Areas outside the Exiled Lands -mostly the top right corner of the map- are being used to 'hide' the dungeons, which are not directly visible, but have a building which acts as marker above their location.New dungeons, however, are (see Upcoming features). Inside the render distance, a dungeon -or a different map expansion- would be loaded together with all other content, causing a performance decrease.If future features require additional gameplay space, the developers could work around this to add new gameplay areas. The Unreal Engine also loads things in using a distance check which is done in the XY axis only (Z being up and down), so lowering something below the map will not matter.The size of the map is just about hitting the actual limit of 400k x 400k - after that, Unreals' physics start misbehaving.For example, on the eastern-most islands, corpses tend to fall through the ground sometimes. Newer versions of UE are said to cope better with these problems. However, it would take a huge investment to move the game to a newer version of the engine. The true location of each dungeon is displayed in their Media section. An overview can be achieved by selecting World Bosses under Misc on the Interactive Map at the top of this page.While you are in a dungeon, the map pointer still points to a location near to where you entered.The way it works is that there is a 'dungeon table' which has a MinX, MinY and MaxX, MaxY and an override location. It will keep correcting this, as long as you are in the Min / Max range. One quadrant of the map is 500m x 500m, a foundation block is 256cm x 256cm x 256cm and a wall piece is 256cm x 256cm x 32cm.Moving the cursor over an area that is outside the fence boundary will dim the map display. Įxternal links See also: Guide, Useful links.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |