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mapGen : Random Map Generator
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Plutonic
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Joined: 03 Feb 2005
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PostPosted: Wed May 24, 2006 11:06 pm    Post subject: mapGen : Random Map Generator Reply with quote

MapGEN v0.1.4 Alpha
-------README-------

v0.1.4 Update

  • Output pngs now 92 colour and should load correctly with WA.

  • Fort sections can now be randomised slightly, although most of the graphics have not been completed or upgraded to support this.

  • Shows 'Generating...' while, well, generating.

  • Fixed bug that caused both auto and manual to be selected after reset was pressed.

  • Added graphics and start of code for Walk for Weapons mode.


  • Status at v.0.1.3

    Current features:
  • Will generate Bow n Arrow maps correctly with a choice of graphics themes.

  • Will partially generate Fort maps.

  • Will generate very bad roper maps.


  • Known 'bugs'
  • Shopper only produces blank results.

  • 'Automatic' setting doesnt actually do anything other than disable controls.

  • Roper generation is incomplete.

  • Fort maps graphics not complete.

  • Output PNG's are truecolor and not loadable by WA (must be re-saved at present).


  • Download MapGEN v0.1.4 Alpha
    ------first post below------


    Ok, thought I'd start a new public topic.

    I've started work on a new tool for the Worming community called mapGen.

    Essentually, the plan is to have a program capable of randomly generating terrains for all of the main scheme types.

    Below is a screenie of it as it stands:

    mapGen
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    Last edited by Plutonic on Fri Jun 23, 2006 4:17 pm; edited 8 times in total
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    NoVa
    WCC SpaMMeR!


    Joined: 02 Nov 2005
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    PostPosted: Wed May 24, 2006 11:25 pm    Post subject: Reply with quote

    sexeh Cool
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    StaTich



    Joined: 02 Mar 2006
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    PostPosted: Thu May 25, 2006 1:46 pm    Post subject: Reply with quote

    cool idea, keep it up.
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    Plutonic
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    PostPosted: Thu May 25, 2006 8:45 pm    Post subject: Reply with quote

    ok, I have solved a few bugs... or at least found work arounds Wink

    The basic BnA algorithm has been updated to force the points to want to spread out a bit:

    BnA

    And have added a settings bit to the menu so the game knows the default path to place new maps in.. although not actually coded that yet Very Happy

    Bunny, need those images if u got em,

    weeej
     
     Added after 5 hours 53 minutes:
     
      ok, its that time of the night again for a quick progress update.

    mapgen

    Fully skinned.

    Preview images correctly displayed.

    Switch BG colour in preview between black and white.

    BnA: object selection, and algorithm selection, number of objects changable.
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    Evil Bunny



    Joined: 05 Feb 2005
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    PostPosted: Fri May 26, 2006 3:00 pm    Post subject: Reply with quote

    oh, yes, sry plut, i'll mail 'm right away
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    Plutonic
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    PostPosted: Sat May 27, 2006 1:33 am    Post subject: Reply with quote

    cool, i used a load of em for a balls catagory. rotated the rugby balls a couple of times to make a rugby set, used the planet earth as part of a space set and made a load of smilies as a set too Very Happy Next im going to have fruit.

    There is a nasty problem with the png output not being accepted by WA so I have emailed DC to see if he'll give me his PNG converter stuff...

    Once thats done I will finish up the BnA algorithms and move on to forts... should be interesting Very Happy
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    Evil Bunny



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    PostPosted: Sat May 27, 2006 9:53 am    Post subject: Reply with quote

    forts... that's gonna be harder i think. How would you have it build a half-decent fort? Like the pictures wwp uses? Or real fort maps with hides and pipes and such?

    If i got some time i'll see about pics for other themes. Will probably be tomorrow.
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    Plutonic
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    PostPosted: Sat May 27, 2006 12:45 pm    Post subject: Reply with quote

    proper forts, generated from scratch Wink we'll see Very Happy
     
     Added after 14 minutes:
     
      preferably no more circles :p
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    Evil Bunny



    Joined: 05 Feb 2005
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    PostPosted: Sun May 28, 2006 10:54 am    Post subject: Reply with quote

    Ok, i got an idea for fort alg.

