The Ultimate Site of Worms Armageddon

Worms: Armageddon => General discussion => Topic started by: Plutonic on July 25, 2015, 09:28 PM

Title: MapGEN v0.8.7.2
Post by: Plutonic on July 25, 2015, 09:28 PM
Hey all,

Latest is now v0.8.7.2 and can be found here: http://worms2d.info/MapGEN

(Changelog updated for new versions)

Changelog:

v0.8.7.2
* Fix issue with wkMapGen not being able to load custom settings with spaces in them.

v0.8.7.1
* Fix a crash when generating very large caverns or islands.

v0.8.7.0
* Complete re-write of Island and Cavern maps.
* Optimisations to image library.
* Switched to statically linked libraries. Removes the need for the Prerequisites, and should improve compatibility.

v0.8.6.2
* Fixed up terrain edges being placed on "objects" in fort maps.

v0.8.6.1
* Optimised SSR generator, reduces time for a fully complex map on my laptop from ~8 seconds to ~0.5 seconds.

v0.8.6.0
* Changed the way that SuperSheepRace maps are generated, specifically how it goes about trying to fill the map area as complexity is increased. At maximum, it should now fill almost all of the available space.

v0.8.5.1
* Fix an issue with RR maps not correctly placing the finish.

v0.8.5
* Optimisations to a number of themes.
* Complete re-write of the RR generator:
    - Corridors are no longer as long allowing for more complicated areas.
    - Start and finish no longer have to be next to each other.
    - Added ability to force the start to the top left (mostly for huge maps where finding it can be tricky).
    - Added tick box for water, when set, there is no floor. When not set the floor is thicker so it can be seen.

v0.8.4
* Stopped MapGen always using an entire CPU core at 100% when seemingly idle.
* Fixed an issue with the indimask editor moving the wrong colours.
* Added version number to the installer test.

v0.8.3
* Fixed up waLV chunk saving, so the correct theme is used for the background.

v0.8.2
* Add ability to save and load settings to specific files, and use them to generate maps directly from WA.
* Doubled speed of generating maps from within WA.
* Tweaked RR generation, added a Complexity slider, it does make a difference but its a bit subtle at the moment.
* Fixed up some possible crashes or mem-leaks during shudown.
* Maps now use indimask colours that make sense (either all destructable or all indi)
* Fixed extra duplicate enties in the palette messing up bg colours still.

v0.8.1
* Made the first generation of any theme as fast as later ones.
* Fix up a number of bugs in the theme code.

v0.8.0
* Reworked Roper using current island map for the base shape, and fixed hole placement so as to not cut the map up.
* Implemented complexity slider for roper.
* Increased SSR path size minimum to 60, as 50 was impossible to complete.
* Fix the shopper maze seed, so that it doesn't always generate the same map.
* Fix for the fort seed, so that you don't always get the same map.
* Moved fort over to using the themes, rather than the old brick textures.
* Fix for WfW seed, so that it doesn't always generate the same map when using wkMapGen.
* Fix when using wkMapGen to generate wfw to use a reasonable default complexity.
* Added options to reset all colours to a specific destructibility level.
* When a colour is selected, Page-up and down will move it between types.
* Store all data needed to re-generate a map inside the mGen chunk, not just the seeds.
* Use the users roaming data folder for settings storage, rather than the install path.
* Always use the full palette, even if the map doesn't contain enough colours. This allows for the background to be fully disabled.
* Fill unused palette with sky colours, to ensure the sky does not corrupt when removing the background.
* Re-exported some theme objects that had become corrupted.
* Re-added the Manhattan theme which had been missing for a while.
* Changed theme loading to not need the folders to be in numeric order, should allow adding of new themes more easily.
* Added some dialog boxes when errors are detected.
* Objects now pick in a fully random manner, rather than in a way that favoured the same objects.
* Objects will now always keep their bases embedded in the floor.
* Objects will no longer overlap each other.   
* Arches will no longer be placed where only one side is in the ground.
* Maps now generate 3 times faster than previous versions.
* Never use the disk for writing out temp files. (Apart from wkMapGen)
* Load all theme data once, when first needed, rather than ever time the map is generated.
* Removed a load of unnecessary image copying.
* Fixed memory leaks.
* Other misc optimisations.
* Re-worked wkMapGen code for easier maintainability when new schemes are added.
* Removed need for supported types to be in the registry when running wkMapGen.

