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Showing content with the highest reputation on 2014-03-20 in all areas

  1. Thanks for your help though, it made me clear that it was not (directly) my fault that parts of clOpen was in the water. Also there isn't a texture painted so I get the feeling that something is wrong in the clWater part. Maybe the heights? Right, in addition to lowering the ground, there is another problem. You make the set heightmap "after" you paint the water areas. This means that there will be o water area in your map. To fix this, you should comment out all of your "setReliefmap(myReliefmap);", and write just "one" before you paint the water textures (Like this): //place water texturesetReliefmap(myReliefmap);var placer = new HeightPlacer(heightRange.min, ByHeight[2].height);var painter = new LayeredPainter([tWaterBorder, tWater], [2]);createArea(placer, painter);paintTileClassBasedOnHeight(heightRange.min, ByHeight[2].height, 3, clWater);
    2 points
  2. All right. What about maintaining a drop menu, but putting a small button next to the menu to open the selection screen that has more information and options. We can even add cool things like randomizing factions within cultures or choosing custom randomization (shift-click to add to selection, then click Okay; the computer will choose a faction for you out of those chosen).
    2 points
  3. 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.
    1 point
  4. The "player connectivity" problem is solved. Sadly it takes long ATM (the entire hightmap is passed back and forth throughout functions to often. I'll fix that shortly). Here's an example: Overview: Valley: Dam: The terrain alteration is much to strong sometimes but I will fix this alongside the "hightmap passed to many times" issue. realisticTerrainDemo2014-3-20.zip
    1 point
  5. Not bad for your first post! A suggestion: place your images in spoilers. That makes sure you have not to scroll so much.
    1 point
  6. I'm pretty sure the problem itself is NP-complete (http://en.wikipedia.org/wiki/Np-complete), Which in short means any algorithm that returns the correct answer will be very slow even for small numbers. Fortunately this particular problem is extensively studied and many good algorithms are devised for it: http://en.wikipedia.org/wiki/Travelling_salesman_problem
    1 point
  7. Cool, PacMan in Oad
    1 point
  8. Ok everybody, I'm not dead, I just disappeared due to real life. I'm back, at least for a bit. Here's the 'Race to the top' map in skirmish mode. As I get time, I already have ideas for the next map Enjoy rttp (3v3).zip
    1 point
  9. In fact, I'm from Mallorca, on of the Balearic Islands. But I'm living in Barcelona now. That's it. Is the only oficial language in Andorra. It's also a cooficials in Catalonia, Valencia and Balearic Islands. Catalans is also spoken in a little part of Aragón, some regions in the south of Franc and the city of l'Alguer, in Sardinia (Italy). I'd say that the relation is more like Scottish and English or Quebeckers and Canadians. Así es Gracias por la bienvenida
    1 point
  10. I've added support for using the scrollwheel in SVN. Personally, I agree with FeXoR on the civilization selection issue and I think that a good contextual help system would work better over a dedicated page. But I think this discussion is on the brink of descending to a heated argument which is silly because: The GUI department doesn't have the resources to implement major features any time soon.This is a trivial issue. Come on, 28 posts on this alone. Really?As for Pureon's new mockups: I really like them, but the yellow buttons distastefully remind me of our first GUI version.
    1 point
  11. There's a ticket for this bug but I never looked into it until now http://trac.wildfiregames.com/ticket/2111 High Quality Depth of Field, it's a post-processing effect that requires GLSL shaders. You can try it out in Atlas, on the environment tab under "Post effect", if you have all the fancy graphics settings enabled.
    1 point
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