Jump to content

Recommended Posts

  • Replies 67
  • Created
  • Last Reply

Top Posters In This Topic

Posted

imagine a map being worked on by all of mapcore at the same time :oops:

It's crazy enough with multiple people working on the same map at different times. I've always been put off by the prospect of networked editing; always seems like a "look what we can do" feature rather than anything particularly useful. However, looking at it from a gameplay perspective rather than a development perspective I'm sure that code could be used for some, ah, interesting set-ups :)

oh yeah there is a freeware 3d engine out that has that kind of network mappinh too. I havnt checked it out yet but i heard its real cool and fun

if only i can come up with its name :/

Cube?

Posted

I cant' imagine multiple people working on the same level. What if it crashed? WOudl the program for everyone crash? Would the file become corrupt? Wtf.

i'm having problems with the unreal ed crashing when I simply press undo.

Posted

I cant' imagine multiple people working on the same level. What if it crashed? WOudl the program for everyone crash? Would the file become corrupt? Wtf.

if i understand this correctly, everyone is working on the same level at the same time? So couldnt some jackass just delete things like brushes or whatever this engine uses when someone puts them in?

Posted

Only if he wanted to get fired.

My guess is its intended so that you can have one guy working on a layout, another texturing and another placing props and sorting lighting or similar.

Sounds a bit gimmiky imo.

Posted

Its how most MMORPGs work, and how for example morrowind was made. The world is split in to cells most likely which can be editted seperatly yet realtime. map<>level

There are multiple ways to pull that off, for killzone and shellshock both action games with standard standalone maps we had a layer system. Everything was a layer, vegitation, buildings, gameplay objects etc. so you could have 1 guy edit the vegi layer while someone else is editting the buildings, then you save all and in game its all assembled in to 1 big thing then

Has its positive and negative points :)

Posted

Its how most MMORPGs work, and how for example morrowind was made. The world is split in to cells most likely which can be editted seperatly yet realtime. map<>level

There are multiple ways to pull that off, for killzone and shellshock both action games with standard standalone maps we had a layer system. Everything was a layer, vegitation, buildings, gameplay objects etc. so you could have 1 guy edit the vegi layer while someone else is editting the buildings, then you save all and in game its all assembled in to 1 big thing then

Has its positive and negative points :)

Re-reading the passage in the interview, it might be quite possible that he's actually talking about a simple layer system

:lol:

Posted

It'd be awesome if you could be on voicecomms (ventrillo or your preferred choice) while trying out ideas and details, constantly discussing things. I'd love it.

Posted

It'd be awesome if you could be on voicecomms (ventrillo or your preferred choice) while trying out ideas and details, constantly discussing things. I'd love it.

Or constantly arguing things ;)


×
×
  • Create New...