Cities And Housing Archive

Thread: Can we get some streets and city walls?

MannFett
Sat Mar 19, 2005 12:47 am
#1

It's all I ask. PC's are just a cluster of buildings in the middle of the wild. Why are there no paved streets and walls available?




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RandAiden
Sat Mar 19, 2005 11:22 am
#2

Agreed. There are many other threads on this subject too. Will the Devs in their new found enthusiasmto energize this game, give this to us in Rage of the Wookiees? One can only hope....
Khristen
Sat Mar 19, 2005 4:00 pm
#3

Paved streets and walls aren't available because of the strain they would put on the server to load everytime someone came in the vicinity of them. The reason it can be done in NPC cities is because the streets and walls are hard-coded into the landscape.


Think of the lag you encounter when you enter a fully decorated PA Hall. Now put that kind of load intensity outside everytime someone comes within viewing/loading distance of each section of pavement and/or wall. It's much more trouble than it's worth.


They would also have to use footprints like regular structures do, making large areas of the city unbuildable for anything else.


It's not that it's impossible, but there are way too many negative issues involved to make it something feasible to implement.




| Khristen Lockslett Barezz |
| Galactic Senator |00

Owner of The KhrisNea Companylocated in Kor Spera,Corellia, Naritus-730, 1195
WarInc
Sat Mar 19, 2005 8:18 pm
#4

actually I disagree it shouldnt be that difficult for them to code this, make the road appear (and different options of road appear in city terminal) Have the city "ring" replace the existing terain with a texture of
the road style you wish. As the city growns and shrinks then the "roads and paths" will grow and shrink in responce to the city movement. And actually to take this one step forther this same system could be coded where
the "roads" act with the same codeing as camps and will actually auto level the terain as it replaces the original
texture with that of the roads.
Khristen
Sat Mar 19, 2005 9:22 pm
#5

I never said it would be hard to code, I said it would wreck havoc on the database in that area and cause lag out the wazoo.


The thing to remember about camps and the auto-leveling of terrain they involve is that they are temporary structures. They aren't designed to sit there permanently. It doesn't stress the server load in that area too incredibly bad because it's gone too quick.



| Khristen Lockslett Barezz |
| Galactic Senator |00

Owner of The KhrisNea Companylocated in Kor Spera,Corellia, Naritus-730, 1195
Zhentarim
Sun Mar 20, 2005 8:40 am
#6

Hmm...

Maybe the issue can be solved by a "pre-loading" feature like we see in the Village of Aurillia?

On the minimap/rader there is a small, white band that encircles Aurillia in an about 700m radius if I remember correctly. If the system started loading town elements at this point around a player city, you'd avoid most lag since the code would already be loaded into the client system and drawing times would be faster once buildings come into view. A tweak in the polygon count on some buildings might help on the drawspeed as well, as alot of polys will take up more processing power.

Either that, or the town placement system needs a whole reimplementation, where buildings aren't just database items. I don't have any solid way of doing this, but one could imagine some kind of terrain manipulation toolusable by CSRs to level or alter terrain on player request, that would preload when the server loads up. I have no idea if this is possible or how much work it would take but I can imagine it could be possible. Either that, or give mayors "city blueprints" they can use on the landscape to form pre-templated or bluepring composite cities with roads, lamposts and more that would also preload on server start.

Just food for thougt



Acreon Farlighter (Euro-Chimaera)
Mayor_Mojo
Mon Mar 21, 2005 5:52 am
#7

Walls were discussed in beta but the devs decided against them for fears of people walling off POI's, spawns, etc. Some sort of walkways i guess would be nice... On my homeworld of Tatooine I don't believe they'd look too great going over the dunes though.




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aZTeK
Tue Mar 22, 2005 5:24 pm
#8



Mayor_Mojo wrote:
Walls were discussed in beta but the devs decided against them for fears of people walling off POI's, spawns, etc. Some sort of walkways i guess would be nice... On my homeworld of Tatooine I don't believe they'd look too great going over the dunes though.





er duh.. then just make walls available to ppl with player cities only placeable within the boundaries of their city

gosh that was hard.