    It starts with 6 areas. Top, middle bottom, of left and right side. Something like this:
    __ __
    |__|__|
    |__|__|
    |__|__|

    Each area has a few versions. For exmple the bottom right can be like:
    _|
    _|
    __|

    or

    ,-----"
    \__
    ____|

    You get the point. Anyway you'll need different types of shapes which can interconnect with al lof it's neighbours.

    Now we got a basic shape. Lets say all 6 areas have 5 variations. That's already a good lot of variations. Ofcourse a crude map like that isn't workable so inside each shape we can build some more random shapes.

    ===========
    i'm making an example pic now to explain better, i'll post it later.
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    Plutonic
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    PostPosted: Sun May 28, 2006 10:59 am    Post subject: Reply with quote

    actually thats pretty much what I was going to do Razz but with more segments.
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    Bloopy



    Joined: 25 Mar 2006
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    PostPosted: Fri Jun 02, 2006 10:31 am    Post subject: Reply with quote

    Looks awesome so far! Have you talked to X101 about his RR-Gen algorithm? It's rather good.

    I've thought about random Battle Race maps before, but I dunno if it would work very well. You'd have to make 100s of little sections that all connect together, and you wouldn't wanna make them too hard or people would get sick of getting stuck at the same bits all the time. They might get bored of the maps anyway. Smile

    Plutonic wrote:
    There is a nasty problem with the png output not being accepted by WA so I have emailed DC to see if he'll give me his PNG converter stuff...


    Are you making 8-bit PNGs with 115? colours or so? And are you able to post one of them so we can have a look and see what's wrong with it?
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    Plutonic
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    PostPosted: Fri Jun 02, 2006 1:36 pm    Post subject: Reply with quote

    im using GD, its just seems to pallette it wrong, if you load it up its 92 color which is fine, but still seems to be 32-bit.... sigh. The palletting is also just shit. It gives 92 colours, of which 60 of them are white. lol. So untill I find DC or a good alternative I'm just working with truecolour. Heres an example of a fort (almost done now!!!!)

    mapGen Fort

    I will email X101 if my attempt just fails. From what I can tell, his map uses a random stepping algorithm, which is all fine and good but it wont provide anything interesting, all the parts are the same width and there are no water drops last i looked.
    I think I'm going to use an quad-tree algoritm that will randomly choose to refine a section or not, which will give different widths. Might have it for each section either randomly step or pick a manually drawn piece. Havent started looking at it yet so....



    As for BR.... I REALY want to make it... but you are right, its going to be REALY hard, alot of storage too unless we simly go for the classic 2-bit BIT file style. Bunny is already complaining about the size with the forts.
    Maybe I will make it so that you install the ability to do different schemes separatly as dll's or something. That way they can choose to ignore types they don't like...

    hmmmmm... who knows.. back to work!!!
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    Evil Bunny



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    PostPosted: Fri Jun 02, 2006 3:47 pm    Post subject: Reply with quote

    Well here's the thing plut, i dont mind 2mb files, but consider you're not half way there with yer forts. And since yer planning on several more games you'll be facing major files. Maybe seperating gametypes would be easyest?

    I think you build in a fundamental flaw by starting off with any colour in yer images. Palettes are a bitch and they'll look awfull if you dont consider 'm on forhand. Trust me, i faced this on the shopgen.
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    Plutonic
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    PostPosted: Fri Jun 02, 2006 4:08 pm    Post subject: Reply with quote

    im not too worried about pallettes right now as you can only have 6 tiles at a time showing, as long as each only uses what... 30 colours it will be ok. For things like BR and shopper its a much bigger issue.
     
     Added after 36 minutes:
     
      Ok, im going thru all the images converting 2 colour to actuall 2-bit images, saves up about 100 bytes per image.

    And all the true-colour ones down to as small as they go without looking like shit. so some are at 5 colour and some up to about 40. makes em alot em smaller though!
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    PigL3t
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    PostPosted: Fri Jun 02, 2006 8:58 pm    Post subject: Reply with quote

    Plutonic wrote:
    [...]his map uses a random stepping algorithm [...]
    I think I'm going to use an quad-tree algoritm that will randomly choose to refine a section or not, which will give different widths.[...]

    damn... i wish i werent such a b0on and understood at least a bit of what u just said Neutral and in school i always thought u dont need this kinda math in real life. ha.

    nice work m8, and im really looking 4ward to see it in action. too bad i cant help, due to my lack of skills.

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