Re: [crossfire] House sizes

2007-02-14 Thread Yann Chachkoff
 Maybe it being absolute is a bit too much.  But having a general rule of 
 thumb could be a good thing 

Yes, I agree with that.

 At some level, it has to be assumed that the outside scale isn't completely 
 uniform - a player isn't as high as the town walls, etc.  Instead, I think we 
 need to recognize that there are different scales about.

What annoys me with such scaling - for buildings, I'm not speaking of objects 
the size of a bottle or a sword - is that it prevents abstracting the visual 
representation of the game from its logical one. So, although generating a 3D 
view (or a 2D isometric one, or any other view than the top-down 2D view) from 
the data grid sent by the server would technically be not too hard, those 
scaling issues make the result rather ridiculous :). I'm also worried by the 
risk of wasted work: who can tell we wouldn't need to change scales again in 
the future ? 

 If we wanted to fix all the scales, we could probably do that, but would 
 probably be a major undertaking,
(...)
But that also starts to get into another discussion - one which we could have, 
but something I think we'd probably be looking at more for the 3.0 timeframe.

I tend to think that it is better to handle the whole scaling issue at once, 
instead of taking the transitional route - rescaling buildings alone would 
already mean a lot of work, both graphically and 'mapically'. Fixing all the 
scales later would probably mean fixing buildings again, and thus difficult 
work on the GFX would have been wasted (it isn't as if we had a lot of 
graphists... :)).

 I suppose that is true for everything 'the sooner the better', but there is 
 the issue of finding time to do so.  OTOH, this is one of those things that 
 doesn't require programming experience to fix.

Yeah - maybe that's the biggest problem - it is easier to code a monster than 
to draw it :).

I guess that we could proceed by not changing any of the current maps, but 
building a parallel set of renewed ones (maybe linked to the old ones in a way 
or another, so that they can be tested by players ?). So that could be a change 
not arbitrarily fixed for a given release, but something that could replace the 
old maps once it is ready.



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Re: [crossfire] House sizes

2007-02-13 Thread Aaron Baugher
Mark Wedel [EMAIL PROTECTED] writes:

   Maybe it being absolute is a bit too much.  But having a general
 rule of thumb could be a good thing - otherwise things become
 inconsistent in weird ways.  One 2x2 house could enter into a 80x80
 building, where a 3x3 house enters into a 40x40 - that type of
 thing.

I like the idea mentioned earlier of trying to keep them within a
range.  The ranges could even overlap somewhat.  Say a house one block
wide on the outside could be 1-15 tiles wide on the inside, while a
two-block-wide house image could be 10-25 inside, a 3-block house
20-35, and so on.  (Or some other set of ranges that fit better with
the current buildings.)  The bigger the building is on the outside,
the bigger it would *tend* to be on the inside, but map designers
would still have room for creativity.

If for some reason you want a larger map inside your small building,
give it a huge basement. :-)

   Also, there is some limit on how big multipart images can be - I'd
 have to look at the map protocol, but I think right now it is
 somewhere in the 6-8 space range.  This could be fixed in various
 ways.

I don't know if there's a limit on tile size, but there's a 1-byte
limit on images sent to the server in MAX_IMAGE_SIZE.  If you raise
that, you soon run into MAXSOCKSENDBUF, which is currently 12239
bytes.  (I discovered those when I converted the Demon_Lord into a
single image and it was considerably larger than that before
compression.)  I was able to compress Demon_Lord, which is a 4x8
image, to 7841 bytes, but it only has two colors, so I'm guessing a
more colorful image would be larger.

In any case, I'm sure those limits could be raised, but it's something
to consider.

Also, do many players still play on an 11x11 map view?  Buildings that
are 5x5 or so would make that map feel *very* crowded.  Maybe we could
assume that by 2.0, all the clients would be capable of displaying a
larger area than that?



-- 
Aaron -- http://aaron.baugher.biz/

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Re: [crossfire] House sizes

2007-02-13 Thread Alex Schultz
Aaron Baugher wrote:
 I like the idea mentioned earlier of trying to keep them within a
 range.  The ranges could even overlap somewhat.  Say a house one block
 wide on the outside could be 1-15 tiles wide on the inside, while a
 two-block-wide house image could be 10-25 inside, a 3-block house
 20-35, and so on. 
   
As a brief note, I'd be inclined to say the recommended size should
start greater than 1. Unless of course we have a 1 tile house outside,
where the house takes much less than the full tile image ;)

   Also, there is some limit on how big multipart images can be - I'd
 have to look at the map protocol, but I think right now it is
 somewhere in the 6-8 space range.  This could be fixed in various
 ways.
 

