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FeXoR

WFG Programming Team
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FeXoR last won the day on April 29

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About FeXoR

  • Rank
    Primus Pilus
  • Birthday 03/03/1978

Previous Fields

  • First Name
    Florian
  • Last Name
    Finke

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  • Gender
    Male
  • Location
    Germany - Cologne
  • Interests
    Physics:
    - If 'our' interpretation (not the formula) of the general theory of relativity turns out correct
    - How 'we' manage to get rid of time as a so far widely needed variable (IMO needed for a deeper understanding of the structure of... well, 'it all')

    Philosophy:
    - Ontology

    Mathematics:
    - The different infinities IMO caused by a poor definition of 'countably infinite' and the hair-raising 'proof' of the existence of cardinal numbers.

    Politics:
    - Putting human rights to reality
    - Ensuring enduring finances
    - Ensure system stability

    Coding:
    - neuron/brain simulation and artificial intelligence in general

    Gaming: RTS games mainly and mapping/modding them

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  1. @Lion.Kanzen In metadata.json search for "mapSetting" and you should find Seed there alongside the other settings. To recreate the map setup Atlas to those settings - usually random map, map size (see below), and number of players should be enough - as listed in metadata.json and generate. You can save the map (as a scenario) then to replay it. Map sizes strings correspond to the following map widths in tiles. Tiny: 128 Small: 192 Medium: 256 Normal: 320 Large: 384 Very Large: 448 Giant: 512 The first line in commands.txt also contain the map settings.
  2. @Servo "Caledonia meadows needs more animals" Do you mean more huntables or domestic or fish or different types of animals? I actually thought there where to many huntable animals and berry bushes. I reduced the ammount of fish due to reviewers requests BTW. I agree we should have at least some maps that support teams being much closer to each other and allowing uneven teams. This shouldn't be the default though. If you have the replay of the map you liked you can regenerate the map in Atlas by using the same random map seed.
  3. Yet another random map generator

    I assume the straight lines have the same cause than the sharp cliffs: The random offset not declining right from the beginning. Erosion/smoothing and/or recalculating mountains/steep areas (and maybe flat areas too) should hide them. Erosion/smoothing will wash away some details too though. Wind driven erosion would also create structures similar to this so I don't think they are to bad
  4. Yet another random map generator

    No need to be ashamed in any way ;p I love how you drive this approach further! And you made me think about how we can use code from water driven erosion to add details to realistic terrain maps without the water plane (I was told the engine doesn't really support that though somehow implemented with different water levels in mind) just with terrain texture. Though not as cool as rumbling rivers it would still add some more detail if painted with bog texture like an overgrown river or at least occasionally wet, muddy ground.
  5. Yet another random map generator

    I love the sharp cliffs but I can't find in the code where they come from and why they don't show up in setBaseTerrainDiamondSquare generated heightmaps While over all your approach looks similar to Caledonian Meadows I'd love you to try and find your own way of creating a playable map from this beautiful and realistic terrain EDIT: Reading through the code a bit more the cliffs seam to come from "tProgress" specifying that finer details keep a high offset until the threshold? (I'd make this one an argument BTW). And you recalculate the mountains to be rougher in the tour, very nice! You also use e.g. some height limits from Caledonian Meadows so I guess you have roughly read through it already
  6. error at start

    It's absolutely OK to report an error and be confused about that something didn't go as expected ... but please don't curse
  7. Yet another random map generator

    I'd go for this. In heightmap rectangularSmoothToHeight() would do the trick. I at least can't tell the shape of the smoothing (rectangle) with the default window function (Paraboloid). The transition is quite smooth and leaves the general terrain shape intact. With a strength of 0.5 to 0.8 it should still create a suitable base.
  8. Yet another random map generator

    Hi @Pyrophorus I haven't looked into the code or generated some maps but I wanted to at least give you the feedback: This is awesome! Please continue I especially like the "some areas harsh, others more even" part! @realistic and fair: It is possible by choosing a symmetry matching the number of players and use realistic design for the part left. The symmetry will leave a notable global pattern but locally the map will be mostly realistic. In hope I'll find the time to take a closer look next week...
  9. I don't have anything against spreading the word on other platforms But that doesn't include embedding those on our website.
  10. Also there's a guide in the forum by @Palaxin (In case you haven't seen it's linked in the wiki guide): EDIT: For random maps there are also functions to manipulate heightmaps like erosion of by decay, sun and wind (e.g. rectangularSmoothHeightmap) and simple water driven erosion (splashErodeMap). It is absolutely possible to also make them brushes in Atlas but currently they are not shared. Backward erosion for reconstruction of historic topography is not possible just with the surface data though (entropy increased, information diffused).
  11. I also don't like the idea of open source software project making themselves dependent on third party applications needlessly.
  12. The differential equations only hold true for each side A and B only having one type of unit each, though not necessarily the same. Still something I'll take a closer look at, thx! I don't know if there's an equation for the "combat strength" of just one units depending on (simple) properties like health, attack speed/time and damage assuming all unit are able to engage in combat. I think it would be something like KombatStrength = (health * damage / attackTime)^0.5. Multiple units don't add up though but combined unit strength grows exponentially (I guess, though this is much more easy to test) so another equation is needed for army strength. This all doesn't include the dimension of the battlefield (2D usually ;p), ranges attacks and move speed that would also matter in a real-time strategy game. EDIT: Since the article was quite short I read it right away. They use the same assumption for the unit strength as I did. I would have hoped for an equation of total army strength for mixed troops but that is not included. So there's a third equation needed for combined troops but neither I nor the article can say something about that ;/
  13. For random maps we use several wayt to generate terrain shape. Mainly noise, functions or iterative generation. None or our generation methods procedural but extending the iterative models te be procedural is possible. If you are more interested on how the terrain shape is stored and rendered I'm not the person who would know But in any case I think your curiosity is best satisfied by diving into the code ^^
  14. Hi @Pyrophorus! Nice to have you here! Good idea to leave the mountains be mountains and place other textures and trees mainly in the flat areas (https://wildfiregames.com/forum/uploads/monthly_2017_06/landscape-5.png.716bfd128983f800e8d4764c4950f8e7.png) In the other image I see you also paint cliffs differently. Very nice! (https://wildfiregames.com/forum/uploads/monthly_2017_06/landscape-6.png.07adebcd8324f282e308726057ec7396.png) Keep up the great work and thanks for sharing your progress with us
  15. Lobby Server error.

    @fcxSanya Is python 3.x correct in the first place? (I usually use python 2 with Python 3 compatible syntax. At least in the scientific communities that's still the default.)
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