rjs23 Posted February 7, 2010 Report Share Posted February 7, 2010 (edited) Will this game supports random map scripting similar to Age of Mythology's rms? If so, does it use exactly the same as aom, or is it better? Edited February 7, 2010 by rjs23 Quote Link to comment Share on other sites More sharing options...
feneur Posted February 7, 2010 Report Share Posted February 7, 2010 The game supports some basic random map scripting already. I don't have any experience with AoMs RMS scripting so I can't say anything about any possible differences/similarities, but with some ideas we plan to implement I believe it will be better. Quote Link to comment Share on other sites More sharing options...
rjs23 Posted February 7, 2010 Author Report Share Posted February 7, 2010 Nice, it supports some random map scripting already! So what kind of language it involves using? C++? Javascript? Quote Link to comment Share on other sites More sharing options...
Ykkrosh Posted February 7, 2010 Report Share Posted February 7, 2010 What we currently have is a standalone program that generates map files that the game can load. The map scripts are JavaScript, like this, using various functions provided by the C++ RMS generator code. Quote Link to comment Share on other sites More sharing options...
rjs23 Posted February 8, 2010 Author Report Share Posted February 8, 2010 Sweet, its gonne be way better than AoM's rms scripting because this one includes arrays... which was needed so bad in aom!.I cant want to get this game when it comes to the store. Quote Link to comment Share on other sites More sharing options...
sneaky_squirrel Posted February 8, 2010 Report Share Posted February 8, 2010 Sweet, its gonne be way better than AoM's rms scripting because this one includes arrays... which was needed so bad in aom!.I cant want to get this game when it comes to the store.Correct me if I am wrong, but last I heard, this game is freeware ;p. Quote Link to comment Share on other sites More sharing options...
rjs23 Posted February 8, 2010 Author Report Share Posted February 8, 2010 still, you get my idea. Quote Link to comment Share on other sites More sharing options...
Jeru Posted February 8, 2010 Report Share Posted February 8, 2010 Keep following us via RSS or Facebook, rjs23... In the next coming months and years we hope to make some nice progress, and you can keep track of how the RMS part of the game evolves and even suggest how to implement it best, make feature requests etc. Quote Link to comment Share on other sites More sharing options...
rjs23 Posted February 8, 2010 Author Report Share Posted February 8, 2010 Sounds good, Im looking at the rss. I hope there will be documents about the RMS functions and what it do so I can see what it has/ supports and make suggestion off from that. Quote Link to comment Share on other sites More sharing options...
WhiteTreePaladin Posted February 8, 2010 Report Share Posted February 8, 2010 Correct me if I am wrong, but last I heard, this game is freeware ;p.Actually, it's open source now (which is even better than freeware). Quote Link to comment Share on other sites More sharing options...
ScionOfWar Posted February 9, 2010 Report Share Posted February 9, 2010 (edited) I was honestly surprised how similar the scripting in 0 A.D. is to AoM, despite the fact AoM was coded in C++ and 0 A.D. RMS are in JavaScript. I'm pretty sure it'll be easy to learn Edited February 11, 2010 by ScionOfWar Quote Link to comment Share on other sites More sharing options...
rjs23 Posted February 10, 2010 Author Report Share Posted February 10, 2010 I guess if nobody has made a rms reference or documentations on rms, then I should make one later when it's completed or something. Quote Link to comment Share on other sites More sharing options...
Jeru Posted February 10, 2010 Report Share Posted February 10, 2010 I searched trac.wildfiregames.com/wiki for "Random Map" and I found these three documents: Random Map Generator Random Map Scripting Functions Random Map Scripting InterfaceAre those any help? If they are, I can make more prominent links to them elsewhere. Quote Link to comment Share on other sites More sharing options...
rjs23 Posted February 11, 2010 Author Report Share Posted February 11, 2010 Hm, yes they do help because they provides basic explanations. They could use some suggestions- like what type of return value returns?However, it seems incomplete in my opinion and contains several glitches/errors like thisArea(parentArea ¶null)==== This is the constructor. I will try to look more of the stuff. Quote Link to comment Share on other sites More sharing options...
Wijitmaker Posted February 11, 2010 Report Share Posted February 11, 2010 If you have questions that can't be answered, I'd PM Matei (the programmer) and see if he would respond:http://www.wildfiregames.com/forum/index.p...&CODE=4&MID=225It is cool your looking into this. I'm looking forward to seeing what you come up with Quote Link to comment Share on other sites More sharing options...
rjs23 Posted February 18, 2010 Author Report Share Posted February 18, 2010 (edited) I've looked into it, and it motivated me to download and install 0ad but I failed to install it because I could not use visual studio c++. I ran out of space on my main hard drive. I tried to install visual studio c++ on my external hard drive, but it still require some free space on my main hard drive to put files to. since I can not compile it myself, I will have to wait till 0ad comes with installer.I am curious to know one thing- does it come with some kind of debugger tool in case there's an error? It's similar to AoM's rms debugger if you made RMS maps in AoM. Edited February 18, 2010 by rjs23 Quote Link to comment Share on other sites More sharing options...
ScionOfWar Posted February 21, 2010 Report Share Posted February 21, 2010 (edited) You can test it even if you can't get Visual C++ to work or you don't have enough space:Try going to this folder: \binaries\systemThen double click either pyrogenesis_dbg.exe, pyrogenesis.exe, or atlas.bat and you're set to go.I personally don't know yet about the debug tool.. Haven't played with the coding too much since I installed, heh I've been too distracted making models Edited February 21, 2010 by ScionOfWar Quote Link to comment Share on other sites More sharing options...
rjs23 Posted February 21, 2010 Author Report Share Posted February 21, 2010 Ah, this works. Didnt know we dont have to have studio. Sweet.Kinda bit unstable on my 64 bit window vista machine hehe. Quote Link to comment Share on other sites More sharing options...
ScionOfWar Posted February 22, 2010 Report Share Posted February 22, 2010 (edited) If you need to, you can lower some settings that'll make the game run smoother. For my computer the fancywater simply doesn't work, and unless I need them for screenies I remove the shadows too for the sake of speed (doesn't slow me down too much but every bit helps!)Visit this folder: \binaries\data\configAnd make a local.cfg file with information like this:fancywater=falseshadows = falsedefault.cfg has more settings you could possibly tweak in your local.cfg file to increase performance.. It may just be that you're on 64 bit though. Then again keep in mind that some of the game is still in progress, in particular if you're running on the older sim system then pathfinding and such is very glitchy. There's a newer sim setup with better pathfinding but lol you'll need VC++ to build it Edited February 22, 2010 by ScionOfWar Quote Link to comment Share on other sites More sharing options...
feneur Posted February 23, 2010 Report Share Posted February 23, 2010 Hmm, no you'll not need to build the game yourself to use the new simulation system. You just have to use the command -sim2 when running the game. Quote Link to comment Share on other sites More sharing options...
rjs23 Posted March 29, 2010 Author Report Share Posted March 29, 2010 the newer simulation system works much better! There is no delay with mouse when I tried to order it to move. I'm loving the newer system more than old one. To me, I feel this is a huge step forward in term of gameplay.I have not yet create a RMS map yet but I plan to do so to practice around. Quote Link to comment Share on other sites More sharing options...
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