Author Topic: Hunting RPG - Read last post.  (Read 3837 times)

Currently looking at ways of creating the terrain from static shapes. If anyone has experience with static shapes (Wrapperup's mod), I'd appreciate some help. Tried to contact Wrapperup on the matter.

Currently looking at ways of creating the terrain from static shapes. If anyone has experience with static shapes (Wrapperup's mod), I'd appreciate some help. Tried to contact Wrapperup on the matter.

Ehhhh static shapes are laggy from what iv'e heard.
I've experienced them longer than Wrapperup's mod since he isn't really the first tho.
Have you gotten a reply from him yet?

Ehhhh static shapes are laggy from what iv'e heard.
I've experienced them longer than Wrapperup's mod since he isn't really the first tho.
Have you gotten a reply from him yet?
Yep, going to try and make the map using a series of static shapes.

please tell me this isn't going to be some 'run around and shoot deer' game

like you should have to mount tree stands, ground blinds, not move, buy calls, etc
i hate it when a game says 'DEER HUNTING11!!!' and then it's nothing like hunting deer
yeah exactly, I hate those hunting games where you run around the woods and try to shoot deer that cross your path. That stuff is not hunting.

The Deer Hunter we've always wanted...

Yep, going to try and make the map using a series of static shapes.

Neat can't wait to see.
« Last Edit: March 25, 2015, 10:00:32 AM by Deve »

static maps will be buggy and laggy
good luck on it anyway


one more thing: you should make seasons
like in spring you could hunt turkey while in autumn you could hunt deer
also collecting antlers and mounting trophiesheadswould be cool, idk if trophies would work but if you're gonna skin animals you getter be able to get antlers, being able to find antlers deer have dropped at the end of fall that got buried in snow in the beginning of spring before the rodents get them would be cool too

static maps will be buggy and laggy
good luck on it anyway

Static shapes are laggy and buggy on a huge scale with a lot of detail, like, oh I don't know, in recreating maps.

Static shapes are laggy and buggy on a huge scale with a lot of detail, like, oh I don't know, in recreating maps.
I've got a clever system which will hopefully work

You guys keep saying the static maps are "buggy and laggy" but they had no issues once wrapperup perfected his system.
I played on both his and marble's maps and never experienced these issues.







You guys keep saying the static maps are "buggy and laggy" but they had no issues once wrapperup perfected his system.
You can't disregard the claim of inefficiency using static shapes simply because how they are designed on a core level. You can minimize the effect though.

You can't disregard the claim of inefficiency using static shapes simply because how they are designed on a core level. You can minimize the effect though.
I'm just giving my opinion based on my experience playing on a large scale static shape map with 40+ players.

Here's a diagram of how the static shapes will work.
There are 24 sections, each at 128x128 bricks.
They'll be loaded into position, fitting together perfectly.
apologies for the stuff quality. I made it quickly as a reference.