Author Topic: field layout  (Read 260 times)

Offline B17Skull12

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field layout
« on: July 30, 2003, 04:50:41 PM »
how about have each field lay out differnet? that would be munch more help full also give the ar234 something more useful when being chased and jetisoning it bomb's it could just fly over the field at 30k and be like a U2 and tell the team with the field look like because in AH now i find it no fun to bomb an airfield fh's cause you already know where they are so it is to easy take them out this idea would put a stop to that.



skull12
II/JG3 DGS II

Offline SKurj

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field layout
« Reply #1 on: July 30, 2003, 07:15:46 PM »
Some randomization would be nice...

X number of locations for fh's  (2x as many as there are hangars)  at map rotation, the hangars are placed at random locations within the # permitted.

Fuel, ammo, barracks, same sorta thing, except let them share the random locations.  


Each time map comes up in rotation the buildings are in slightly different places..


SKurj

Offline ramzey

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field layout
« Reply #2 on: July 30, 2003, 07:54:36 PM »
in AH3:D :D :D

if HT do it now, will kill game speed and we need P8 with 1 zilion of mb;)

Offline Rutilant

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field layout
« Reply #3 on: July 30, 2003, 09:51:55 PM »
How would moving the hangars take any more memory than.. .. any more memory? or how would it increase the download size, besides a negligable amount? :confused:

Offline ramzey

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field layout
« Reply #4 on: July 30, 2003, 10:30:05 PM »
simply, placement cannot be "random", what if FH will stand next to runway or citty will be placed close to end of runnway, all fuels in one place or........................?
Code "random" look of terrain in this case shoul be placed in AH client, not terrain file. If HT do it, is high possible every of us standing on same airfield, will have diferent look from cockpit.

All must be defined earlier, as we current have, every object is gruped and linked to one of size (smal/mid/big) field
and used X times cloned  and placed all around.

Terrain file have limited numbers of poligons and everything used above this limit will make terrain bugged (CTD) + larger terrain file.
x10?x20? size bigger + much more data to load and work in memory and memory of graphic card

AH2 will have incresed this but not expect each airfield custom.

Il2 have small terrains and not have "custom" airfields too.
Mostly in RL airfields all around looks similar, only terrain around is diferent.

So lets stay on this we current have with small improvement done by HTC.
All the rest is waste of time and resources.
If u like "custom" layout i recommend FS;)

ramzey

btw. If u cannot understand i can write that in polish, and u can translate it yourself :P
« Last Edit: July 30, 2003, 10:33:43 PM by ramzey »

Offline Rutilant

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field layout
« Reply #5 on: July 30, 2003, 10:41:16 PM »
Oohhh... you misunderstood the suggestion, it's only random to a point, only 2 possible positions for each object that are predetermined by the server, so everyone sees it in the same place.

Offline ramzey

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field layout
« Reply #6 on: July 30, 2003, 10:59:08 PM »
so, no big diference between 3 current and 6 future layouts
AH2 will not have this in his code, all is in terrain file

acceptable, but this is still not custom

Offline mos

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field layout
« Reply #7 on: July 31, 2003, 03:21:48 PM »
You can randomize a field layout pretty easily.  If you're worried about all fuel tanks being right next to each other, you just add code that says "fuel tanks can't be any closer than 150m to each other."  If HT had enough time, they could easily make it so that before every map change, your client downloaded the new airfield structure placements.