v0.7.1
* Fix for wkMapGen producing maps with 0 colours (whcih WA will reject)
* Reduced chance of sub-paths being rejected in SSR maps (makes them fill the space a bit better)

v0.7.0
* New algorithm for SSR. I suck at SSR, so if anyone out there can let me know if it produces completeable maps it would be much appreciated!
* Added drop-down to allow selection of colour depth, defaults to 64.
* Changed width and height sliders to allow a min map size of 696x696 so people can make tall thin maps
* Changed width and height sliders to only allow selection of valid values (multiples of 8 etc) rather than fixing just before generation.

v0.6.5
* Fixed an issue in the interpolation that could cause weird artifacts.
* Added a gap on each size of BnG maps to leave room for objects near the edge.
* Reworked object placement in BnG so that it is more likely to place all the objects.

v0.6.4
* BnG bug fixes

v0.6.3
* Added new Scheme: BnG
* Grass placement now multithreaded, should speed things up a bit
* Added version number to the about page.
* Added link to the wiki from the Help menu.
* Fixed bug with scheme selection when cancelling a selection.
* Time take to generate now shown. (no real reason, usefull for me :) )
* Lots of behind-the-scenes refactoring, to help going forward.

v0.6.2
* New Island map algorithm, supports multiple islands.
* New cavern algorithm, supports multiple caverns both open sided and closed.
* Reworked the grass generation for all maps that use it so as to reduce overlap with other parts of the map and more closely fit the land.
* Reworked object placement, objects no longer fail to place in many areas that the used to.
* New interpolation algoritm, for all map types should be smoother.

v0.6.1
* Updated to latest version of the GD library.
* Fixed colour reduction so that it produces less colours for the same quality of image.
* Maps now output with 63 colours (1 reserved for IndiMask).

v0.6.0
* Fixed issue with maze shopper maps (and some others) crashing.
* Fixed issue with objects not spawning on the bottom and right edges of some map types.
* Fixed issue with the window not responding while a map was generating.
* Removed requirement to run the application as Admin before being able to use wkMapGEN (will need the new version of wkMapGEN).

I don't have a huge amount of spare time, but if there are any map types that you would like fixed up / made better etc. so that they are more likely to actually be used, then mention them here and I will check back every so often.
Title: Re: MapGEN v0.6.0
Post by: Impossible on July 25, 2015, 11:59 PM
hey plutonic, nice to see you're still active
Title: Re: MapGEN v0.6.0
Post by: Tomtysti on July 28, 2015, 06:24 AM
Thank you so much Plutonic for creating and updating this great tool!

Things I'd love to see added some day:

1. Ability to accurately change the number of colours would be really handy. For example now if you want to have 64 colours or less (no visual glitches), you have to do it yourself with Photoshop/other software.
2. Island maps with 2 or more islands, not just 1 big one.
3. Layered cavern maps
4. A way to have less complex, "asymmentric" and not so stuffy Island/Cavern maps, like the default in-game map generator sometimes generates.

All of these are not big deals tho, just some suggestions  :)
Title: Re: MapGEN v0.6.0
Post by: Xrayez on July 28, 2015, 09:02 AM
More themes!  :)
Title: Re: MapGEN v0.6.0
Post by: Plutonic on July 29, 2015, 08:04 PM
1. Ability to accurately change the number of colours would be really handy. For example now if you want to have 64 colours or less (no visual glitches), you have to do it yourself with Photoshop/other software.
2. Island maps with 2 or more islands, not just 1 big one.
3. Layered cavern maps
4. A way to have less complex, "asymmentric" and not so stuffy Island/Cavern maps, like the default in-game map generator sometimes generates.

