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Showing content with the highest reputation on 2013-09-22 in all areas

  1. Here's just another approach to generate terrain in Random Map Scripts. Aim - Realistic Terrain - Great Variety (see screenshots or better try it yourself) - Fast Generation (about 10 sec for a Giant Map) - Parameters to tweak (For a more general purpose of this approach) Parameters easy to tweak and fast to implement with this method: - General Terrain Shape (Island, Islands, Highland, Continent, Lake, ...) - Terrain Smoothness (Already implemented) - Water Coverage - Max. Water Depth - Amount of Plains/Mountains - Amount of Resources close to the start positions - Amount of Resources in total - Wind Speed/Direction (Changes Erosion, could also change cloud speed, water (e.g.) waviness and (if implemented) how far/fast trees swing) Other things that could be tweaked but are to slow yet (or not implemented at all): - Water Erosion forming riverbeds (implemented for RMS but to slow, see here, No ingame implementation). - Water actually flowing ingame or at least forming lakes at different hight (No ingame implementation). With an interface implemented to choose (some of) those parameters before game creation (then given to RMGEN) this could also be used to generate more "random" random maps. Task of this topic and the actual RMS Since there is some (reasonable) doubt that this can lead to playable maps at all the task of this topic and the map (hopefully) evolving here is to demonstrate that a well playable realistic random map can be generated this way (and even faster than the average random map as is now). So it's only meant as a proof of concept to later (hopefully) add support to choose parameters from the GUI and then generate the map according to those parameters. First fast actualization The first implementation mainly generates a realistic hightmap (well, more realistic than the average random map or scenario). Then some simple and fast global erosion functions smoothen the hightmap (decay (gravity, sun, low seismic activity) and wind). I just added some terrain textures from the random biome system and some actors (this is far from final - I just threw them in). So the focus is ATM the realistic hightmap which can be later improved for playability. Screenshots Some random screenshots to show the vast variety (already - without any parameter changed): The map: RealisticTerrainDemo2013-9-22.zip NOTE: This is an old version of the map! Later ones are added to later posts.
    3 points
  2. Omri asks if we can reimburse the harpist with $29 travel expenses. We're talking about a big harp.
    2 points
  3. I went and put in 10 bucks via PayPal (it was the least I could do, literally - there's a $10.00 minimum if you go that route). Really pretty easy.
    2 points
  4. One other point for possible for improvement. The eagle looks a little too American to me. It would seem strange to some gamers to see the Romans represented similarly to the United States. That is not to say that the work isn't amazingly well done of course.
    1 point
  5. I'm currently working on optimizing the RangeManager, which is used for detecting objects within a certain range. The error: "SpatialSubdivision Query too large. Results truncated." is simply a safeguard I put into place to detect if we're doing ridiculously big range queries. This is one of the reasons we're having such bad performance. Right now there's no way around the issue with the old code. I'm working on a completely new solution that lowers the amount of results noticeably.
    1 point
  6. I committed a temporary "fix" that increases the capacity to 2048. Hopefully with the new Search and Prune approach for the Range Manager, we won't stumble into this issue. You'll have to wait for the next autobuild before the issue corrects itself.
    1 point
  7. Just use the Alt+Z shortcut keys and you can toggle the sky on/off in game For more hotkeys see the manual page: http://trac.wildfiregames.com/wiki/HotKeys
    1 point
  8. Some time ago I reported the music bug.
    1 point
  9. It was suggested in this thread http://www.wildfiregames.com/forum/index.php?showtopic=15572&hl=pause&fromsearch=1 For an active pause feature whereby units could be controlled during a paused state so advanced maneuvers in battle would be easier to plan and carry out. It would also be useful if the select idle units button highlighted all idle units on the map as well as showing them one by one. It would also be useful if you could view how many units you have doing each resource so you could evenly assign which new unit should go to which resource.
    1 point
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