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  #1  
Old August 29th, 2004, 10:30 AM

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Default Re: can you speak C? fractal terrain? vga? tga?

Well, it's pretty ugly coding, and it doesn't play well with the prettifying script, but I've hacked something together. Have a look here:

http://home.Online.no/~rmoldskr/Dominions/DomMap.zip
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Old August 29th, 2004, 11:09 AM
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Default Re: can you speak C? fractal terrain? vga? tga?

Quote:
Leif_- said:
Well, it's pretty ugly coding, and it doesn't play well with the prettifying script, but I've hacked something together. Have a look here:

http://home.Online.no/~rmoldskr/Dominions/DomMap.zip
Looks MUCH better to me. Thank You. Here is a quick test run on default settings.
http://www.dom2minions.com/~dominion/full_fract.jpg

Now I need to see if it messed up the #terrain code
EDITED: Ok the terrain is fine.

WHile you were in there did you happen to notice anything that would make it run alittle "nicer"? The automatic generation scripts have to be carefully scheduled on my system to avoid trying to run when other cpu/memory hogs are running.
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Old August 29th, 2004, 11:13 AM

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Default Re: can you speak C? fractal terrain? vga? tga?

I'm afraid not - I didn't really look at the inner loops in much detail. I added a third fractal map, though; which will slow things down a little.
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Old August 29th, 2004, 11:30 AM
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Default Re: can you speak C? fractal terrain? vga? tga?

Does look much better. Strange effect though. It still scatters dots for each terrain type then seems to smooth that color quite nicely. The overall effect might be excellent if we could shift the color of the original pixellations off of their EGA choices. Instead of tan-brown for plains, make it a light green. Instead of cyan for swamp make it a blue-green. Dark green for forest and shamrock green for farms? Then the pixeallation wouldnt be so obvious.

The dark-brown mountains are ok I guess. The tan-brown or yellowish could become waste. What you think?
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Old August 30th, 2004, 04:36 PM
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Default Re: can you speak C? fractal terrain? vga? tga?

Quote:
Gandalf Parker said:

WHile you were in there did you happen to notice anything that would make it run alittle "nicer"? The automatic generation scripts have to be carefully scheduled on my system to avoid trying to run when other cpu/memory hogs are running.
Neither the original author nor I tried to limit memory or CPU usage, so the map generation uses big nested loops and huge arrays to do the trick. Not exactly what you're looking for
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Old August 30th, 2004, 05:09 PM
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Default Re: can you speak C? fractal terrain? vga? tga?

Quote:
PhilD said:
Quote:
Gandalf Parker said:

WHile you were in there did you happen to notice anything that would make it run alittle "nicer"? The automatic generation scripts have to be carefully scheduled on my system to avoid trying to run when other cpu/memory hogs are running.
Neither the original author nor I tried to limit memory or CPU usage, so the map generation uses big nested loops and huge arrays to do the trick. Not exactly what you're looking for
Yeah Im not really doing my part to help it any. When I generate 30 maps of a type I have a CRON job running a script, which chains to the various system scripts (tiny, small, medium, large, huge, epic, and chaos), each of those scripts call a basic program 30 times, the basic program randomizes the variables for dommap and shells to call dommap.
I really should try to clean that up.
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  #7  
Old August 29th, 2004, 11:33 AM
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Default Re: can you speak C? fractal terrain? vga? tga?

I dug up a blur.c once but never did figure out how to get it to skip the white pixels (and maybe the two colors of border also). Think it could be worked in?

Heehee. Just let me know when Ive gotten carried away. I can keep coming up with suggested add-ons forever.
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  #8  
Old August 29th, 2004, 11:44 AM

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Default Re: can you speak C? fractal terrain? vga? tga?

At the moment, the colours used are hard-coded in colour_map[] in targa.c; someone should look into making them configurable.
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