View Poll Results: How long would you wait?

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  • 8k x 8k 5-10 minutes

    27 12.50%
  • 10k x 10k 8-16 minutes

    26 12.04%
  • 12k x 12k 12-23 minutes

    28 12.96%
  • 16k x 16k 20-40 minutes

    12 5.56%
  • 17.73k x 17.73k 25-50 minutes

    2 0.93%
  • 20k x 20k 32-63 minutes

    28 12.96%
  • I don't care if it takes all day.

    93 43.06%
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Results 136 to 148 of 148

Thread: A17 How Long Would You Wait For A Pre-Generated Map to Build?

  1. #136
    Tracker HIREDGUN's Avatar
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    Its a one time event. I wouldn't care.
    Then if regions can be regenerated quick individually to fix issues that would solve it all.

  2. #137
    Guppycurian Forum Whore Guppycur's Avatar
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    Nav map is actually a dtm with splat maps, and a prefab xml for poi placement. I assume we will be downloading those relatively small files, and our side will generate the .rg files from that.

    Or, the server generates the .rg files and sends them to us as needed.

    The latter makes more sense, so we can't edit our own maps.

  3. #138
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    Quote Originally Posted by Guppycur View Post
    Nav map is actually a dtm with splat maps, and a prefab xml for poi placement. I assume we will be downloading those relatively small files, and our side will generate the .rg files from that.

    Or, the server generates the .rg files and sends them to us as needed.

    The latter makes more sense, so we can't edit our own maps.
    I don't think so. It's been very clearly stated that World Generation is not done on the fly as you play.

    Server generated files sounds like what's been described. I'm just curious how much a new player to a map has to download before they can start playing. *shrug*

    - - - Updated - - -

    Quote Originally Posted by SylenThunder View Post
    Based on this sentiment, you would currently be downloading all of the explored map for an existing one now. Yet you aren't. You pull the data down as you explore. There's no reason to think a17 will behave any differently for playing on games others are hosting.
    I think you may have missed some key points in this conversation. A17 and pre A17 maps for RWG are not the same.

    Just hoping for some additional details. But my guess is that their either too busy trying to get out the release or this is one of the challenges with fully generating a RWG map that their trying to resolve prior to A17E launch.

  4. #139
    Super Moderator Roland's Avatar
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    Iím going to say this one more time and in isolation so that it doesnít get lost in any other point:

    The new random maps will behave EXACTLY as Navezgane does now. If you want to know how they will work simply load up up Navezgane and you will experience it. Put a fresh Navezgane world on your server and see how it works for others to join up. Then youíll know.

  5. #140
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    Quote Originally Posted by Roland View Post
    Iím going to say this one more time and in isolation so that it doesnít get lost in any other point:

    The new random maps will behave EXACTLY as Navezgane does now. If you want to know how they will work simply load up up Navezgane and you will experience it. Put a fresh Navezgane world on your server and see how it works for others to join up. Then youíll know.
    Whatever Roland...

    That doesn't actually answer how A17 RWG works as there's still differences between what's been described as A17 Navs and A17 RWG. Most notably, only the location that generates the map will initially have the map details. Which is a stark difference to Navs.

    There's been pointed questions. Would be nice if there was a more helpful and direct answer to some of them, especially if it has changes to the common quantity of data transferred as compared to A16 RWG or a Navs map.

  6. #141
    Tracker AaronG85's Avatar
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    Quote Originally Posted by Roland View Post
    Here's the thing. According to Kinyajuu, the maps exist separately from our Saved character data which is why we can start a new save on a new map. I'd be all for a 16k x 16k option even if it ended up taking 2-3 hours because I could start on Navezgane and while playing that and checking out what's new I could generate a new random map each night before going to bed and let it work itself out while I'm sleeping. At the end of a week I would have 7 different maps I could choose to play all of which would be ready to load much more quickly thanks to the pregeneration already being done.
    WAIT. Does that mean the need to restart every alpha is obsolete?

  7. #142
    Guppycurian Forum Whore Guppycur's Avatar
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    Quote Originally Posted by Jackelmyer View Post
    I don't think so. It's been very clearly stated that World Generation is not done on the fly as you play.

