DESERT01
        width: 10
        length: 10
        groups: [0, 1]
In this case we will have 255 MCD limit per block, not per map. Which is way better, than it is now.


It's pretty feasible, comparing to 16bit map switch, or 8.8bit (mcdsetID.tileID) way. Just for notice - straight 16bit way is worse than 8.8, at least because removing/adding new MCDsets to map would be less destructive, and won't make that much mess.
« Last Edit: April 06, 2015, 03:00:05 pm by volutar »