 I don't know if there's a limit on tile size, but there's a 1-byte
 limit on images sent to the server in MAX_IMAGE_SIZE.  If you raise
 that, you soon run into MAXSOCKSENDBUF, which is currently 12239
 bytes.  (I discovered those when I converted the Demon_Lord into a
 single image and it was considerably larger than that before
 compression.)  I was able to compress Demon_Lord, which is a 4x8
 image, to 7841 bytes, but it only has two colors, so I'm guessing a
 more colorful image would be larger.
   
I'm thinking, that for 2.0 it may be desirable to use a separate port
for media (images anyway) transfer, and perhaps we could even consider
http for that part (though I'd say that if we wanted to use http, we'd
want to optimize things by using cgi and GET parameters, or perhaps a
micro-http-server specialized for serving cf images via http (after all,
non-standard-complient http can be very simple ;P))

 Also, do many players still play on an 11x11 map view?  Buildings that
 are 5x5 or so would make that map feel *very* crowded.  Maybe we could
 assume that by 2.0, all the clients would be capable of displaying a
 larger area than that?
Well, so far as I can tell, I'd estimate around half of active users use
gcfclient2, and a majority of the others using gcfclient, meaning a
significant portion of the users are on a map view probably not bigger
than 15x15, which is the biggest I can usably get the gcfclient view at
1280x1024 resolution.

I believe though, that for 2.0, we should consider depreciating, if not
removing, gcfclient and the x11 client. Also, Gros/Lauwenmark apparently
has a major update to jxclient just about ready, which looks to me like
it could be promising to eventually become a prominent, if not the most
prominent, client in my opinion. I believe that for 2.0 we should be
able to assume that the client should be able to display at least 15x15
or so, at any resolution that client intends to support, but beyond that
we should try to keep our options open for 2.0 clients for now I'd say.

Another thought is, do we want to toss the 'classic' tileset? On that
same note, would it be worth just plain removing tileset support in
order to simplify things?

Alex Schultz

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Re: [crossfire] House sizes

2007-02-13 Thread Mark Wedel
Aaron Baugher wrote:
 Mark Wedel [EMAIL PROTECTED] writes:

   Also, there is some limit on how big multipart images can be - I'd
 have to look at the map protocol, but I think right now it is
 somewhere in the 6-8 space range.  This could be fixed in various
 ways.
 
 I don't know if there's a limit on tile size, but there's a 1-byte
 limit on images sent to the server in MAX_IMAGE_SIZE.  If you raise
 that, you soon run into MAXSOCKSENDBUF, which is currently 12239
 bytes.  (I discovered those when I converted the Demon_Lord into a
 single image and it was considerably larger than that before
 compression.)  I was able to compress Demon_Lord, which is a 4x8
 image, to 7841 bytes, but it only has two colors, so I'm guessing a
 more colorful image would be larger.

  There are certainly different things that could be done.

  One would be to have a separate server/process that serves the data file - 
that could be desirable for other reasons.

  I'd probably also be good to really force caching to be the standard also. 
But this is also a different discussion.


 Also, do many players still play on an 11x11 map view?  Buildings that
 are 5x5 or so would make that map feel *very* crowded.  Maybe we could
 assume that by 2.0, all the clients would be capable of displaying a
 larger area than that?

  I don't know how many play on 11x11 (could look at the logs and figure it 
out).  However, one discussion was to have the map size be closer to 19x19 and 
not the max of 25x25 it is now.  19x19 is still good size, but start put down 
houses that are 5 spaces big, you may not see a whole bunch.

  This could also lead to other areas - the town walls should appear higher, 
trees perhaps bigger, etc.


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Re: [crossfire] House sizes

2007-02-13 Thread Alex Schultz
Mark Wedel wrote:
 Aaron Baugher wrote:
   
 Also, do many players still play on an 11x11 map view?  Buildings that
 are 5x5 or so would make that map feel *very* crowded.  Maybe we could
 assume that by 2.0, all the clients would be capable of displaying a
 larger area than that?
 

   I don't know how many play on 11x11 (could look at the logs and figure it 
 out).  However, one discussion was to have the map size be closer to 19x19 
 and 
 not the max of 25x25 it is now.  19x19 is still good size, but start put down 
 houses that are 5 spaces big, you may not see a whole bunch.
   
