Game Development Community

Torque3D as server and the levels

by Christopher Wesley Joyner · in General Discussion · 09/17/2012 (2:33 pm) · 8 replies

When making Torque3D a server for an MMO, will it have all the level's loaded up at one time automatically? or do I need to do some programming?

#1
09/17/2012 (2:53 pm)
Each level gets loaded as needed.
#2
09/17/2012 (6:06 pm)
So if i have one empty level, and it's time for something to spawn in it, or move. It loads the level and then moves it?

Or does torque load each level, does the operation, then closes it?


Is it possible to have torque have more than one terrian loaded into the same level at the same time? If so I think I know how to fix my problem.
#3
09/18/2012 (12:46 am)
@Christopher Yes I believe you can have any amount of terrain loaded into the same level. Of course you should consider memory load etc.
#4
09/18/2012 (2:10 am)
'Everything' in the level is ready for use when it is loaded. This may contain a terrain, sky, clouds, and thousands of objects. Another level will likely consist of a different terrain and group of objects. Your game scripts will determine how the player interacts with each mission's objects.

And yes, you can have multiple terrains loaded for a single mission/level. Just keep in mind that each terrain brings with it the overhead associated with an individual terrain object. I've personally 'tiled' 16 terrain objects in one map, but I wouldn't expect a client's machine to be as powerful as mine.
#5
09/18/2012 (10:02 am)
My idea is to have the server have all the terrians for the world in one level loaded up in the same level, but for the clients, only one terrian per level. And I will do the same with the caves and interiors. Expecting the server machine to have alot of ram installed, but client machines to be limited.
#6
09/18/2012 (5:07 pm)
Well I had 25 terrians and was editing the enter terrian when I noticed... all the terrians looked exzactly alike. Every edit to any terrrian effects them all.
#7
09/19/2012 (4:33 am)
Hmm interesting. This should be confirmed and logged as a bug.
#8
09/19/2012 (6:36 am)
I found out what the problem was. I used a copy and paste to place the terrains. They all shared the same media file. By making copies of a blank terrian, and chaning the media, they now have their on individual terrian.