Wall build tool for RMGs
Posted 11 April 2012 - 12:28 AM
That fixes the bug in the random map fortress: rm_fortress.jpg
I also added a demo map as a code example for wall placement in random maps: rm_wall_demo.jpg
Edited by FeXoR, 11 April 2012 - 12:29 AM.
Posted 01 May 2012 - 11:39 AM
Here's an update (only SVN): wall_pack2012-5-1.zip 11.55KB 54 downloads
EDIT: An even newer version is already in SVN. Iberians now get walls as starting entities by default (as their civ bonus). In some maps that doesn't provide enough space (mainly naval maps) only towers are added.
Edited by FeXoR, 05 May 2012 - 07:26 AM.
Posted 07 June 2012 - 01:42 PM
Added a special "wall style" "roads". For demonstration I added it to the default starting entity placement function in the rmgen lib misc.js so they will be placed on all random maps.
This version contains the new Iberian starting fortress that fixes http://trac.wildfire...com/ticket/1449 as well.
Edited by FeXoR, 12 November 2013 - 11:50 AM.
Posted 08 June 2012 - 10:43 AM
Great job dude
Oh, you're right, forgot to add bridges. I'm on it...
i like Fexor, you are a great contributor, maybe roads can construct a bridge between nearly coast lines
I only support wall placement on random maps and random map scripts in general. I only use artwork that's in already and make it fit together .
Thanks anyways, can need the motivation .
Edited by FeXoR, 09 June 2012 - 08:58 AM.
Posted 25 June 2012 - 06:56 PM
Nice diagrams Side note: I still wish we could create roads as I've said before. Just to make our towns and cities look better.
Roads can be placed with this as well though crossings are not supported well, yet. I'm arguing with some team members to move rmgen to simulations and perhaps make things trigger based. Then all functionality could be used everywhere like placing roads in-game or at least in Atlas. It's a big change though I think it's worth the effort since it's payed back with much more functionality and easy to change/add features without duplicated code. I'd do/help doing that but simply feel overwhelmed ATM doing this alone. vtsj checks the code/documentation/concept this days so maybe he has other ideas or knows better how to do this. I will stick to rmgen ATM.
Edited by FeXoR, 25 June 2012 - 07:03 PM.
Posted 26 June 2012 - 04:03 PM
Posted 26 June 2012 - 06:17 PM
I think switching to rmgem for simulations has been discussed before. Personally I think its a great idea; more variety. But not all the maps have to randomly generated (e.g. campaigns, certain scenarios, etc).
Ofc. save/load maps have to be supported in simulations as well, yes. That was AFAIK the reason why all the map stuff is not inside simulation.
Not sure: Is the map loaded befor the engine is run? And a new map can only be loaded after the engine is closed again?