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JoKen_Jash
Wed Mar 23, 2005 9:51 am
#9

Actually, I don't think it would put a huge strain on the database. Look at bases, they flatten all the land around them. And they are designed to be permanent structures. Now, all roads would have to do is flatten the land in a similar way and retexture it to like... stone tiles or whatever.


As for walls, I suppose that's possible. However I could see potential exploiting (no entry). Maybe if it just created walls around the city limits dynamically and the mayor had to create put in the gates, but you wouldn't be able to turn the wall creation option on unless you put in at least one gate.



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GrafvonSoden
Wed Mar 23, 2005 9:55 am
#10

If architects could make several versions of the same house, it might be possible. i.e. make a small naboo house with street section on front that would cover the entire width of the footprint. When you place a house now, the house doesnt use all of the footprint (I think).Place houses side by side to make a continuos street. Have a model with street sections on front and left side, and another model with street sections on front and right side. so that would be 4 varitions of the same house architects could make.(1. no street 2. street front only 3. street front and left side 4. street front and right side) So 4 variations of all the houses now available would add to "city building" as well as being a plus for the architects. Heck, you could even add a 5th and 6th version. Street on front and left and right sides, and street sections all around house. some footprints could even be expanded if necessary.By expanding this idea to other structures, the possibilities are endless.


just "Food for Thought"
Khristen
Wed Mar 23, 2005 12:06 pm
#11






JoKen_Jash wrote:

Actually, I don't think it would put a huge strain on the database. Look at bases, they flatten all the land around them. And they are designed to be permanent structures. Now, all roads would have to do is flatten the land in a similar way and retexture it to like... stone tiles or whatever.




Bases also have a huge footprint in order to do that, too. All of that flat land becomes unbuildable ground. They are also not as permanent as say a house would be (since they can be taken down and destroyed), although the large footprint is designed to flatten the ground without putting too much strain on the terrain load since it is more permanent than an NPC base spawn.


Another thing to remember is that there are many cities *built* around POIs. Allowing walls to be put around a city, even if you enforce a certain number of gates, can prevent people from accessing that POI.


Creating Player City-only house deedswith street options and larger footprints could essentially add some semblance of street texture. There is generally a bit of "unused" space in the current footprint where the ramp extends down (in case of too much open space in front of the house), but I don't think it extends outward.







| Khristen Lockslett Barezz |
| Galactic Senator |00

Owner of The KhrisNea Companylocated in Kor Spera,Corellia, Naritus-730, 1195
Restrik
Wed Mar 23, 2005 2:45 pm
#12






GrafvonSoden wrote:

If architects could make several versions of the same house, it might be possible. i.e. make a small naboo house with street section on front that would cover the entire width of the footprint. When you place a house now, the house doesnt use all of the footprint (I think).Place houses side by side to make a continuos street. Have a model with street sections on front and left side, and another model with street sections on front and right side. so that would be 4 varitions of the same house architects could make.(1. no street 2. street front only 3. street front and left side 4. street front and right side) So 4 variations of all the houses now available would add to "city building" as well as being a plus for the architects. Heck, you could even add a 5th and 6th version. Street on front and left and right sides, and street sections all around house. some footprints could even be expanded if necessary.By expanding this idea to other structures, the possibilities are endless.


just "Food for Thought"






I was actually having a similar thought. Just have a structure option, maybe even in the house itself after its put down, whether or not street's are turned on/not. If you turn it on, it'll go back into the placement screent, and you can extend it. once thats done, it can connect with a house beside it (say 10m max?) and form a street. you can donate street lamps too it to to put on a corner







The NGE is a decent start. Now lets bring the rest of the worlds up to par with Tatooine and Mustafar
Mosati
Wed Mar 23, 2005 9:14 pm
#13

The Devs maintain there is no way to add paved streets to the city map because that would involve altering the hard coded map files for each player. However back in Beta I remember they had planned walls and city defences for player cities so i'd bet they still have the assets lurking around somewhere.



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