Other Province Mods

Post » Wed May 16, 2012 4:11 pm

Alternatively, there is a possibility that we might be able to ask the site Elsweyr and Archipelago are hosted at to host additional projects, though I would of course need to talk to my fellow admins there. Wouldn't affect the need for a separate wiki, however (assuming we decide to go that route).

We're open to hosting more mods, no problem. Just sign on to http://darkcreations.arthmoor.com/forums/ and send me a PM.

- Xae (Sys admin at Dark Creations)
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Chavala
 
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Post » Wed May 16, 2012 3:17 pm

It's not really lag, in my experience, but rather "shaking" of objects and the player. We won't know if it's present in Skyrim until we test it. My guess is yes, but whether we run into it depends on the exact location of it and the total size of the map. The only place I ever ran into it was the very south-west of Mesogea, and that map was many times larger than Oblivion.

Alternatively, there is a possibility that we might be able to ask the site Elsweyr and Archipelago are hosted at to host additional projects, though I would of course need to talk to my fellow admins there. Wouldn't affect the need for a separate wiki, however (assuming we decide to go that route).
Not so much an alternatively as an "also." Like I said earlier, I think it would be best if the wiki/forum is not associated with any other projects or sites.
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danni Marchant
 
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Post » Wed May 16, 2012 5:26 pm

I've not traveled all over mesogea but have been there (so huge) and have not had serious lag.

I've been all over Tamriel Heightmaps and using Side777's sailing ships have sailed beyond them without any lag whatsoever.

I thought that issue was with Morrowind based games provinces.
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christelle047
 
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Post » Wed May 16, 2012 7:35 pm

I've been all over my 14x13 quad heightmap in Oblivion, and never experienced such bugs.
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Kelsey Hall
 
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Post » Wed May 16, 2012 4:55 pm

I've been all over my 14x13 quad heightmap in Oblivion, and never experienced such bugs.

That is reassuring, if it holds across different systems to yours. It is by far the biggest objection I have to this idea.

Not so much an alternatively as an "also." Like I said earlier, I think it would be best if the wiki/forum is not associated with any other projects or sites.

That offer was, I think, more to do with other worldspace projects which currently lack hosting.

Could you be a bit more specific about this "shaking" effect you mentioned?
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Javaun Thompson
 
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Post » Wed May 16, 2012 11:16 pm

That is reassuring, if it holds across different systems to yours. It is by far the biggest objection I have to this idea.

Several members of the MERP team travelled across the map as well, and didn't encounter issues either. Also, for Oblivion we had a public beta (or rather alpha) release of our "old" 11x9 heightmap, where none ever reported such shake issues to us.
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Nick Swan
 
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Post » Wed May 16, 2012 8:01 pm

Can I get some idea of the scale compared to Cyrodiil we're talking about here?
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Everardo Montano
 
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Post » Wed May 16, 2012 9:50 pm

Can I get some idea of the scale compared to Cyrodiil we're talking about here?


http://img850.imageshack.us/img850/1350/comparisonv.png

The far left is Oblivion's vanilla worldspace, the far right is my 14x13 heightmap of Middle Earth. (Note that this is an "old" picture, when my new map was largely unfinished)
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Brooke Turner
 
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Post » Thu May 17, 2012 5:23 am

Thankyou, that's very helpful. So correct me if I'm wrong, but isn't the one for Skyrim even bigger than the one you made for Oblivion? Won't that mean a lot more work? Or is your team so enormous that won't matter?
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Charles Mckinna
 
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Post » Wed May 16, 2012 10:35 pm

It's more work, but we think we can handle it, since we're not going to increase the scale of our towns. So the extra space is 95% generated terrain, which is mostly a matter of waiting a few hours more for every region to finish generating... The team is also quite big, and we expect a growth once the CK is released and we get this heightmap in the game, together with our new high quality tilesets that have been in development in "secret" for many months already. (huray for NIF file usage in Skyrim)

I also did calculations on RAM usage and we are safe concerning RAM limits, at least with the LAA patch and x64 systems. Our prognosis is that it'll takes us around 4-6 years to finish the full map, so by then everyone will have x64 systems anyway. We're going to have region-by-region releases now, so for example we'll first finish Eriador completely (landscapes, towns, quests, voice acting), release it to the public, and then move on to the next area (though department tasks overlap ofcourse, the landscapers can start with the next area while quest designers and such are still working on the previous one).

Btw, I didn't create our Oblivion Middle Earth heightmap, that was lumpypat. I took a very different approach to the map, as you can see it's a lot more accurate and the mountains are faaar smaller, though still big enough. For example, Throat of the World is around 550 meters high, while my highest mountain peaks are almost 900 meters (lumpy's mountains were several kilometers high IIRC). Average mountain range heights are around 400-500 meters, which is still a fair bit higher than Skyrim's average mountains.
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ImmaTakeYour
 
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Post » Wed May 16, 2012 11:47 pm

Sorry, i dont really mean "lags",

I just remember of some topic in Oblivion Mods section, regard an issue caused by "point zero": if you travel too far from point zero, the game engine become like crazy.

