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Re: MapGen alpha release!
to make a wrapping map, use this:
wraparound: xy; |
Re: MapGen alpha release!
I'm still getting the error with the latest version. This is bizarre - virtual studio can't compile programs that run without libraries?
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Re: MapGen alpha release!
Ok, tried it on a pc at work. Generates the same error. This pc also has visual studio 6.0 installed on it.
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Re: MapGen alpha release!
i looked into the error a bit, and it seems that vs auto links (or something) some dll, cant recall the name at the moment. i saw plenty of pages describing the problem, but nothing describing how to fix or avoid it short of installing the dll on the machine.
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Re: MapGen alpha release!
If it's a freely available .dll I'll install it if needed to use your mapgen.
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Re: MapGen alpha release!
ok, i think i've found the dlls that need to be installed to run this heap. apparently m$ made it so that apps built with vs2k5 cannot be run on pcs that do not have the proper dlls installed, but m$ has made them available, the installer is here . there does seem to be a workaround for this, which, if i understand it correctly, just means that mapgen would be packaged in an installer with these dlls, which would be installed on your pc when you install mapgen. this is something i will have to look into further, i would rather a no-strings-attached sort of deal.
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Re: MapGen alpha release!
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Re: MapGen alpha release!
A few RFEs -
* control for the frequency with which different terrains are seeded. At the moment, these maps have no mountains, which is a game balance issue. * border mountains. Not sure how to do this, as border mountains don't get seeded like other terrains. Anyway, it works great, it's amazingly fast. Nice work! |
Re: MapGen alpha release!
1 Attachment(s)
sweet.
im going to remove the other attachments, and post a new zip with an updated readme in it. |
Re: MapGen alpha release!
as far as how terrains are seeded, oceans, land masses and mountains are determined strictly by a height map, so everything below x is ocean, everything above y is mountains. rivers are created in a similar manner. the other terrains are sort of 'grown' in the space in between.
try using the tlevel command the default is tlevel: mountain 120; so try using a lower number impassable terrains, border mountains and the other dom3 terrains are something that i intend to work on after i get the sprite functionality in. well i'm glad that the thing is working, though i'm quite annoyed that it can't be simply copied to another machine. |
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