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Pyrophorus last won the day on June 27 2019

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  1. Hi everyone ! Erratic replies to random comments generation I can't remember why I have commented those two lines: placeDefaultChicken(fx, fz, clBaseResource,av); placeDefaultDecoratives(fx, fz, aGrassShort, clBaseResource, radius,av); at the end of this script section. Maybe some chicken finally sit on top of stone mines or ugly things of the like, and I hid them cautiously under the carpet. Now I wouldn't say there are issues in the newer placement method. The problem I have with it is roads running to the CAER. One can place chickens or units on the road, but no tree o
  2. Hi everyone ! Thanks to @FeXoR for his feedback. He is right to say: ... of course. Point 2 is not difficult to fix most probably. I use here an old version of rmgen routines which works not well every time (don't say I should use a newer version. I know but it creates problems in my design too). Point 1 is more tricky. For now, the road creation procedure draws one cell wide paths, which is not optimal when the path runs diagonally. It's probably why they look broken when running across forests. In mountains it would be even worse, but here, I have already made some adjustme
  3. Not Bella Gallica but Belli Gallici (plural neutral nominative of second declension). I doubt you'll find one because very little is known about gallic speach(es) of this time. Some words survived in later languages but there is no written testimony. It was certainly a member of the celtic family but it would be inaccurate to pick something in those. For instance, old britton used in Armorique around 600/700 is not a mere survival of gallic. It received influences from British Isles. More of it, gallic (or gaulish) existed not as a rather standardized language like latin, there
  4. Hi, OK, that's what I suspected. Of course, as long as it's still possible to do otherwise, I have nothing against it. I agree. It's a design issue, and for myself, I think rmgen would benefit to have a unique cell object collecting most tile information in it. It would make many things easier and faster, but it's not a ten minutes task. In the mean time, I updated the library to add a warning and a possible workaround. Instead of giving a Cell objects array to Area constructor, gives a Vector2D array holding the same coordinates. There is a zoneToPoints() function
  5. Hi, If I understand correctly, createArea is to you the normal if not the only way to create the landscape, which landscape is populated after using the created areas ? Not exactly. It's quite impossible to tune the original fractal painter in order to get only hills or only depressions, but it's probably what scripters want most, and this is what the fractalpainter gave with a standard call 'paint(area)'. The nochiasm optional parameter was here for the rare case a fully random landscape was wanted. Anyway, I removed it and created three painters which offers the same function
  6. Bad news... I found out a major compatibility problem with a-23 rmgen. I thought it was OK to make my cell object inherit from Vector2D. Then one could use them in any rmgen function requiring a Vector2D (or an array) in their parameters. And there's no problem on rmgen side: it works nicely. But there's a side effect which creates errors in further uses of the cell object in yamg: many rmgen functions freeze the objects they get as parameters. If somebody uses a cell array to create an Area for instance, the cell objects become read-only and any yamg function trying to write them (YPatch
  7. Excuse me, but what's irrelevant here is to reply a question I asked to Elexis. I would like to know what he has in mind, and since you're not him, you can't say anything but commenting rmgen code I can read just as well as you.
  8. And what if I want to do something in between ? For instance selecting a second painter after the result of the first one ? createArea can certainly manage most use cases but not all of them. Friendly,
  9. Yes, but AFAICS createArea is not the only opportunity to invoke a painter. What if you want to apply successively two painters to the same area (for instance an ElevationPainter and a TerrainPainter) ? You call createArea twice ? Friendly,
  10. Hi ! The screenshot don't show them very clearly, but there are some mines (behind the roman caer) and animals (not only crocodiles). But the map needs a better painting and some more decorations, that's right. Yes, you're right. mapSize in only defined in my test script "Usually" ? Anyway, I think the best would probably be to have three painters, because for now Fractal and Cracks painters give exactly the same result when nochiasm is set to false. Friendly,
  11. Hi, I'll try this out of curiosity. Thanks. Now the YAMG for A-23 is on Github. No new features but a full upgrade. The fractal painters expect an Area in their paint() method and mesa and depression painters provide a Vector2D array, instead of point array. The Cell object inherits now from Vector2D and can be used in rmgen where a Vector2D is required. Of course, the placer and the utilities which rely on this Cell array can't be used without creating a g_TOMap Cell objects first. AnEgyptianOasis is still a work in progress. It works nicely and don't lack feature
  12. Hi, Is it possible to specify larger map sizes than giant for now ? (From the map script, obviously). Friendly,
  13. Hi, So what ? Except denigrating my work, I can't see the purpose of this. It would be interesting if you could provide some measuring tool for playability and players respective advantages (balance) It would certainly be nice to have this. But I fear you have none, and all this is only an opinion. I don't work with opinions, only facts and algorithms. I would be glad to know how you would simulate water running downhills with a scalar definition of slope. If greater than zero, you'll know it should run, but where ? You need a direction for that, and what's the name of somethin
  14. No. More accurately, it's the only way script currently have to do things like resources or players bases setting. Maybe you're not aware you're immediately formalizing the problem using geometry as if it was the only solution. But we're not designing a geometry solver but building a convincing illusion of a landscape and using geometry is not mandatory. It's only the most obvious way to go. Maybe you missed the fact my work uses very little geometry if any. It's not coincidence. First of all, rmgen already offers a lot of geometry based features, and it would be stupid to duplicate them. Nex
  15. Hi, everyone No, the YPatchPlacer doesn't work with constraints even if you can add surrerogatory constraints in the parameters. It makes a region grow around a starting point, selecting on the border the best candidate to expansion. It's not the same as selecting in the whole map or in a region tiles matching a set of constraints. Try to get something like the examples I gave in this very thread and you'll see. The TOMap object is not technically necessary. I could have stored all it's stuff in the g_Map object itself. The reason why I didn't is devs opinion. They think there'
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