I guess the issue is the "shaking" effect reported from Lady Nerevar

EDIT: BTW, i played much time with Onra's Tamriel Worldspace, travelling to Summerset: no issue crossed (my direct experience).
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Michelle davies
 
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Post » Thu May 17, 2012 4:25 am

It's more work, but we think we can handle it, since we're not going to increase the scale of our towns. So the extra space is 95% generated terrain, which is mostly a matter of waiting a few hours more for every region to finish generating... The team is also quite big, and we expect a growth once the CS is released and we get this heightmap in the game.

I also did calculations on RAM usage and we are safe concerning RAM limits, at least with the LAA patch and x64 systems. Our prognosis is that it'll takes us around 4-6 years to finish the full map, so by then everyone will have x64 systems anyway.

Well, all I can say is good luck! Presumably you have a lot of assets which were made for the previous incarnation?
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Brandi Norton
 
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Post » Wed May 16, 2012 9:28 pm

Well, all I can say is good luck! Presumably you have a lot of assets which were made for the previous incarnation?

Thank you, and yes, we're going to port all our high quality models. I edited my previous post btw.
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Laura Tempel
 
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Post » Thu May 17, 2012 4:09 am

Yes, I read it. I do wonder if the slightly larger scale might have an impact, but I suppose we must just wait and see for that one.
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Tyrel
 
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Post » Thu May 17, 2012 1:33 am

I've got remember of an issue with very large worldspace,

more far you travelling from the "point zero" of the worldspace (i don't know the exact Terminology) , more game lags will come out.

So: this will be present in Skyrim engine too ?

Sorry for bad english, i hope you understand the mean of my questions.
it wasn't lag, btw. just animated models began to shake (although with a body replacer it was barely noticable on the character) in morrowind when you made a landmass to far out from 0,0.
although, that was only way out. and barely mattered seeing as no one's working on a province for morrowind that far away from 0,0 atm. :D

if these guys say they've never seen it in OB i doubt it'll be in skyrim.
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Lavender Brown
 
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Post » Thu May 17, 2012 12:24 am

if these guys say they've never seen it in OB i doubt it'll be in skyrim.
Like I said, it was actually in Oblivion too. I remember it affecting flowers, so it wasn't just animated meshes that time around. It displayed as the meshes moving a bit side to side and up/down. It happened fairly often, so it appeared as a sort of shaking.
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ANaIs GRelot
 
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Post » Wed May 16, 2012 11:20 pm

Hmm. Could it perhaps be hardware-dependent rather than a limitation on the software?
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Zualett
 
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Post » Thu May 17, 2012 4:46 am

Like I said, it was actually in Oblivion too. I remember it affecting flowers, so it wasn't just animated meshes that time around. It displayed as the meshes moving a bit side to side and up/down. It happened fairly often, so it appeared as a sort of shaking.
:banghead:
:facepalm:
:shakehead:

i hope skyrim doesn't have it, or if it does it's so noticeable/irritating.
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Chris BEvan
 
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Post » Thu May 17, 2012 3:13 am

I can see how this might work. The only shared resource would be the heightmap.
Any modder(or Team of modders) could jump in and claim an area.
I'm kinda thinking like how the Unique Landscapes series worked.
Any modder could make a dungeon, UL or a city.
I am... actually excited for this.

Edit: Nevermind... if, whatever the aforementioned problem was called, was in skyrim as well then same world space would be out of the question.
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Kaylee Campbell
 
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Post » Thu May 17, 2012 12:17 am

Edit: Nevermind... if, whatever the aforementioned problem was called, was in skyrim as well then same world space would be out of the question.
Depends on how far out the landscape goes. I encountered it on the furthest corner of Mesogea, which was a really, really, really big map. It is very possible that Tamriel won't extend that far away (apparently Onra's Oblivion map had no such issue on its furthest reaches).
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Jeff Turner
 
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Post » Thu May 17, 2012 4:43 am

Isn't skyrim's scale a bit bigger than oblivion's, though? So the same amount of land (lore wise) would actually be larger (game wise), no?
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IM NOT EASY
 
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Post » Wed May 16, 2012 8:13 pm

Approximately 1.3 times bigger. Very roughly, a full map of Tamriel would be about 8x bigger. However, I believe that Mesogea was even larger than that.
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Carys
 
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Post » Thu May 17, 2012 12:47 am

Isn't skyrim's scale a bit bigger than oblivion's, though? So the same amount of land (lore wise) would actually be larger (game wise), no?
Onra's heightmap wasn't scaled the same as Cyrodiil. It was probably doubled in scale over all, so we do have leeway if the engine still has the same restrictions.
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Britney Lopez
 
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Post » Wed May 16, 2012 10:59 pm

Really? I did not know that. Why was it made like that?
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Markie Mark
 
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Post » Thu May 17, 2012 1:22 am

Guess its all wait and see now(for the CK).
What's the word on the website/wiki?
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Nathan Maughan
 
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