In response to Jp
I don't believe they even have to be adjacent, actually. I think Shadowdarke's sd_DynamicAreaLighting library uses about 4 areas to light the entire map.
In response to Papoose
0.0

Wow, you're right. My mistake. Just, last time I tried, it didn't go over 255, at least, that's what I remember. I don't even know how I would come accross 255x255 otherwise. Well, that's nice to know.
In response to Crispy
All areas of the same type count as one instance. You can place two different areas in two entirely different places and it will still count as the same instance.
Is there a limit to the quantity of songs you can put in one game file?
In response to Dragon_fire6653
I wouldn't think so, but too many songs can make resource downloading quite painful for dialup users.
In response to Chrisman767
These limits are very... painful... to say the least. It's hard to make VAST games without having to dodge your way around it and use something special. ; . ; Why Dantom!? WHY!?
In response to Stevenw9
Stevenw9 wrote:
These limits are very... painful... to say the least. It's hard to make VAST games without having to dodge your way around it and use something special. ; . ; Why Dantom!? WHY!?


this is not true at all. if you apply proper programming design to the game, and using those mobs/datums/whatnot that only the players see or interact with, and destroying/sleeping those that are not, should keep you under the limits easily.

if not, then the design of your game is flawed. the old-style tile-based games like Ultima Online, Ragnarok, and the like keep well within those limits have deal with hundreds of players.

use of a database (whether MySQL, or your own flat-file DB method) can also help keep the limits down by having the database store info that you retrieve when needed, instead of wasting space having to populate datums/variables/lists/etc with that info.

liberal and creative use of Lummox JR's SwapMaps library can help with large map areas.

if developed properly (and use of a good dedicated server), MMORPG games are doable within the limits BYOND has.
In response to Critical
Critical wrote:
Dark_Shadow_Ninja wrote:
Is thier a max map size?

This is a guess but i'd say 1414x1414 as that would be about 2 million turfs.

Actually, that's two million unique turfs. If you have a 1414x1414 map with only /turf/grass types on it, it would only count as 1 toward the limit.
In response to Android Data
As long as all the variables for each of those grass turfs were the same as the other, also.
In response to digitalmouse
I'm also referring to the 1,000 x 1,000 map limit. Sure, I can link them by using multi-maps, but the issue is in makeing it seamless. Such as, you go to the border of the map, but you can still see beyond into the next map you know? I'm no expert... >.>
In response to Stevenw9
string limit is 65535
list limit is 65535
mob limit is 65535
stat limit is 65535
obj limit is 65535
unique turf limit is 2157483648
and unique area limit is 65535 (i think)
In response to Xx Dark Wizard xX
Thanks for the list, though I know the limits. XD It's getting AROUND them that's the issue. I'm makeing an incredibly vast game, basicly imagine a 2D morrowind. I need a 4,000 x 4,000 size map. Don't ask, but it also has to be seamless and blend perfectly... that's my issue at the moment. But here is the real question, WHY are these limits in place? Is it because there is a limit to the core engine it self or are these placed by the programmers as safe-guards?
In response to Stevenw9
It's something called 'the limits of representation of numbers in binary format'
In response to Jp
Ugh... Binary... something I know nothing about. But surely there is a way to get around that right? I mean look at games today... there must be SOME way if the staff of BYOND really wanted to get past those limits right?
In response to Stevenw9
Stevenw9 wrote:
Ugh... Binary... something I know nothing about. But surely there is a way to get around that right? I mean look at games today... there must be SOME way if the staff of BYOND really wanted to get past those limits right?

Sure, but only Dan knows the areas of the code that would need to be changed. Dan's help would surely be required for such a tremendous task indeed! And unfortunately he's stuck in a bin bag.

Probably the best way to get around your limit would be to host multiple servers. Just have one main server which reports to the hub and have all the other servers have world.visibility=0. Then link() the player to other servers using world.Export() to send their savefile over to them. With such a thing, you could have no limits whatsoever!
In response to Android Data
Yes but it wont be seamless, which is what i'm looking for, and this is only for the world map by the way. I'd just use multiple maps for the others, loading and unloading. all that good stuff!
Then use Lummox JR's SwapMaps Library.
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