Re: New Maps?
I love big BIG maps.
Ive tried to put a DomMap generated tga into the MapEditor with some very strange results. Mostly crashes to the desktop. I havent figured out yet exactly what needs fixed to make it work. Resaving it using GIMP, editing out the row of dots in the upper left corner, one or both.
It took FOREVER to come up. Apparently because the editor wants to put a flag on every capital-dot. Not sure why it does that. The "ranomize names" works well and fast but I wish it worked with external files. In fact I wish the whole map editor was a seperate program since it forces me to clutter the game directorys with my rejects.
The "guess all neighbors" thing had REALLY strange results. I dont understand why the old dom seemed to do better guessing than the new dom. And when I tried "local neighbor" setting it looked like maybe it took out all the guessed settings.
And there doesnt seem to be any command switches so I guess there would be no way to feed it the generated targas and say "guess names, guess neighbors, quit"
Back-to-Subject: it looks like a new Version of DomMap will pretty much have to do it all. I could play on ugly old-style maps where the pixels define the terrain instead of little picture-sprites. Of course now we could run a smudge tool on them to give some appearance of the terrains.
The #neighbor and #nostart have to be done by the generator as it did, and now #terrain must be in it also.
I guess #landname would be good as an optional command switch especially if we can create a seperate file for name Groups. Hmmmmm how about using the same terrain numbers. Name4.txt for sea, name5.txt for small sea, name6.txt for large sea.
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