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PostPosted: Sat Jun 16, 2012 4:17 pm 
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With the rise of DayZ, I got questioning myself... could we have something like that on the engine of RwR? I could see it, but I don't know of its possibility. The people that want Zombie mod- they have it. Hardcore PvP? Bring it on.

But the map.... the complexity of how the mapping works is interesting. But how large could the maps get... and could the engine support numerous amounts of hordes of zombies?

Ever since I heard of DayZ, I've been imagining different games with a DayZ like mod. (Since I can't run ArmA Worth a damn- you can't blame me. MY computer is pure s**t)

Anyone know if this is possible, and if you can code, are you up to the task? (As Pasik works with the main game, I'm sure he can't be bothered otherwise)

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PostPosted: Sat Jun 16, 2012 5:41 pm 
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The current terrain / world system in RWR is pretty limited and simple. The whole world is in memory all the time. There are existing components in Ogre3D, the graphics engine RWR is based on, which allow paging the geometry so that only parts of it are loaded at any given time, which obviously allows a lot bigger worlds (Kenshi, another Ogre3D project although single player, has 400 square km terrain compared to 1 square km in RWR).

While that sounds very good, it might become a challenge with dedicated servers. A dedicated server needs to be able to run without Ogre3D basically, and while manually making an equivalent of the simple terrain system work in a dedicated server might be pretty straightforward, doing the same for a more complex terrain system most likely wouldn't be that. Also, "undedicated" servers would anyway need such support from the terrain system that multiple scattered locations, where all the players happen to be at, could be kept loaded at least on some level to do proper physics calculations with the terrain.

The current 1 square km in RWR is by no means a max for the simple system either. With any luck, you might be able to do something with media\terrain.cfg to play around with the world size or not if I've got it hardcoded somewhere. When the world size gets bigger, the next problem comes with how detailed the terrain height map can be before it becomes an issue, and what level of detail do you need with terrain splat textures. Currently those are 2048x2048, which I believe most if not all GPUs support since like 2006 or something. Increasing that size might not be a problem.

The total soldier, err I mean zombie, count could be a lot in a huge map. With older PC's you first start to run into performance issues if there's more than around 30 visible character-like elements on the screen, but I guess that would be enough really for what happens on-screen. The stuff that's going on outside the screen but nearby player (or on server, the clients) has some impact, but a lot less. Then there are the events that happen far away, those are mostly simulated and very low on any impact on performance.

I've been told that with new PC's RWR perform very well with 600 soldiers and corpse cleanup threshold set to max even in a tight map like map2. My 2008 PC starts to become unplayable a lot earlier with that kind of settings in map2, the whole screen is filled with soldiers and that's simply too much.


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PostPosted: Sat Jun 16, 2012 8:48 pm 
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DayZ is a little over hyped and a lot of people are noticing right now. The true interactions between people eventually lead to just killing anyone else on sight. Unless you have a team of players you know well and can communicate with outside of arma,it doesn't end up being a lot of fun.

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PostPosted: Sat Jun 16, 2012 9:18 pm 
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ComJak wrote:
DayZ is a little over hyped and a lot of people are noticing right now. The true interactions between people eventually lead to just killing anyone else on sight. Unless you have a team of players you know well and can communicate with outside of arma,it doesn't end up being a lot of fun.


If you watch PsiSydicate's 8th series on DayZ, he's survived eight hours and came across 3 friendlies that he teamed with. (Granted the 3rd one he killed for killing his 2nd friend, because they snook up on him) and he has committed murders for his safety. Most people do it for their safety.

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PostPosted: Sat Jun 16, 2012 9:59 pm 
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I played many a time and almost every time, i would just get killed for no reason and even after helping one guy survive by shooting zombies off his back, he just killed me. After playing a while, it just wasn't worth it to try and team up with someone because I would always eat a bullet in the end. Without nvg and with a full night cycle, it gets pretty dull after a while of just rummaging about and getting shot randomly. I also heard the new updates brought in unfavourable changes but that's just what I heard.

Some people love it. actually a lot of people do as shown by the numerous full DayZ servers but personally I'm not a fan. I prefer Tonic's Wasteland to DayZ any day of the week.

Just my opinion

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PostPosted: Sun Jun 17, 2012 4:33 am 
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Day Z is very funny to me.

I have a friend who likes zombie games, but the typical zombie games just aren't that... good, when you think about it. We would play ARMA 1 with a zombie mod, with just the two of us, and it was awesome as hell. No corridors, open world, that's the way a proper zombie game should be made, otherwise you're just shooting monsters as they come towards you in a straight line down a hallway.

Obviously we weren't the only ones to think that the openness of the OFP/ARMA game world would be a great setting for this kind of thing. I just don't really like the way Day Z plays, and to be honest it's not even their fault, but the fault of the people who actually play. You may have heard of "Die2Nite" or "Dead Frontier" or any zombie game or movie where it's a bunch of survivors working together. They create fortresses to hold off the zombie whordes, whether it be in a mall or otherwise, in the hopes that a rescue will come. That's the kind of thing I've like to see in a multiplayer game of this fashion. You won't really be getting anything like that in Day Z unless it's a private server or something with a password and teamspeak.

Plus they chose Chernarus, a map that's well suited for this kind of thing with the forests and the rural setting, except for the fact that you can only go in a few of the buildings, sadly.

So, let's just say I'm still waiting for 'the perfect zombie game'

In terms of RWR, it would be cool to have a large map with multiple structures and building types you can defend, each with their strength and weaknesses. I don't know if anybody has played the custom map for Warcraft 3 called 'Night of the Living Dead" or just "NOLD", but that's the kinda thing I'm thinking of. It was a top-down view, and the 'buildings' were just walls with no roof so you could actually see your units, so the feasibility of having something like that for this game would be pretty high given the proper mod support.

(I'd also like to note that I only played Day Z two or three times, time constraints and all...)

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PostPosted: Sun Jun 17, 2012 2:15 pm 
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OzyThesage wrote:
-Snip-


I actually play the Garry's Mod 'Zombie Survival' Game mode a lot. Though it does focus a bit more on the Shoot-em-up corridor modes, the zombies are players and the survivors barricade in places. You could barricade anywhere, or not barricade. (Though you'll die that way) Many of the prison maps have looooong corridors that survivors just barricade that and shoot down it when a zombie turns the corner. Granted 2 things, the zombies get tougher each round, and it is a realistic situation. If you could barricade in an open castle, or a looong corridor with one entrance, I'd choose the long entrance for better chance of survival. Also, there are usually always multiple entrances to all the rooms. :P

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