![]() |
Re: SemiRandom project beta release / announcement
Cool. Are you going to include the map options that are in the switches but not in the in-game tool?
|
Re: SemiRandom project beta release / announcement
Yes. http://forum.shrapnelgames.com/image...ies/tongue.gif
Here's the screen shot that I posted with my bug report in the bug thread: http://www.shrapnelcommunity.com/thr...-weirdness.JPG |
Re: SemiRandom project beta release / announcement
Looks good.
And its not a switch but you might look at adding the commands for the color that displays the text names, and the default zoom, and wraparound. |
Re: SemiRandom project beta release / announcement
I had not considered that, but I will. Excellent idea. http://forum.shrapnelgames.com/images/smilies/happy.gif
|
Re: SemiRandom project beta release / announcement
Ok, does anyone care to share a simple algorithm for converting to normal rgb from the decimal system used by Dom3 for the maptextcol command:
RGB(0-255,0-255,0-255) #maptextcol <red> <green> <blue> with values between 0.0 to 1.0 I can get guestimations that are in general ranges, but not precise values without some rounding. It shouldn't be that hard, but I am tired and I don't want to spend all night trying to bend my mind. http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: SemiRandom project beta release / announcement
So multiplying by 255 doesn't work? O_o
Did you try rounding to the nearest integer? Did you try truncating? How about rounding up? |
Re: SemiRandom project beta release / announcement
I think it is going to work fine by simple rounding. I was just trying to get the color displayed in the preview as close as possible to the result in game. Trying a little harder than was necessary last night. http://forum.shrapnelgames.com/image...ies/tongue.gif
|
Re: SemiRandom project beta release / announcement
Well, the game probably uses some sort of rounding itself, so if both of you round the same way, it should produce exactly the same colors.
|
Re: SemiRandom project beta release / announcement
Playing around with name generation tonight and thought I would share the latest test run results for waste:
Quote:
|
Re: SemiRandom project beta release / announcement
The random name generation has been improved considerably since the last post. I have also found and corrected several errors in the initial GAN sets. Mostly a few Faerun provinces where I had missed removing a few #setland commands.
I am considering some additional options: One would be the ability to label certain province designs as being era specific and allowing the user to specify early, middle, late or no preference. This would allow GAN authors to design a province using LA Atlantis units without the province appearing in an EA game. The other would be an option to obscure or obfuscate the appended special provinces by stripping them of all comment lines and replacing strings with the numeric ID where possible. The idea is that it would make it less tempting to browse the map file prior to attacking a given province and limit spoilers. So the following map code: Quote:
Quote:
Now, before I spend time implementing these changes, does anyone have an opinion? Is it something anybody would want? I have no problem staying out of the map file while playing my turns, so I can live without the 2nd option. I also don't personally care about filtering eras in my own games, but maybe someone else does? Your $0.02 (converted to your preferred currency) requested... http://forum.shrapnelgames.com/images/smilies/happy.gif |
All times are GMT -4. The time now is 04:44 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.