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Proof of Concept - A player treated as a NPC (thought to be "impossible")
Discussion on Proof of Concept - A player treated as a NPC (thought to be "impossible") within the CO2 Private Server forum part of the Conquer Online 2 category.
06/07/2013, 13:37
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#31
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Yep
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06/07/2013, 19:58
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#32
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Quote:
Originally Posted by Ultimation
think of it like this.. Conquer sees the dmap as 1000 x 1000 coordinates (example).
But your own buffer is updating the grid with a "virtual" bigger map, along with the puzzle references. as the player moves. thus your not using anymore memory your just overwriting the existing memory 
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I understand what you're saying there, but wouldn't it not "look" unique..? If you're using one grid, you'd have one image (well, puzzle pieces) but how would it know what piece(s) to expand to where you travel to? Would it generate random images or copy pre-existing pieces from the map you're in, or would you need to create each piece of the map for expansion..? I know what I'm saying makes sense, I probably am just not explaining it effectively.
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06/07/2013, 21:47
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#33
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Quote:
Originally Posted by Eteru
I understand what you're saying there, but wouldn't it not "look" unique..? If you're using one grid, you'd have one image (well, puzzle pieces) but how would it know what piece(s) to expand to where you travel to? Would it generate random images or copy pre-existing pieces from the map you're in, or would you need to create each piece of the map for expansion..? I know what I'm saying makes sense, I probably am just not explaining it effectively.
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The generator would be designed to put certain pieces next to other pieces thus it would look right...now your under thinking it
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06/07/2013, 22:49
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#34
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Quote:
Originally Posted by Korvacs
The generator would be designed to put certain pieces next to other pieces thus it would look right...now your under thinking it 
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I don't really think you can under- or over-think a concept. I'm just putting out legit thoughts... I'm not really replying to get rated on my thinking process... I'm replying because I'm interested in the concept.
And in other words, it would be recycled map... >__< If a concept like that can get away from the repetitive map styles like conquer has, it would definitely be a good idea. If the "generator" could generate random seeds for example like "Age of Empires" had random seeds for map types, trees, water, resources, etc, were all randomly placed, but they were done so in a logical way. Then, that would be a cool mapping idea. Yeah?
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06/07/2013, 22:57
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#35
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Yes, such a random generated map would in fact work like any other random generated map.
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06/07/2013, 23:17
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#36
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Quote:
Originally Posted by Eteru
I don't really think you can under- or over-think a concept. I'm just putting out legit thoughts... I'm not really replying to get rated on my thinking process... I'm replying because I'm interested in the concept.
And in other words, it would be recycled map... >__< If a concept like that can get away from the repetitive map styles like conquer has, it would definitely be a good idea. If the "generator" could generate random seeds for example like "Age of Empires" had random seeds for map types, trees, water, resources, etc, were all randomly placed, but they were done so in a logical way. Then, that would be a cool mapping idea. Yeah?
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It all has to do with how you want to generate the map. You can use cohesive noise and a pre-defined way of handling certain tiles to create a complex and unique looking map without any designer input once the code is originally written.
This allows for very large (potentially endless) maps of varying styles.
Think minecraft but in the context of conquer maps. All of their maps are generated seamlessly and on the fly. Using cohesive noise means re-visiting the same location provides the same results every time (it's all random but it's deterministic so you'll end up with the same map given the same X/Y/Seed)
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06/07/2013, 23:20
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#37
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Literally almost made my own Minecraft reference myself!
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06/08/2013, 13:23
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#38
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well the idea actually came from minecraft wen i was creating a bot :P
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06/09/2013, 21:31
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#39
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06/10/2013, 12:47
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#40
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Quote:
Originally Posted by asdalhog
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Did ^ just do what you tried to impress us with? ;d
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06/10/2013, 18:21
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#41
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Quote:
Originally Posted by feda16
Exactly, its no more an issue than using the regular maps in the normal fashion.
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You sure, you only noticed that ?
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06/10/2013, 21:42
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#42
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@feda16
Its pretty weird to copy+paste what someone else has posted lol....
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06/11/2013, 14:40
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#43
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Quote:
Originally Posted by _DreadNought_
Did ^ just do what you tried to impress us with? ;d
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Look at his other videos, and then ask him how how he did it. I'm sure you'll be quite disappointed
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06/11/2013, 20:55
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#44
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why I just feel like it's just a SobNpc!? , you can talk and battle a sob , and now days you can make SobNpc wear gear yeah!? , am just saying not sure!
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06/11/2013, 22:37
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#45
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Quote:
Originally Posted by pcs_ffchen
Look at his other videos, and then ask him how how he did it. I'm sure you'll be quite disappointed 
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I see I see, didn't think his other videos were worth checking out.
Yes sir, sorry sir, understood sir.
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