This group is dedicated to promote and help Co-operative Games & Mods Developers. A place to co-operate and share, and also to get the attention our Projects deserve. With Co-operation we can make almost everything possible.
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Singleplayer Maps to Multiplayer co-op Maps | Locked | |
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Sep 1 2009 Anchor | ||
In virtually every game the limits for Single-Player Levels are higher and maps can offer more interactivity and more details. Sometimes you can change the game code or the maps if it has been released, but sometimes you seam to be unable to change anything. This is the moment where you have to look for alternatives, as for example if you have no map-source-files and the game does use the BSP file format there might be a way to edit the bsp-file it self. Or files which are loaded with the map such as models and objects, sounds and such. In some games the sounds are placed on the map it self as sound, sound_speaker, sound_ambient or else entities, in some games the setup for sounds is loaded separately from a text-file for example. Some games have such text-files with the extension .sound, .snd .au, audio, .mus, .music, etc. Editing such files can also help to reduce the network traffic which is produced by a Single-Player map. Perhaps you are wondering now, why is this guy talking about sounds and what the heck are entities. You may think now that sounds are local, they are all stored locally and played locally and why on earth should anyone make sounds use network bandwidth... I tell you why, because sounds can be toggled on and off, sounds can move on the map, as for example sounds of moving objects and ambient sounds as for example a alarm or notify sound. In the most games a sound event will be send with the file path and file name, as for example:
The most games do not just send the file path and file-name, they also send a commands in a string, which could look like this: Now we come to the entities, a entity is everything which is not static, as for example a player, a item, a weapon, a enemy, a special effect, projectiles, decals and so on. Now when there are 8 players on a map instead of one, all entities have to be synchronized with 8 players instead of one, and each player is a additional entity, and if the players has a weapon or else items/object visible carrying around it's most likely that this object is also another entity. I will give you a simple example which I recently encountered: Reducing the sounds and objects which have to be synchronised with the players can help to reduce lag or fix problems on some maps. In id-tech3 engine based games you can set the attribute spawnflags 1 and make_static 1 on models, which makes them static and will not synchronize them with the players. The most Single-Player maps use a massive amount of ambient sounds/looping sounds and models, and for the Single-Player Mode they do not require attributes like spawnflags 1, so these attributes need to be added by the modder to make the map Multi-Player conform. Also sounds path and sound-file-names could be changed to reduce the traffic produced by the map it self. Okay, I hope that helps anyone, thats it for now, if you have any ideas, suggestions, questions or else things you wana share with us go ahead and reply. Edited by: Chrissstrahl |
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