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Falling off the Edge of the world...

Posted: Tue Apr 03, 2007 7:37 pm
by DvdGStwrt
What is the best method of preventing people from falling off the edge of the world?

I tried walls set at max height with a true blue (clear/transparent/hidden) texture. However on my new world the edges have extremely high mountains that at the edge decend sharply (near verticle) which does not allow any vehicle I have to walk/run along the edge to lay Wall #4

Is there a better way to prevent folk from falling off the edge of the world?

Posted: Tue Apr 03, 2007 8:45 pm
by Fooli
It's a good question... walls have tended to be my "world end of choice", but I've only tried them on flat landscapes. Have you tried using surface properties?

f

Posted: Wed Apr 04, 2007 5:04 pm
by DvdGStwrt
No I haven't tried surface properties.

I figured I could use a terrain map of all land, a wery, wery flat world, lay in all of my walls. Make them as tall as possible.

I was looking at http://www.tuwr.net/tuwr/pmwiki.php?n=Settings.Surface and though maybe there was a command like ".spawnzone" that would prevent players from entering into grids.

I've been tinkering with '.savegentex' -and- '.autotexmap 16' Using autotexture generation with the old world I got some pretty nice effects with regional variations giving me cliffs, wasteland and some "swamp-lands".

So this page: http://www.tuwr.net/tuwr/pmwiki.php?n=Settings. Surface mayn't be too helpful in this case.

I really wish there was a way to warp/wormwhole/teleport the player to the opposite side of the map matching the tile he/she is on so in theory a player could use a plane and go from east to west endlessly traveling "around" the world.

Posted: Wed Apr 04, 2007 6:27 pm
by Fooli
Unfortunately not - I can't remember why, but I do remember asking mit if it was possible to wrap a world, and the answer was either "no" or "no, not without completely rewriting large chunks of code" or something.

Mit started work on "surface properties" for different autogen layers. Which would also solve your problem if it worked... you could have one autogen layer for "impassable", for instance. Having said that, it's also possible to combine autogen and surface properties in the normal way. The only trouble is, again, the blending: you have to have a texture to go with the surface, and there aren't any pleasant ways (that I've found) to blend it together - I was trying to use a tarmac surface for a racetrack on an otherwise autogenerated landscape. But if you just want this at the very edges of the world, that wouldn't be so much of a problem.

The other obvious way to get around this is to surround your world with sea, and just kill people with the water. Which might not fit what you wanna do, praps.



f

Posted: Thu Apr 05, 2007 7:42 pm
by DvdGStwrt
Sea does not affect aircraft which is the biggest boundry breaker due to speed and turn radius.

I'll just go with the wall around the world.

Posted: Thu Apr 05, 2007 8:30 pm
by Fooli
But I thought there was a surface type that prevented flight as well as ground travel... haven't looked at that stuff for a while, though.

f

Posted: Thu Apr 05, 2007 8:43 pm
by zaroba
what happened to the WIP setting mit put in to turn off the ocean and instead have the landscape loop?