Product Chat / is there a limit in how many levels you can make?

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joihnsonlee
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Posted: 8th Jan 2015 22:24
is there a limit in how many levels you can make?
Jerry Tremble
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Posted: 9th Jan 2015 00:51
As far as I know, there isn't. I have never even seen any mention of it.

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almightyhood
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Posted: 9th Jan 2015 00:55
im not 100% it was either 20 or 50 or something like that I think? maybe scenecommander or the next or some1 will know?!
its a good question to have answered now multi maps are usable per game

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Jerry Tremble
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Posted: 9th Jan 2015 01:05
Really? 20 or 50? Damn, I really wanted to do a lot of interior scenes as separate levels.

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almightyhood
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Posted: 9th Jan 2015 01:08 Edited at: 9th Jan 2015 01:10
that's what I seem to remember from b4 loads of threads was lost on this forums but that "was" along time ago, things might of changed or I might be confused with something else like I say not 100% sure these days of something talked about so long ago.. I personally hope the limit don't exist as even 50 is not that much tbh.



but then given how large a file is made when saving as standalone 50maps is a lot of gb's



edit,

I do remember 50 for some reason as I did plan to do 9 outside maps saving the rest for building internals like caves ect.

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Jerry Tremble
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Posted: 9th Jan 2015 01:19
Quote: "but then given how large a file is made when saving as standalone 50maps is a lot of gb's"


Yeah, it really would be! Figure if they were each at the max level size of 4GB, 50 levels would be one fifth of my hard drive! But then, interior scenes would surely be much less. I would hope it would only be limited by drive space.

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xCept
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Posted: 9th Jan 2015 02:01 Edited at: 9th Jan 2015 02:02
I doubt there is a limit as it's just a script-based transitional system (i.e., start/end markers to call different map names) just keep in mind that currently no player data transfers to the next level (health, weapons, ammo, inventory) so it's use is still very limited in that regard. In the end it would be smart for the engine to detect shared resources across levels and allow minified compiles of each map that uses shared resources so that you don't have to tack on 500+MB per extra level included.

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Jerry Tremble
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Posted: 9th Jan 2015 02:24 Edited at: 9th Jan 2015 02:25
I just mentioned this in another thread. The subject of stats being carried over to other levels came up in the release thread and I had asked if they could not already be scripted with global variables, and Lee replied:



Quote: "@Jerry : "Can these be scripted and carried across levels/maps at this time with global variables?" What a GOOD idea! I will add to the list for the release."




So he is aware of it, at least, and if he isn't overwhelmed with what's already on his plate, perhaps we will see that soon. (soon, of course, being 2-3 months!)

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The Next
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Posted: 11th Jan 2015 21:08
I don't believe there is a limit on the number of levels you can have, at least it hasn't been mentioned to me internally that there is. If there was I doubt it would be permanent anyway.

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Scene Commander
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Posted: 12th Jan 2015 11:33
There isn't a limit. Also, there's no reason you couldn't call the same map many times for scenes that are say inside small buildings, etc.

SC

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almightyhood
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Posted: 12th Jan 2015 11:46
that's great news multi use maps are what I hoped for so that's a bonus.. as the map size is to big for just 1 small building ect.
thanks scenecommander/the next for clearing this up

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