I've made some small improvements that I didn't update, yet.
I'm currently experimenting with a smaller scaling in the game due to the max map size of 256 x 256.
I changed my dungeon generation code to work on a real as a base and halved the size of everything. Now I'm able to successfully generate dungeons on a 0.5x0.5 tile grid which is half of the size before.
However, I experience problems that I need to overcome:
- The biggest problem are the footprints. They are hardcoded to be applied onto a 1x1 grid and can't be scaled smaller. Internally a single 1x1 tile contains 8x8 smaller grids. So in theory it could be made possible to place smaller grids just fine. I guess there are some other internal limitations that would need to be overcome in case that would be changed in the engine.
Placing a unit with a footprint, it is forced onto that 1x1 grid. That means that I would need to place a lot of footprints onto my map in those 1x1 clusters depending on my own 4 tiles within the default 1x1 tile.
Footprints are important for vision blocking and units' pathfinding around objects. Else they just see through everything and try to push themselves through objects rather than walking around those.
Update: Vision blocking works only on a 1x1 scale. =/
- Also, the camera boundaries do not like a zoomed in game. I did not experiment with the current scale atm, but it's not pleasant to work with. SC2's camera is basically hardcoded to work properly with the default scaling. If you want to permanently zoom in the camera, you create unreachable areas around the camera boundaries as we can't change the camera object's size on the map atm. There might be problems with the size of the map drawn onto the minimap, too, when I try to "fix" it.
- The third problem are the pathfinding costs. They are integer based which are based on tiles. So they have a terrible resolution for low scaled maps. I wish I could use real values for that with special functions to call this method as I guess that it would take more CPU time to calculate.
It looks like that currently:
edit:
I stopped that attempt to scale everything due to footprints blocking vision on a 1x1 scale only. So I would have to reveal the whole dungeon to the player including all walls, rooms, doodads, monsters, ....
At least I've shown myself, that it is possible to some extend. If footprints and the camera supports this small scaling better, I could half the size of everything without problems.
- Another option would be trying to just use 4 areas with dungeon levels, but to change the area dynamically. But that would create problems with the terrain texture and explored terrain/dungeon as I can't recreate/store the revealed black fog.
- A third option would be to hope for Blizzard raising the map's terrain space limit above 256x256. That would allow me to add more areas.
- A fourth option would be to split my project into 2 maps (which I don't like).
edit:
Changelog for Update:
- Altered Town Portals' look slightly to avoid problems with the look in the fog of war.
- Added party window to be able to inspect other players' equipped items.
- Added a tooltip to the experience bar.
- Tweaked some text positions in the character window.
- Items that are offered in an unlimited quantity at some merchants can be bought with fast clicking again.
- Added icon for left mouse button in tooltips.
- Fixed a tiny problem with barrel explosions and damage to attacker.
- Fixed a tiny problem in a supporting function for the random dungeon generation.
- Swapped new Warrior's equipped weapon to the blunt weapon which is superior to swords in the first dungeon level.
Updated map to version 0.289 on NA.
Updated map to version 0.289 on EU.edit:
news:
- Fixed quest log portrait to appear below other portraits.
- Fixed a problem with merchant's static inventory adding itself after buying it.
- Fixed a problem with merchant's static inventory and buying an item with a filled inventory.
- Fixed a problem with stash item pickups not updating the inventory screen.
- A Town Portal scroll will spawn near the entrance of dungeon level 2.
- Corrected the position of the party button on screen.
- Items' spell buttons in the spell menu have now the correct height, if no spell was learned.
- Fixed a problem with spell menu listing default attack buttons. SC2 engine doesn't seem to deliver the correct amount of items out of an inventory's unit group, if an item was just moved out of the inventory before requesting this group.
- Fixed a problem with the skill menu not counting scrolls that were just taken out of the stash.
- Fixed a problem with the dungeon unloading system not unloading dungeon levels 1 and 2, if they weren't ever entered.
- Fixed to fast disappearing horned demon corpse models.
Updated map to version 0.290 on NA.
Updated map to version 0.290 on EU.edit:
I'm looking for EU players with the instant drop issue. Maybe I know a factor of that problem.
Post has been edited 5 time(s), last time on Sep 5 2012, 5:59 pm by Ahli.