Edited by Spahbod, 23 February 2012 - 01:48 PM.
Preparation of Random map scripts for Alpha 9
#1
Posted 23 February 2012 - 01:46 PM
Wildfire Games Random Map Designer, Low-level Programmer
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#2
Posted 23 February 2012 - 05:30 PM
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
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#3
Posted 23 February 2012 - 10:53 PM
Spahbod, on 23 February 2012 - 01:46 PM, said:
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#4
Posted 23 February 2012 - 10:56 PM
Also, if you have code shared between random maps (like hill generation, starting unit positions, tree seeding etc), I'd really like it extracted into a reuable library that others can use in their own random maps. The less duplicated code per random map script, the better!
Kieran P [ aka k776 ]
Wildfire Games Open Source Development Manager
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#5
Posted 24 February 2012 - 12:27 AM
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#6
Posted 24 February 2012 - 05:49 PM
#7
Posted 24 February 2012 - 06:27 PM

Right now, on the Nile River map for example, the settings blow out the textures.
Wildfire Games Project Leader
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#8
Posted 24 February 2012 - 07:02 PM
But you copy and paste the same starting unit positions code, and there is probably lots of other duplicate code (like the terrain randomizing stuff).
Can you please clean this up into a single file? The cleaner these random maps can be, and the more reusable the code, the better.
IF we have a ingle file with different functions for starting positions, random terrain, tree placement etc, it'll be easier for new users to make random maps.
See what you can do. Thanks.
Kieran P [ aka k776 ]
Wildfire Games Open Source Development Manager
Contact me: kieran@wildfiregames.com
#9
Posted 25 February 2012 - 12:24 PM
k776, on 24 February 2012 - 07:02 PM, said:
But you copy and paste the same starting unit positions code, and there is probably lots of other duplicate code (like the terrain randomizing stuff).
Can you please clean this up into a single file? The cleaner these random maps can be, and the more reusable the code, the better.
IF we have a ingle file with different functions for starting positions, random terrain, tree placement etc, it'll be easier for new users to make random maps.
See what you can do. Thanks.
This is one of the things I'm going to fix for sure. It is really boring to do a change in 8 different files (not mentioning the high chance of mistakes) and it is making the files harder to read.
Mythos_Ruler, on 24 February 2012 - 06:27 PM, said:

Right now, on the Nile River map for example, the settings blow out the textures.
Fixed. I'll commit it after I organized the duplicated codes.
howlingflute, on 24 February 2012 - 05:49 PM, said:
Thanks. There is a ticket closely related to the first suggestion. But it isn't very important and I think we won't be seeing this feature in any alpha version. For the second one, michael once had an idea of having a different sort of maps called "generic".
Wildfire Games Random Map Designer, Low-level Programmer
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#11
Posted 25 February 2012 - 04:04 PM
@Michael
I changed the nile map. I also added those "reeds" to the map. But they looked ugly for small and tiny maps and I used a smaller one which is still ugly. Can you make a smaller version of these? Perhaps 2/3 of the current one's width and length?
Wildfire Games Random Map Designer, Low-level Programmer
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