I don't really think it would be a problem, not seeing a whole bunch on
an outdoor map, provided that the town was still easily navigable.
Actually, I believe that larger buildings would make the buildings more
visually distinct at quicker glances, and thus would improve
navigability, counteracting the negative effects of only seeing a
smaller area.
In addition, perhaps a little fog-of-war-minimap overlaid in the client
or something along those lines could work nicely with it, but I
certainly don't think that'd be necessary for that scale to work.

   This could also lead to other areas - the town walls should appear higher, 
 trees perhaps bigger, etc.
Hm, nice idea there. That would also fit well with the things about
things visual height differing from the area they take on the ground.

Alex Schultz

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Re: [crossfire] House sizes

2007-02-11 Thread Alex Schultz
Mark Wedel wrote:
   But I think that is a bit low - there would never be use for any 1 space 
 buildings.

   a 20x20 seems reasonable.  I think to be clear, you need a range, like 
 15-30/space.  In that way, it becomes pretty clear how big an object should 
 be - 
 if 31, that is 2 spaces.  Otherwise, if you just say the scale is 20:1, does 
 that mean a building that is 30x30 should be 2 spaces by 2 spaces?  What 
 about a 
 building that is 21x21, etc.
   
I'd say ranges certainly do make sense. Personally, I'm not sure 10x10
would be so bad however. To me it seems that outdoor buildings with a
scale matching the 10x10 scale would be more immersive. Despite that
though, I think it would be best to see some mockups of each scale to
get an idea of how it would feel to play with.

 - doing more multisquare (4x3? 6x4?) buildings. This would mean making towns 
 bigger in the bigworld, but at the same time it would make the whole scale 
 more coherent i think
 

   I think we need to be careful here - based on the map size (and past 
 discussions which says 25x25 may in fact be too large), you don't want to 
 make 
 buildings too big.  Otherwise, the player only ends up seeing 2-3 buildings. 
 But maybe that isn't a bad thing - then at least towns could get big enough 
 to 
 start to be interesting and/or confusing.
   
Well, IMHO it could be a good thing, provided it was well done. So long
as it's just as (or more :)) visually interesting, and it doesn't impair
navigation of the city much, then it'd have the effect of making things
feel more immersive.
   I'd be wary of actually re-doing existing towns - moving apartments and 
 other 
 permanent maps about starts to get messy.  However, no towns could use the 
 new 
 scale.  And for some towns, a bunch of small empty houses could get replaced 
 by 
 fewer buildings that actually have stuff in them.
Well, one could target re-doing of existing towns at 2.0, we could
create true bound-exits where one exit refers to another's location
regardless of if they move, or thirdly there is the option of just
designing the redid town specifically so the old perm apartment exit was
to the right place. Any of those three options would fix the issue IMHO.

Alex Schultz

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Re: [crossfire] House sizes

2007-02-11 Thread Mark Wedel
Alex Schultz wrote:
 Mark Wedel wrote:
   But I think that is a bit low - there would never be use for any 1 space 
 buildings.

   a 20x20 seems reasonable.  I think to be clear, you need a range, like 
 15-30/space.  In that way, it becomes pretty clear how big an object should 
 be - 
 if 31, that is 2 spaces.  Otherwise, if you just say the scale is 20:1, does 
 that mean a building that is 30x30 should be 2 spaces by 2 spaces?  What 
 about a 
 building that is 21x21, etc.
   
 I'd say ranges certainly do make sense. Personally, I'm not sure 10x10
 would be so bad however. To me it seems that outdoor buildings with a
 scale matching the 10x10 scale would be more immersive. Despite that
 though, I think it would be best to see some mockups of each scale to
 get an idea of how it would feel to play with.

  It just seems to me that if 10x10 is chosen that there would be very few to 
none single space houses.  I can't think of many maps that are 10x10.

  Another question on this could be height - if a map is multiple floors, after 
how many floors should the icon depict some height (I'm not thinking about 
basements/dungeons, but second/third/fourth floors).

  With the bigimage support, an object can have height without an enlarged 
footprint - a tower could appear to be 2 spaces high, but still only have a 1x1 
footprint.


 
 - doing more multisquare (4x3? 6x4?) buildings. This would mean making 
 towns 
 bigger in the bigworld, but at the same time it would make the whole scale 
 more coherent i think
 
   I think we need to be careful here - based on the map size (and past 
 discussions which says 25x25 may in fact be too large), you don't want to 
 make 
 buildings too big.  Otherwise, the player only ends up seeing 2-3 buildings. 
 But maybe that isn't a bad thing - then at least towns could get big enough 
 to 
 start to be interesting and/or confusing.
   
 Well, IMHO it could be a good thing, provided it was well done. So long
 as it's just as (or more :)) visually interesting, and it doesn't impair
 navigation of the city much, then it'd have the effect of making things
 feel more immersive.

