The Ghost of Christmas Future, II

Announcements about major changes in Haven & Hearth.

Re: The Ghost of Christmas Future, II

Postby Ninijutsu » Wed Apr 08, 2015 4:21 pm

The secret to finding nice strangers is being able to kick their ass. If you have confidence that people won't attack you (or will fail if they try), and you are careful to present yourself as a benign figure, you will find more conversation than confrontation in the wild.
Of another era.
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Re: The Ghost of Christmas Future, II

Postby jtpitner » Wed Apr 08, 2015 5:37 pm

Ninijutsu wrote:The secret to finding nice strangers is being able to kick their ass. If you have confidence that people won't attack you (or will fail if they try), and you are careful to present yourself as a benign figure, you will find more conversation than confrontation in the wild.


What Nini is trying to say is agro strangers on site then chase them while you have your conversation... then when you are done talking just pretend to get stuck on likke 5 trees....
War does not determine who is right - only who is left.
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Re: The Ghost of Christmas Future, II

Postby VDZ » Thu Apr 09, 2015 3:43 am

loftar wrote:
VDZ wrote:If you were to dump all of Haven's world and player data into a file, how big would the file be?

24.5 GB maps + 7.5 GB accounts/characters. :)


Sounds bigger than I expected. Lack of optimizations or are there just too many tiny details to store (positions down to the tiniest detail etc)?
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Re: The Ghost of Christmas Future, II

Postby loftar » Thu Apr 09, 2015 4:06 am

Well, probably the single greatest culprit is the fact that the smallest unit of map that the server deals with is 1000x1000 tiles, which means that even a house world of 4x4 tiles still takes 1 MB to store all the nil-tiles. I could, of course, optimize it by using more dynamic map sizes, but only at the cost of more computation in fetching tiles, so since storing 25 GB doesn't even enter into the realm of the problematic, it has seemed to me like a reasonable time-space tradeoff to do.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: The Ghost of Christmas Future, II

Postby ChildhoodObesity » Thu Apr 09, 2015 6:10 am

Ninijutsu wrote:The secret to finding nice strangers is being able to kick their ass. If you have confidence that people won't attack you (or will fail if they try), and you are careful to present yourself as a benign figure, you will find more conversation than confrontation in the wild.

letz hope u dont meet ozzy in da forest HAUHAUHEUHAUHUAHUEHAE
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Re: The Ghost of Christmas Future, II

Postby ArvinJA » Thu Apr 09, 2015 10:46 am

loftar wrote:Well, probably the single greatest culprit is the fact that the smallest unit of map that the server deals with is 1000x1000 tiles, which means that even a house world of 4x4 tiles still takes 1 MB to store all the nil-tiles. I could, of course, optimize it by using more dynamic map sizes, but only at the cost of more computation in fetching tiles, so since storing 25 GB doesn't even enter into the realm of the problematic, it has seemed to me like a reasonable time-space tradeoff to do.

plz link house worlds, would be so cool to have different houses with a common basement
The low life has lost its appeal
And I'm tired of walking these streets
To a room with its cupboards bare
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Re: The Ghost of Christmas Future, II

Postby sabinati » Thu Apr 09, 2015 5:45 pm

ArvinJA wrote:
loftar wrote:Well, probably the single greatest culprit is the fact that the smallest unit of map that the server deals with is 1000x1000 tiles, which means that even a house world of 4x4 tiles still takes 1 MB to store all the nil-tiles. I could, of course, optimize it by using more dynamic map sizes, but only at the cost of more computation in fetching tiles, so since storing 25 GB doesn't even enter into the realm of the problematic, it has seemed to me like a reasonable time-space tradeoff to do.

plz link house worlds, would be so cool to have different houses with a common basement


better yet let's do away with pocket universes in buildings altogether
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Re: The Ghost of Christmas Future, II

Postby Kaios » Thu Apr 09, 2015 5:50 pm

sabinati wrote:better yet let's do away with pocket universes in buildings altogether


That would be my preference for sure. I have always felt instanced zones have no place in a sandbox game and if it is possible to do away with them that would be great.
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Re: The Ghost of Christmas Future, II

Postby jorb » Thu Apr 09, 2015 6:04 pm

Doing away with pocket-worlds is a long-term ambition, but our first iteration will still have them.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
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Re: The Ghost of Christmas Future, II

Postby Ninijutsu » Thu Apr 09, 2015 6:59 pm

Is it a big deal whether there are pocket universes or not? What would be so great about not having them besides saving storage space on the server?
Of another era.
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