ID:138066
 
ok as you know i am makeing a big game.... so i hae a map size of 500x500x40... my problem is... this map will not compile... i waited like 2 hours for it to compile... er.. waht should i do?
ok as you know i am makeing a big game.... so i hae a map size of 500x500x40... my problem is... this map will not compile... i waited like 2 hours for it to compile... er.. waht should i do?

For starters, set it to something more manageable... 500x500x4 or something. Try compiling that and see if it works. If it does, then you can try increasing the number of levels until you hit a barrier (and it also indicates that this is a bug in BYOND, at least in the sense that you get no warning of the madness that will ensue).

On the other hand, if it doesn't compile under 500x500x4, try rebooting your machine and try again.

In response to Gughunter
On 5/1/01 6:28 am Gughunter wrote:
ok as you know i am makeing a big game.... so i hae a map size of 500x500x40... my problem is... this map will not compile... i waited like 2 hours for it to compile... er.. waht should i do?

For starters, set it to something more manageable... 500x500x4 or something. Try compiling that and see if it works. If it does, then you can try increasing the number of levels until you hit a barrier (and it also indicates that this is a bug in BYOND, at least in the sense that you get no warning of the madness that will ensue).

On the other hand, if it doesn't compile under 500x500x4, try rebooting your machine and try again.


And, for a map of this size, you really need to consider taking a different approach to it. It's way too big for the memory of any typical machine (and certainly for the Dantom server).

As I recall, each turf takes up at least 12 bytes in memory. 500x500x40x12 = 1.2000000e08 bytes of memory! I don't even know how much that is, but it's really really big.

Instead you want to create a model where you load a map level as needed. This takes a bit of BYOND know-how, so I'd suggest doing like Guy suggested -- try having 3 or 4 levels and working out the rest of your game, then worrying about figuring out how to load map levels dynamically once you have a working game.
In response to Deadron
And yet another tip for your sanity... when you start out with the game, design a real small map that's easy to work with while testing (and compiling... even if there is a bug in the current compilation method, big maps do always take longer to compile than small ones). In your code, instead of referring to 500 and 500 and 4 everywhere, refer to world.maxx, world.maxy, and world.maxz. If you set things up this way, then later on you can make a bigger map and the program will handle it just fine.
In response to Gughunter
On 5/1/01 12:13 pm Gughunter wrote:
And yet another tip for your sanity... when you start out with the game, design a real small map that's easy to work with while testing (and compiling... even if there is a bug in the current compilation method, big maps do always take longer to compile than small ones). In your code, instead of referring to 500 and 500 and 4 everywhere, refer to world.maxx, world.maxy, and world.maxz. If you set things up this way, then later on you can make a bigger map and the program will handle it just fine.

well im done testing.... i have most the code i need and the entire point of the game is its size... (the bad part is that i lost 3 days work on that map... i had it all done and filled...) oh yeah the size of the file would have been 12 megs or so..
In response to jobe
well im done testing.... i have most the code i need and the entire point of the game is its size... (the bad part is that i lost 3 days work on that map... i had it all done and filled...) oh yeah the size of the file would have been 12 megs or so..

Ohh, I thought you were starting with a fresh map. Were you ever able to compile it successfully with the previous version, or was this your first attempt?
In response to Gughunter
On 5/1/01 3:38 pm Gughunter wrote:
well im done testing.... i have most the code i need and the entire point of the game is its size... (the bad part is that i lost 3 days work on that map... i had it all done and filled...) oh yeah the size of the file would have been 12 megs or so..

Ohh, I thought you were starting with a fresh map. Were you ever able to compile it successfully with the previous version, or was this your first attempt?

i had the first sample layouts work right... but once i got my final map done it froze...(the object of the game is a tower in witch you work you way up (or fly up from the outside..) about 40 floors... i was hopeing for 80 in the final... what i think im going to do is put 5 Zs per map and compile them one at a time...
In response to jobe
On 5/1/01 3:49 pm jobe wrote:
On 5/1/01 3:38 pm Gughunter wrote:
well im done testing.... i have most the code i need and the entire point of the game is its size... (the bad part is that i lost 3 days work on that map... i had it all done and filled...) oh yeah the size of the file would have been 12 megs or so..

Ohh, I thought you were starting with a fresh map. Were you ever able to compile it successfully with the previous version, or was this your first attempt?

i had the first sample layouts work right... but once i got my final map done it froze...(the object of the game is a tower in witch you work you way up (or fly up from the outside..) about 40 floors... i was hopeing for 80 in the final... what i think im going to do is put 5 Zs per map and compile them one at a time...

In that case, you could stick more than one tower level per Z level. So you could have your overworld, at like, 500x500, or even 1000x1000, and then have the remainder of the tower on the next level. Then when the player goes "up", really, you're just moving him on the same level to another location.

So, you select an arbitrary amount, like say 100x100, for your tower's width on each separate level. Then a quick calculation would yield that you could get 25 levels per Z level on a 500x500 map, so you'd only need two Z levels to get enough space for 40 rooms. Well, actually, you'd have to fudge that amount a little for interior walls (since your walls, presumably, are one turf wide), so you'd be looking at around a 526x526 map, with three Z levels, which would give you enough space for one overworld plus 50 tower levels.

If your world were 982x982 (900 + 82 interior walls) you could fit 81 100x100 sections per Z level. So in that case, you'd have one overworld level, and one tower level, and that'd be that.



...How the heck did you fill up a 500x500x40 space in the span of three days? That's 400,000,000 turfs! 400 million! =)