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October 14th, 2006, 01:32 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: new map generator
A province can be both forest and mountain. Or both mountain and farmlands. Plains is province with no terrains on it, so plains/other provinces are impossible. Other than that, all combinations can be set, in theory. Even swamp/farmlands etc.
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October 14th, 2006, 01:50 PM
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Sergeant
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Join Date: May 2004
Posts: 338
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Re: new map generator
might be something for future development. the way the mapgen works now, a province can have multiple terrain types, but they aren't blended together, which i think is what you are saying. that sort of thing would constitute new terrain types, such as forest/mountain, atleast as far as making the maps goes.
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October 16th, 2006, 12:46 AM
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Sergeant
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Join Date: May 2004
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Re: new map generator
ok, the script parser is nearly done, been wrangling with it all weekend. there a few kinks to work out of it, but for the most part it is working. i will continue to update the sixth post down with modding commands as they are implemented. i envision using these scripts in place of a gui, so that i can make this a console app, and hopefully able to build on other platforms.
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October 16th, 2006, 07:00 AM
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Lieutenant Colonel
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Join Date: Jul 2004
Location: Israel
Posts: 1,449
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Re: new map generator
Quote:
paradoxharbinger said:
There a few kinks to work out of it, but for the most part it is working.
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I think Bash.org said it best:
<W-ll-am> well its nearly working
<BoltBait> You are aware, code that ALMOST works looks NOTHING like the code that ACTUALLY works.
<W-ll-am> dont tell me that, its due tomorrow

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October 16th, 2006, 09:02 AM
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Sergeant
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Join Date: May 2004
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Re: new map generator
well i think i know what the problem is, i just didnt have the time to look into it last night. we'll see.
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October 16th, 2006, 10:14 AM
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Lieutenant Colonel
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Join Date: Jul 2004
Location: Israel
Posts: 1,449
Thanks: 4
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Re: new map generator
Quote:
paradoxharbinger said:
well i think i know what the problem is, i just didnt have the time to look into it last night. we'll see.
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Aye, that's the most annoying feeling there is*, trying to go to sleep late at night when you know exactly what the problem is with your code, but you also know that its going to take way too long to do before going to sleep and still being able to wake up tomorrow
*-Actually, it isn't that high up there, but its annoying!
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October 16th, 2006, 10:58 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: new map generator
nahh sometimes low-focus sleep-thinking is the best way to see an answer.
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This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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October 17th, 2006, 06:13 PM
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Sergeant
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Join Date: May 2004
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Re: new map generator
a few new commands defined in the sixth post.
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October 18th, 2006, 11:52 PM
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Sergeant
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Join Date: May 2004
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Re: new map generator
most of the commands i've outlined for the scripts are already implemented in the code, it's just a matter of having the scripts change the settings rather than just hard-coding them.
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October 23rd, 2006, 10:35 PM
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Sergeant
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Join Date: May 2004
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Re: new map generator
when i started this thing, i thought that it would be a great idea to have a gui for it, but now i'm kicking myself. i've started the droll task of removing all of the windows specific code and renderring the mapgen into pure c++ code with the hopes that i can compile versions of it in linux and mac as well. hopefully it won't be too bad, mostly changing the way i was handling file io. all of the options that would have been accessed through the gui will now be manipulated through the scripts.
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