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Old 24th November 2010, 10:07 AM   #11 (permalink)
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Originally Posted by DaedalusAlpha View Post
How will you be stopped from going outside the bounds? As far as I know there is no support for this in the current engine?
There are a number of mods that are designed specifically for this purpose. Depending on what is set up, you may simply have your movement prevented with a message appearing on the screen to tell you why. We don't need to have a physical barrier though I believe some mods do offer something physical (like a line on the sky or ground) as an option. If you are tunnelling.... then you shouldn't tunnel so close to the border
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Old 24th November 2010, 10:33 AM   #12 (permalink)
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I would also like to remind people that all of this can be related to what is already in a sticky (http://www.theoldergamers.com/forum/...ml#post2955117) ...

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To claim other land, we suggest you look at the current server map and do a little exploring (but try to keep within the boundaries of the existing map).
We are now suggesting making those boundaries a little stricter.
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Old 24th November 2010, 11:06 AM   #13 (permalink)
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If my tunnel has an abrupt end it it, its fine with me, I'll just build out further , or...

I'll just undermine the civilisation, 1 block at a time
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Old 24th November 2010, 12:40 PM   #14 (permalink)
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I'll just undermine the civilisation, 1 block at a time
Well it is worth noting that when people claim an area, they are making claim from bedrock to sky limit, so while they may only build above land, their claim extends below it.

It is unfortunate that explorations will be lost - however we have had discussions on map size/server strain before, and there needs to be a balance between the needs of the many, vs the needs of a few who would like to expand the map for largely their own gain. If exploring is what interests you, there is always the option to set yourself your own multiplayer server on your own machine
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Old 24th November 2010, 06:41 PM   #15 (permalink)
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Im fine with this... exploring is cool and finding nice formations etc but its not the end of the world
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Old 24th November 2010, 07:00 PM   #16 (permalink)
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Im fine with this... exploring is cool and finding nice formations etc but its not the end of the world
Thanks DM. Your warps were the ones that I was most concerned about as I wasn't 100% sure when they first appeared and thus if there had been massive work beneath them, out of sight of our eye in the sky.
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Old 25th November 2010, 09:03 AM   #17 (permalink)
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Looking at the area in the proposed trimming, we have only explored a third at most.

I would suggest trimming smaller again if possible, though I know the current proposal is on the edge of some players areas
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Old 25th November 2010, 10:49 AM   #18 (permalink)
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It depends whether its the current world that is causing problems or whether its the map program trying to render the current world thats the problem.

If its the render, the simple solution is not to render this world.
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Old 25th November 2010, 11:33 AM   #19 (permalink)
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Well it is worth noting that when people claim an area, they are making claim from bedrock to sky limit, so while they may only build above land, their claim extends below it.
Thats ok, I have already thought of what to do there...

If you locate whats been "claimed" I'll just dig around the claimed area, and make each claim into a Island..

Removing blocks means that the rendering program doesn't have to do anything there :P
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Old 25th November 2010, 12:10 PM   #20 (permalink)
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actually I think the problem is the map rendering does have to do something in the empty voids.... isn't it? which is why the strain gets worse even if people only make a thin branch off the main map, where you'd think it won't add much extra. Since the actual land area of the new explorations aren't all that big - but they expand the whole area the map takes up.

I don't know MMOG... but I've noticed warping is incredibly laggy now (for the last week or so), compared to normal.... I don't know why, since you'd think if it's only loading a segment around you, it shouldn't matter how big the whole map is... but it seems maybe it does.
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