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Andrakann

Dynamic objects separated into a cacheable part of map.

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Initial idea (from mod section):

Can it be done? At least in theory.

I'm is not very good in writing in english, so i use pictures with comments to explain in details :)

Basically, i want ability to grab this type of objects:

9f2976d1a047ab6d3287ba8110083033.jpeg

With help of something like this:

0c00568995ee09db04e1d2fed3da5a2b.jpg

Load it into my cargo truck:

fee0c8ad7490afbef4a755ee4c79a243.jpeg

And place somewhere on the map like this:

8c45a9e3a3e595eb99e50849e2dbe8c4.jpeg

Also i want ability to cleanup trees and bushes with hatchet to enchance visibility around my base.

And some type of routine to check if territory have closed perimeter, so zombies can't respawn inside that perimeter:

e002687756db2290e9531638e3e3682e.jpeg

For now, all objects on map have fixed coordinates and only two stances - broken and normal

But dynamic objects must have three stances: destroyed, broken/damaged (can be fixed with tools or crane), normal.

So, game map must be split into two layers - base layer with groung and buildings and dynamic layer with movable/destroyable objects in initial positions.

Dynamic layer must be cached for every server, i think it's around 1-2 gb of disk space - not a big deal in my opinion - for ability to have a unique environment on every server.

(but is better to have an option for this, like -cache=D:\DayZcache\)

Thank you for your attention :)

Some summarize and adaptation for SA:

Every map must be splitted to parts:

- main map, with terrain, environment and non-fully-removable objects - like buildings, roads, big rocks, maybe trees;

- objects database with all objects models;

- reference cache with initial object positions.

Clients can have only first two parts, because cache is individual per server and streamed to local server cache after connection to server and spawn (within Network Bubble™ radius). Something like 1000m radius for urgent priority cache (must be cached at loading screen, before player character actually spawns), 1000-1500m radius for high priority cache (bigger objects first), etc...

Server makes a clone from reference cache into personal server cache at first start, and works only with this personal cache or session cache (i think it's good to have session cache in case of crashes and merge it with main cache at restart time).

So, there is some benefits, as far i can see:

+ ability to move objects or destroy them forever (burn fences, salvage objects to resources, etc...)

+ good base for building, gardening, growing food.

+ ability to make player- and admin-made structures deep integrated into map, not like buggy Arma2 "mission" additions.

+ ability to make closed perimeters, safe from zombies*

+ ability to make clan bases, safe from server-hopping**

+ every dropped object can be cached and stays forever or within decay time (only server-side to prevent local cache exploring)

Also there some disadvantages:

- some people with poor connection (3G-modems) can have network lags and longer loading times.

- game usually caches into C:\Users\User\AppData\Local\DayZ\ - it's not very good for big amount of data (i have only 4-5GB free on system partition), so cache path needs to be configurable.

- cached data must have a good structure - to be easy maintaining by game, something like predefined empty (but structurized) files with quadrants of map around player position, so initial HDD space for cached data will greatly exceed received data with positions/conditions of objects.

- predefined backgrounds in main menu will not have dynamic objects in place if you didn't cached them (can be easily fixed by replacing predefined position by actual logout position).

* I don't think this is very hard to implement after i saw this picture from Rocket:

7ea6400831c9cb6d4df6700e87b3ee48.jpg

So, routine for checking obstacles exist, only needs to be extended with additional check for closed perimeters, then save this information. Re-checking is only need to be done if door is opened or wall destroyed.

Closed perimeter territory disables spawn of zombies and loot inside.

** My vision is something like submenu "Clan Management" in escape-menu, where you can register new clan, add clan logo and get clan leader status. Then you can activate "recruit mode" which adds invitation options to mouse rollout menu on other players.

Clan members mark structures they build with clan tag (virtual or visual), and closed perimeter(*) gets clan tag too (virtual), if contain tagged structures.

Non-clan players cannot login inside clan perimeter, they shifted to closest point outside for prevent server hopping into base territory.

Edited by Andrakann
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It's an interesting idea. I can see maps being utterly mutilated this way, though... on the upside, it would allow for at least partially destructive scenery, making any explosives that make it into the game even MORE fun. And who doesn't like explosives?

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This is a great approach to base building.

 

Also i want ability to cleanup trees and bushes with hatchet to enchance visibility around my base.
And some type of routine to check if territory have closed perimeter, so zombies can't respawn inside that perimeter:

 

 

I'd like to see with trees and bushes being cut down, we could be able to gather resources such as wood that we could use to craft melee weaponry or an object that requires wood for building objects, leaves that could have the potential to have herbs for medicinal or food uses and berries as well.

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I liked up until "Non clan members cannot log in in the area". In the apocalypse, anyone can go anywhere. Only others can enforce the law of the land.

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nice idea but there would have to be a  clear guide line to positions allowed to be built on and  distance proximity between each clans structure and a limit to buildings for each.,,,, don't know if this map is big enough to handle  all the extra buildings that would appear

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While I do like the idea and find it interesting, this one:

 

- main map, with terrain, environment and non-fully-removable objects - like buildings, roads, big rocks, maybe trees;
- objects database with all objects models;
- reference cache with initial object positions.

Clients can have only first two parts...

 

is an invitation for exploits in every way...

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I liked up until "Non clan members cannot log in in the area". In the apocalypse, anyone can go anywhere. Only others can enforce the law of the land.

And why they can't go anywhere? They just can't spawn from nowhere inside secured perimeter.

But there's no limitations to make holes in perimeter, wired fences can be cutted, wooden burnt or broken with hatchet, etc...

don't know if this map is big enough to handle  all the extra buildings that would appear

Extra buildings can be naturally limited by availability of resources, also i hope client get some optimizations in future.

is an invitation for exploits in every way...

Which type of?..

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