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Wall build tool for RMGs


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#41 Geek377

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Posted 10 April 2012 - 11:02 PM

Some welcome changes :)
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#42 FeXoR

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Posted 11 April 2012 - 12:28 AM

I added a ticket: http://trac.wildfire...com/ticket/1311
That fixes the bug in the random map fortress: rm_fortress.jpg
I also added a demo map as a code example for wall placement in random maps: rm_wall_demo.jpg

Edited by FeXoR, 11 April 2012 - 12:29 AM.

Posted Image Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)

#43 FeXoR

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Posted 20 April 2012 - 01:13 PM

Testmap for Spahbod: Attached File  fortress_test.zip   11.33K   26 downloads
Posted Image Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)

#44 FeXoR

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Posted 01 May 2012 - 11:39 AM

Updated roman siege wall and adjusted width and indentation of the Iberian fortress when build inside a wall. Additionally 'entry' and 'entryTower' now have the same width as gates of that wall style.

Here's an update (only SVN): Attached File  wall_pack2012-5-1.zip   11.55K   27 downloads

EDIT: An even newer version is already in SVN. Iberians now get walls as starting entities by default (as their civ bonus). In some maps that doesn't provide enough space (mainly naval maps) only towers are added.

Edited by FeXoR, 05 May 2012 - 07:26 AM.

Posted Image Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)

#45 FeXoR

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Posted 07 June 2012 - 01:42 PM

Added a special "wall style" "roads". For demonstration I added it to the default starting entity placement function in the rmgen lib misc.js so they will be placed on all random maps.

This version contains the new Iberian starting fortress that fixes http://trac.wildfire...com/ticket/1449 as well.

Download: http://fexor.dyndns....er_2012-6-7.zip

Some screenshorts:

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Edited by FeXoR, 07 June 2012 - 01:43 PM.

Posted Image Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)

#46 Geek377

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Posted 08 June 2012 - 12:16 AM

Great job dude (y)
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#47 FeXoR

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Posted 08 June 2012 - 10:43 AM

View PostGeek377, on 08 June 2012 - 12:16 AM, said:

Great job dude (y)
Thx!

View PostLion.Kanzen, on 08 June 2012 - 05:13 AM, said:

i like Fexor, you are a great contributor, maybe roads can construct a bridge between nearly coast lines
Oh, you're right, forgot to add bridges. I'm on it...

I only support wall placement on random maps and random map scripts in general. I only use artwork that's in already and make it fit together ;).
Thanks anyways, can need the motivation (y).

Edited by FeXoR, 09 June 2012 - 08:58 AM.

Posted Image Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)

#48 FeXoR

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Posted 09 June 2012 - 02:20 PM

Now supports brit/gaul: http://fexor.dyndns....ack2012-6-9.zip
Roads are not placed any more by default.

Any idea how prevent resizing of my avatar?

Edited by FeXoR, 09 June 2012 - 02:21 PM.

Posted Image Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)

#49 quantumstate

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Posted 09 June 2012 - 04:39 PM

View PostFeXoR, on 09 June 2012 - 02:20 PM, said:

Any idea how prevent resizing of my avatar?

add some invisible padding to the image so it is 90x90 pixels.

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#50 FeXoR

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Posted 25 June 2012 - 11:37 AM

Working on a documentation PDF to make the concept of the wall builder clear because I find it hard to describe in words.

Here's an early version: http://fexor.dyndns....r%20concept.pdf
Posted Image Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)

#51 Geek377

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Posted 25 June 2012 - 03:15 PM

Nice diagrams :) Side note: I still wish we could create roads as I've said before. Just to make our towns and cities look better.
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#52 FeXoR

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Posted 25 June 2012 - 06:56 PM

View PostGeek377, on 25 June 2012 - 03:15 PM, said:

Nice diagrams :) Side note: I still wish we could create roads as I've said before. Just to make our towns and cities look better.

Thx :)
Roads can be placed with this as well though crossings are not supported well, yet. I'm arguing with some team members to move rmgen to simulations and perhaps make things trigger based. Then all functionality could be used everywhere like placing roads in-game or at least in Atlas. It's a big change though I think it's worth the effort since it's payed back with much more functionality and easy to change/add features without duplicated code. I'd do/help doing that but simply feel overwhelmed ATM doing this alone. vtsj checks the code/documentation/concept this days so maybe he has other ideas or knows better how to do this. I will stick to rmgen ATM.

Edited by FeXoR, 25 June 2012 - 07:03 PM.

Posted Image Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)

#53 Geek377

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Posted 26 June 2012 - 04:03 PM

I think switching to rmgem for simulations has been discussed before. Personally I think its a great idea; more variety. But not all the maps have to randomly generated (e.g. campaigns, certain scenarios, etc).
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#54 FeXoR

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Posted 26 June 2012 - 06:17 PM

View PostGeek377, on 26 June 2012 - 04:03 PM, said:

I think switching to rmgem for simulations has been discussed before. Personally I think its a great idea; more variety. But not all the maps have to randomly generated (e.g. campaigns, certain scenarios, etc).

Ofc. save/load maps have to be supported in simulations as well, yes. That was AFAIK the reason why all the map stuff is not inside simulation.
Not sure: Is the map loaded befor the engine is run? And a new map can only be loaded after the engine is closed again?
Posted Image Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)




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