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What levels or sections should be made into multiplayer?
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The Extremist
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Joined: 07 May 2006
Posts: 695
Location: Winnipeg, MB, Canada

 PostPosted: Thu Oct 19, 2006 11:13 pm    Post subject: Re: re: maps Reply with quote Back to top

bmw wrote:
And I do have a concept for another control room map. In principle its kinda similar to The Quad. If my idea for the Aztec is not possible, this will likely be my next map after the depot is done.


Slick. Razz
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Wreck
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Joined: 14 Dec 2005
Posts: 7200
Location: Ontario, Canada

 PostPosted: Fri Oct 20, 2006 4:28 am    Post subject: Reply with quote Back to top

I'd have thought that the load time would've lessened with fewer presets to read and expand, but it's possible that it still attempted to read them out as the setup was loaded into the RAM. I've noticed that, even though a code may be forcing a part of the memory to store your given data, certain situations can cause another value to register temporarily as a new block is loaded in and decompressed. In that short time frame, it'd start reading from this address, rather than the forced one. Also, the Basic "000" type presets don't necessarily end prior to the Advanced "2710" presets. If the last valid Basic is "0136" in a setup file, than "0138" is also an acceptable number. It's actually "2710", the first in the Advanced list, just without the extra sizing data in use. Perhaps the stage is reading through the Advanced twice? Doesn't make much sense, I know. Maybe killing off a preset early on in the list would garner better results.

I do like that concept for Control. It's not that large of an area, but with metal crates put in for cover, it might work out very nicely.
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Wreck
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Location: Ontario, Canada

 PostPosted: Sat Oct 21, 2006 2:09 am    Post subject: Reply with quote Back to top

After going over those codes that got the Control loading with the MP Facility setup, I thought I'd try something different. By changing the respawns to use the first two basic presets in the list, then ending the list immediately after, it cut down the time drastically. Just how long does it take now? Oh, about a second or two. It took 20.0 Standard lines (320 Bytes) to terminate the list properly, but the huge savings on load time is well worth it. If you'd like to test the code out, here it is...

"Stage Access"
8002A8F7 0017
81037542 593C
8102A932 0000
81063BF0 8009
81063BF2 E360
D102B522 0002
81063BF2 3860
D102B522 0003
81063BF2 0DE0
D102B522 0004
81063BF0 8008

"End Bas Presets"
811DBD10 0000
811DBD12 0000
811DBD14 0000
811DBD16 0000
811DBD18 0000
811DBD1A 0000
811DBD20 0000
811DBD24 0000
811DBD26 0000
811DBD30 0000
811DBD34 0000
811DBD36 0000
811DBD38 0000
811DBD3A 0000

"End Adv Presets"
81075D1C 801E
81075D1E 1634

"End Object List"
801E167B 0030

"Respawns"
811E493A 0000
811E4946 0001
811E4952 0000
811E495E 0001
811E496A 0000
811E4976 0001
811E4982 0000
811E498E 0001

"Coords"
811DBCB8 C570
811DBCC0 C48E
811DBCE0 801B
811DBCE2 9464
811DBCE4 C506
811DBCEC 4489
811DBD0C 801B
811DBD0E 9C2C
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D.J Cat
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Joined: 22 May 2006
Posts: 54
Location: Brisbane - Australia

 PostPosted: Sat Oct 28, 2006 11:56 pm    Post subject: Reply with quote Back to top

I really like the look of that room in Control.
I also thought it would good when looking in there in single player.

Maybe a small section of Streets would be cool.
Like the area where you start up until the first right turn.
And if the tank works in multiplayer, well...
 
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