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Some questions about the future of the game

Discussion in 'Troubleshooting: Bugs, Questions and Support' started by Dr. Death, May 12, 2016.

  1. Dr. Death

    Dr. Death
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    Hi. I've been around these forums for some time but never really made an account until today.

    I've been playing with the demo a lot and playing it at a friend's house, i am thinking about buying it but i have some questions about the future of the development of the game and its features.


    The game is really enjoyable as it is now but i fear that the game will either relase unfinished (as in, the very near future) or if it will take 4 more years just to get out of early access.

    I would like to know from one of the devs or someone who heard, how close is this game to full relase as it is now? since there is a big number of things that i think could be improved upon.

    Second, I've heard that the reason why there is an object limit is because of Torque3D can only display 4000 objects (1 object per byte, 4gb of objects, is this related to some kind of 32-bit-limit?). Can this limitation be somehow removed? Or will this be permanent and force the game to never have entire cities or gigantic maps?

    And third, is the game aiming to be something alike Street Legal Racing Redline? in the sense that the game will focus on the idea of getting a bad car, and working on it earning money until you can win more races? or is it trying to have something more about unique single challenges with no cohesion nor story with them?
     
  2. Nadeox1

    Nadeox1
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    1- Well, being at 0.5.4.0, it's slightly more than halfway to 1.0 :)

    2- The game has a 64bit mode. I never had such issue, and I think some maps go beyond 4000 objects quite easily. Not too sure if the 1 object per byte thing is correct.

    3- A campaign is under work, more info when due :)
     
  3. Scepheo

    Scepheo
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    That's not how version numbers work.
     
  4. tdev

    tdev
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    That's exactly how version numbers work here
     
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  5. SixSixSevenSeven

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    Its not and wouldnt cause that issue anyway. As 4096 bytes, is still within a 12 bit address space let alone 32 bit.
     
  6. LuisAntonRebollo

    LuisAntonRebollo
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    The limit on the number of objects is related to networking layer :(

    For avoid this limitation you should use Forest items for most of the static objects, ECA or Utah use this trick for place all the necessary objects.
     
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  7. SixSixSevenSeven

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    there's a networking layer within the engine? I can only conclude this is for cross thread communication or something?
     
  8. Dr. Death

    Dr. Death
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    So will be seeing actually giant maps in the future? city-sized maps? Is there anything else that limits the engine from making the map in NFS Hot Porsuit (The new one) feel small?
     
  9. NGAP NSO Shotgun Chuck

    NGAP NSO Shotgun Chuck
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    Yeah, Torque3D has a hard limit on heightmap size that means sacrificing terrain detail if you want a map larger than 2 klicks by 2. Furthermore, it has floating point derpiness that makes very large maps difficult - though some fairly large maps have been released to acclaim, minor issues apparently start to show up quite close to the center of a map (either 2 or 4 klicks from exact 0, not sure which) and they apparently increase in severity until the game becomes practically unplayable at extreme distances. Furthermore, the game's rasterizer has its own floating point issues that make everything look glitchy and almost hallucinatory at, once again, extreme distances - while a more powerful rasterizer could increase the distance at which graphics will render properly, it would take up extra computing power, and since this is already a very intensive game, the FPS hit probably wouldn't be worth it.
     
  10. Dr. Death

    Dr. Death
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    So its kinda like the issues with Star Citizen? Cant this be fixed or the effect reduced changing a few 32-bit-based parts of the engine into 64-bits? or is the game forever doomed into having small maps?
     
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  11. Nadeox1

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    That's not the thing.
    I said the game has both 32bit and 64bit version already (will prefer 64bit when possible).

    Bigger maps need:
    - More time to complete (they aren't going to fill automatically with objects and stuff)
    - Requires more memory
    - Heightmaps are limited to 4096x4096, not higher. Bigger map = less heightmap detail

    You can theorically make a giant map, but you will loose details (if you use heightmap).
    If you make a map entirely using 3D models, then you can have it quite big, but you need also to take a lot of time optimizing the whole thing.
     
  12. Dr. Death

    Dr. Death
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    Isn't there a way to increase the height map limit?
     
  13. tdev

    tdev
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    Anything is possible but time is always the limiting factor and we need to focus.
     
  14. Dr. Death

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    I have no doubt about that. Its just that i've gotten so used to freeroam games with giantic maps that i would love to see if someone can make some kind of giantic map into the game, again, something alike a full size city (ignoring modern hardware limitations to run the map) or something like an entire State filled with straight highways.
     
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