Deprecated: Assigning the return value of new by reference is deprecated in /home/forums/public_html/includes/init.php on line 43

Deprecated: Assigning the return value of new by reference is deprecated in /home/forums/public_html/includes/init.php on line 82

Deprecated: Assigning the return value of new by reference is deprecated in /home/forums/public_html/includes/init.php on line 86

Deprecated: Assigning the return value of new by reference is deprecated in /home/forums/public_html/includes/init.php on line 98

Deprecated: Assigning the return value of new by reference is deprecated in /home/forums/public_html/includes/init.php on line 102

Deprecated: Assigning the return value of new by reference is deprecated in /home/forums/public_html/includes/init.php on line 172

Deprecated: Assigning the return value of new by reference is deprecated in /home/forums/public_html/includes/init.php on line 371

Deprecated: Assigning the return value of new by reference is deprecated in /home/forums/public_html/includes/class_core.php on line 2291

Deprecated: Function set_magic_quotes_runtime() is deprecated in /home/forums/public_html/includes/class_core.php on line 1489
Ryzom - Limit of 100 objects, any workarounds ?
Ryzom

Ryzom (http://forums.ryzom.com/index.php)
-   The Ryzom Ring (http://forums.ryzom.com/forumdisplay.php?f=99)
-   -   Limit of 100 objects, any workarounds ? (http://forums.ryzom.com/showthread.php?t=25756)

rme2001 September 23rd, 2006 05:31 PM

Limit of 100 objects, any workarounds ?
 
Today, when i continued work on my scenario, i ran into a rather big problem:

I'm creating a scenario that takes place on a middle sized map and contains a village, farm, outpost and watchtower.

The Farm, outpost and watchtower where allready completely built, but when i started work on the farm today i ran into a rather big limitation. I couldn't place more scenery objects, cause i'm limited to 100.

Cause i haven't been on mainland for too long, i thought it was because that i did not have enough Ring points, but after searching the manual, i found that the 100 items is a build in limit per act.

So i say, ok, fair enough, i'll create a new act. I permanented the chars i wanna keep (you can't permanent scenery object) and created a new act in the same location. I was happy to see that it copied my scenery to the 2nd act, so i happily started deleting all the scenery of the village and outpost. Only to find out during my first test, that it deleted the scenery in BOTH acts. Thank god i saved a backup of my old work.

My problem :

100 objects are not even near enough to create some decent content for a map. My village, outpost, watchtower aren't overflooded with objects, just regular scenery you'd expect there (plants/boxes/streetlights/tents/ect)

If creating a new act doesn't clear my object limit, there is basically no way i can continue my work.

Anybody found (or can think of) a workaround for this problem ?

kibsword September 23rd, 2006 05:45 PM

Re: Limit of 100 objects, any workarounds ?
 
The only workaround I could think of would be a different scenario for each act. Sorry.

grimjim September 23rd, 2006 07:13 PM

Re: Limit of 100 objects, any workarounds ?
 
It does seem _odd_ that you have a reset creature limit each act but an overall scenario limit on objects. I'm sure there's some arcane technical reason for it, but it makes absolutely no inherent sense to me. If you can unload and reload creature info for each act, why not items too? That's made me halve the complexity of my current scenario.

You CAN budget yourself and use a lot less than you think you need by using things strategically and working around the existing terrain features.

raynes September 23rd, 2006 08:15 PM

Re: Limit of 100 objects, any workarounds ?
 
Wait you can't have 100 new animals and items per scenario (not act)? I guess you have to use the same map for the next act too?

So many limitations on this product.... :(

sidusar September 23rd, 2006 08:17 PM

Re: Limit of 100 objects, any workarounds ?
 
I can't find a way to get around it either. I initially thought you could do what you describe by making the village, the farm and the outpost all in their own act, each act on a different map. But if you change to a different map for your second act, you're still limited to 100 objects for both maps together. And 100 objects is barely enough to fill one map :(

You can have 100 new animals (entities) per act, but you're limited to 100 objects for all acts together.

I think the only solution is to be very sparse with placing your objects. Only place a few trees to make up a forest or a few huts to make up a camp, and leave out most of the bushes, grass, flowers, insects, barrels, crates, campfires and other small clutter. It can make for very empty maps though, as if they weren't completed.

Letting us do with objects what we can do with entities is on the top of my wishlist.

grimjim September 23rd, 2006 08:29 PM

Re: Limit of 100 objects, any workarounds ?
 
Quote:

Originally Posted by raynes
Wait you can't have 100 new animals and items per scenario (not act)? I guess you have to use the same map for the next act too?

So many limitations on this product.... :(


Animals you have the full allowance per act.
Items you have allowance for the whole scenario.

schlo01 September 23rd, 2006 09:29 PM

Re: Limit of 100 objects, any workarounds ?
 
Hm, maybe you should have a look at how these things are done on mainland.

I tried to recreate the Leviers tribe camp to practice a little bit and this tribe camp consists only of
* 40 objects (including nearby trees)
* 16 NPC
* 3 creatures (I used renamed caprynis to act as mounts)
* 2 areas for patrolling guards

If you look around a little bit you see most points of interest on mainland are done using about 40 objects.

I a scenario, after making a basecamp for quest givers, you have 60 objects left for scenery and mission targets. That should be enough for most scenarios.

Don't get me wrong, more objects would be better. Especially for those who want to make a special place (for wedding, guild meetings).


Carfesch

katriell September 24th, 2006 02:30 AM

Re: Limit of 100 objects, any workarounds ?
 
Makes woodlands out of the question, though...

Almati Woods is probably about the size of an average Rē map. It contains hundreds of densely-placed trees, plus bushes, crolice roots, etc.

raynes September 24th, 2006 02:36 AM

Re: Limit of 100 objects, any workarounds ?
 
Quote:

Originally Posted by schlo01
Hm, maybe you should have a look at how these things are done on mainland.

I tried to recreate the Leviers tribe camp to practice a little bit and this tribe camp consists only of
* 40 objects (including nearby trees)
* 16 NPC
* 3 creatures (I used renamed caprynis to act as mounts)
* 2 areas for patrolling guards

If you look around a little bit you see most points of interest on mainland are done using about 40 objects.

I a scenario, after making a basecamp for quest givers, you have 60 objects left for scenery and mission targets. That should be enough for most scenarios.

Don't get me wrong, more objects would be better. Especially for those who want to make a special place (for wedding, guild meetings).


Carfesch


Ok, but that is the desert where there is nothing around. It's not out of place to have just a camp and one tree. Go into Malden Groove in Witherings (jungle), find the Shadow Runners camp and the area right around it. You are going to have a lot more than 40 items.

They really need to change it so you can use 100 objects per act, not per scenario. Even it was 100 items per map, that would be better.

amitst September 24th, 2006 04:06 AM

Re: Limit of 100 objects, any workarounds ?
 
Making R2 maps as lush as the mainland is impossible with the current limitations. I think it should be more like 1000 entities and items per scenario.


All times are GMT +2. The time now is 04:11 AM.

Powered by vBulletin Version 3.5.4
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.
Ryzom forums are part of the SoR service and subject to the EULA and Code of Conduct.