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Ninijutsu
- Posts: 2228
- Joined: Sat May 22, 2010 4:22 am
Re: The Ghost of Christmas Future, II
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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jtpitner
- Posts: 328
- Joined: Tue Nov 23, 2010 11:44 pm
- Location: Georgia, USA
Re: The Ghost of Christmas Future, II
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....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.
War does not determine who is right - only who is left.
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VDZ
- Posts: 2766
- Joined: Sun Jul 17, 2011 2:27 am
Re: The Ghost of Christmas Future, II
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)?loftar wrote:24.5 GB maps + 7.5 GB accounts/characters.VDZ wrote:If you were to dump all of Haven's world and player data into a file, how big would the file be?
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loftar
- Posts: 9096
- Joined: Fri Apr 03, 2009 7:05 am
- Location: Your character database
Re: The Ghost of Christmas Future, II
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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ChildhoodObesity
- Posts: 4165
- Joined: Tue Apr 10, 2012 8:16 am
Re: The Ghost of Christmas Future, II
letz hope u dont meet ozzy in da forest HAUHAUHEUHAUHUAHUEHAENinijutsu 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.
https://www.youtube.com/watch?v=_MZIg3c ... e=youtu.be <----- (me) (hatguy) (PART2)
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ArvinJA
- Posts: 1255
- Joined: Sun Mar 20, 2011 1:02 pm
- Location: Sweden
Re: The Ghost of Christmas Future, II
plz link house worlds, would be so cool to have different houses with a common basementloftar 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.
The low life has lost its appeal
And I'm tired of walking these streets
To a room with its cupboards bare
And I'm tired of walking these streets
To a room with its cupboards bare
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sabinati
- Posts: 15527
- Joined: Mon Jul 13, 2009 4:25 am
- Location: View active topics
Re: The Ghost of Christmas Future, II
better yet let's do away with pocket universes in buildings altogetherArvinJA wrote:plz link house worlds, would be so cool to have different houses with a common basementloftar 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.
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Kaios
- Posts: 9268
- Joined: Fri Jul 30, 2010 2:14 am
Re: The Ghost of Christmas Future, II
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.sabinati wrote: better yet let's do away with pocket universes in buildings altogether
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jorb
- Posts: 18715
- Joined: Fri Apr 03, 2009 7:07 am
- Location: Here, there and everywhere.
Re: The Ghost of Christmas Future, II
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
-- Hieromonk Seraphim Rose
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Ninijutsu
- Posts: 2228
- Joined: Sat May 22, 2010 4:22 am
Re: The Ghost of Christmas Future, II
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.