  Yes - bigger cities would be nice.  Also, cities that have less empty houses 
would be good.  While it may not be realistic for every building in town to be 
a 
map, from a gameplay perspective, it makes exploring more interesting.  Also, 
the 'xyz is closed' is a misleading message to new players - if I saw this, I'd 
think 'so when does xyz open', thinking there could be time based events, etc.

  If bigger buildings were done, it could also make sense to add more 
'blocksview' spaces to the maps - I shouldn't really be able to see the street 
behind the one I'm in if its full of big buildings.  Individual blocksview type 
arches would be needed, as if you set it on a multipart building, it becomes 
the 
property of the entire building - more likely, it should be set on just the 
portions of the building away from the street (maybe those should also block 
passage also - don't know).


   I'd be wary of actually re-doing existing towns - moving apartments and 
 other 
 permanent maps about starts to get messy.  However, no towns could use the 
 new 
 scale.  And for some towns, a bunch of small empty houses could get replaced 
 by 
 fewer buildings that actually have stuff in them.
 Well, one could target re-doing of existing towns at 2.0, we could
 create true bound-exits where one exit refers to another's location
 regardless of if they move, or thirdly there is the option of just
 designing the redid town specifically so the old perm apartment exit was
 to the right place. Any of those three options would fix the issue IMHO.

  True - if redone for 2.0, that would work fine, as we'll probably be making 
enough other incompatible changes that it would be a start over type of 
scenario.

  At some point, someone actually investigated doing everything in one scale - 
that'd certainly make the towns big, but probably too big relative to the 
current size of the continent.


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[crossfire] House sizes

2007-02-10 Thread Nicolas Weeger
Hello.

What would everyone think of:
- deciding that eg one outside square translates to eg 20x20 squares inside. 
There may already be such a measurement, but I'm not sure it's that formal
- doing more multisquare (4x3? 6x4?) buildings. This would mean making towns 
bigger in the bigworld, but at the same time it would make the whole scale 
more coherent i think


Nicolas
-- 
http://nicolas.weeger.free.fr [Petit site d'images, de textes, de code, bref 
de l'aléatoire !]

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Re: [crossfire] House sizes

2007-02-10 Thread Mark Wedel
Nicolas Weeger wrote:
 Hello.
 
 What would everyone think of:
 - deciding that eg one outside square translates to eg 20x20 squares inside. 
 There may already be such a measurement, but I'm not sure it's that formal

  IIRC, there was some measure, like each outside space is 1 chain.  A chain is 
somewhere between 60-100 feet.

  If one wanted to try and unify scales, one could use that as a base.  If each 
indoor space is 10', then for each tile outside, it would correspond to 10 
tiles 
inside.

  But I think that is a bit low - there would never be use for any 1 space 
buildings.

  a 20x20 seems reasonable.  I think to be clear, you need a range, like 
15-30/space.  In that way, it becomes pretty clear how big an object should be 
- 
if 31, that is 2 spaces.  Otherwise, if you just say the scale is 20:1, does 
that mean a building that is 30x30 should be 2 spaces by 2 spaces?  What about 
a 
building that is 21x21, etc.

  I'd personally like some more buildings, simply because some buildings are 
getting re-used for different things (the guild building is used for guilds, 
but 
also the bank and some other buildings).  But some could also just get changed 
with existing images - to me, the building currently used for the zoo could be 
a 
good bank building (it looks like a fortified building, which would make sense).

  Could even be interesting to have different guild buildings for the different 
guilds.  And unique buildings for more of the religions (some of the ones in 
scorn are just re-using generic house images, etc).


 - doing more multisquare (4x3? 6x4?) buildings. This would mean making towns 
 bigger in the bigworld, but at the same time it would make the whole scale 
 more coherent i think

  I think we need to be careful here - based on the map size (and past 
discussions which says 25x25 may in fact be too large), you don't want to make 
buildings too big.  Otherwise, the player only ends up seeing 2-3 buildings. 
But maybe that isn't a bad thing - then at least towns could get big enough to 
start to be interesting and/or confusing.

  I'd be wary of actually re-doing existing towns - moving apartments and other 
permanent maps about starts to get messy.  However, no towns could use the new 
scale.  And for some towns, a bunch of small empty houses could get replaced by 
fewer buildings that actually have stuff in them.

  There also isn't any reason that the world has to be static - one could 
certain envision various buildings showing up outside the town walls (town no 
longer big enough), or a new section of town built with a new section of wall, 
etc.



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