    Server generated files sounds like what's been described. I'm just curious how much a new player to a map has to download before they can start playing. *shrug*

    - - - Updated - - -



    I think you may have missed some key points in this conversation. A17 and pre A17 maps for RWG are not the same.

    Just hoping for some additional details. But my guess is that their either too busy trying to get out the release or this is one of the challenges with fully generating a RWG map that their trying to resolve prior to A17E launch.
    The client does not read from the local .rg files, otherwise, it would always see "fresh" region files, not player builds, etc...

    The generation is NOT done "on the fly", you are correct; it's done then exported, and those files are sent to the clients, just like in Nav. So instead of generating region files and having to do the calculations to GENERATE the files, it already knows what to generate, and send to the client.

    Hope this makes sense.

    As far as how much the client has to download, I suspect that'll be the same as it is now, a minimal amount.

    Now, I know you're looking for an "official" explanation, and obviously Roland isn't Kinyajuu, but bear with me anyway...

    Old method: Server needed to calculate what to generate in order to make the .rg files to send to clients
    New method: Server already calculated what to generate in order to make the .rg files to send to the clients

    BUT, let's try the old tried and true method: Kinyajuu, Kinyajuu, Kinyajuu, and see if we can get you that official explanation, rather than our poorly educated guesses.

  8. #143
    Fun Pimps Staff Alloc's Avatar
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    To stop the guessing: Either we have the client do the same calculations as the server side (i.e. spend some time calculating) or the server has to send the Data/Worlds/-folder to the client (i.e. data transfer -> bandwidth + transfer time).

  9. #144
    Guppycurian Forum Whore Guppycur's Avatar
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    ...well... now we gotta guess WHICH ONE! =)

  10. #145
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    Quote Originally Posted by Alloc View Post
    To stop the guessing: Either we have the client do the same calculations as the server side (i.e. spend some time calculating) or the server has to send the Data/Worlds/-folder to the client (i.e. data transfer -> bandwidth + transfer time).
    Given the complexity of random gen, the data transfer method would be both faster and more efficient. The server would create the map only once during initialization. This could be further refined with compression on the map files to be unpacked by the connecting clients.
    To do it the other way means that every single client that connects has to do the calculations, based on config information the game server would have to share anyway, no?

  11. #146
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    Quote Originally Posted by Guppycur View Post
    The client does not read from the local .rg files, otherwise, it would always see "fresh" region files, not player builds, etc...

    The generation is NOT done "on the fly", you are correct; it's done then exported, and those files are sent to the clients, just like in Nav. So instead of generating region files and having to do the calculations to GENERATE the files, it already knows what to generate, and send to the client.

    Hope this makes sense.

    As far as how much the client has to download, I suspect that'll be the same as it is now, a minimal amount.

    Now, I know you're looking for an "official" explanation, and obviously Roland isn't Kinyajuu, but bear with me anyway...

    Old method: Server needed to calculate what to generate in order to make the .rg files to send to clients
    New method: Server already calculated what to generate in order to make the .rg files to send to the clients

    BUT, let's try the old tried and true method: Kinyajuu, Kinyajuu, Kinyajuu, and see if we can get you that official explanation, rather than our poorly educated guesses.
    I dunno... I just connected to a Navs multiplayer server for the first time. My SavesLocal folder picked up a new game it seems with that connection and downloaded/created a map file as and something else but much smaller. Makes me think there's modified data that's paired with a map definition. Navs has all region files generated. And I'd think that's where it's getting the definition of what's the base map is around you. Especially since I only got a map file downloaded. Just guessing.

    However my multiplayer randomgen saves seem to have HubCell data if memory serves. Though, for the RWG save data I looked at, it was old and wasn't literally from testing a connection today so I could find dates on files and folders that matched when I connected.

    *shrug*

    I dunno. Losing interest in the subject now lol. Moving on.

    Nice chatting with ya again Guppy! Hope the toilets been treating you well!

  12. #147
    Guppycurian Forum Whore Guppycur's Avatar
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    Yeh you too homie. Welcome back.

  13. #148
    Zombie Hunter
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    8k is just not interesting, the exploring part of this game is just gone in a short time when playing with several players. Usually we play with 20kx20k but the smallest we can accept is 15kx15k, any smaller than that and this game become less interesting. But as long as players still can select what size they want Im happy.
    Last edited by xxx73; 09-16-2018 at 08:12 AM.

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