1. Nice idea, I hadn't thought of putting in different colour levels. I will give it a try when I next get a chance.
2 / 4. Yeah, I found myself rather unimpressed with my islands while doing this update (I was sure they used to behave better...). I may look at re-doing the island algorithm at some point.
3. Yes! I started looking into this before but never got it to produce anything playable. If I get the islands improved I will give it another go.

Xray:
I don't have the art skills required to make my own themes, and we already have all the WA/WWP themes done. It is however possible to add your own themes and mapGen will automatically pick them up. You just have to open up the Themes folder and add a folder with the next un-used number and set it up like the others. As long as everything is layed out like the included themes with images named with numbers etc. it should just work.
Title: Re: MapGEN v0.6.1
Post by: Plutonic on August 07, 2015, 09:50 PM
Ok, a new version is available that finally fixes up the colour reduction code so that the maps fit into the 64 colour limit (and look better too most of the time). Link and changelog updated in the first post.

If you want a smaller download with just the new EXE: http://www.wormscc.co.uk/download/mapgen/MapGen061-Exe.rar
Title: Re: MapGEN v0.6.1
Post by: StepS on August 07, 2015, 10:07 PM
Great work! Thanks for the update.
Title: Re: MapGEN v0.6.1
Post by: KinslayeR on August 07, 2015, 10:20 PM
now is time for u STEPS to update websnooper with possiblity host by, as u promised!!!!
Title: Re: MapGEN v0.6.1
Post by: Plutonic on August 08, 2015, 08:19 AM
Managed to fail to update the download links. Fixed them up now (and added some alternatives to the page).
Title: Re: MapGEN v0.6.1
Post by: Tomtysti on August 08, 2015, 09:00 AM
Good stuff! Thanks :-[
Title: Re: MapGEN v0.6.1
Post by: Plutonic on August 08, 2015, 10:46 AM
No problem :) let me know if you have any issues with it. Taking a look at improving island maps now.
Title: Re: MapGEN v0.6.1
Post by: Plutonic on August 09, 2015, 10:40 PM
Hmmm, quad islands anyone?
Title: Re: MapGEN v0.6.1
Post by: Fenice on August 09, 2015, 11:24 PM
Very nice job. This program generates very good island maps for Elite. :P
Title: Re: MapGEN v0.6.1
Post by: Plutonic on August 15, 2015, 09:53 PM
How about quad caverns?
Title: Re: MapGEN v0.6.1
Post by: Korydex on August 15, 2015, 09:59 PM
lol n1
Title: Re: MapGEN v0.6.2
Post by: Plutonic on August 22, 2015, 09:55 PM
v0.6.2 is now uploaded, completely reworks the Island and Cavern generators, as well as the interpolation method, grass generation and object placement code.

This update requied changing the themes so make sure you copy them from the archive, not just the EXE.

Let me know if anything doesn't work, or if you have any more ideas for features / schemes etc.
Title: Re: MapGEN v0.6.2
Post by: MarianRV on August 23, 2015, 10:02 AM
".....\Worms Armageddon v3.7.2.1\wkMapGEN\MapGen.exe is not a valid Win32 application"

Am I doing something wrong? :o
Title: Re: MapGEN v0.6.2
Post by: Plutonic on August 23, 2015, 10:21 AM
Hmmm, that's not good,  did the last version work for you? What version of windows are you using?
Title: Re: MapGEN v0.6.2
Post by: MarianRV on August 23, 2015, 10:28 AM
v.0.6.1 didn't work either

Using Windows XP
Title: Re: MapGEN v0.6.2
Post by: Plutonic on August 23, 2015, 11:20 AM
Ah... ok, I will take a look.
Title: Re: MapGEN v0.6.2
Post by: StepS on August 23, 2015, 12:27 PM
By default, versions of Visual C++ from 2012 and later don't support XP when building by default. In VS2013, you can enable XP compatibility by switching to the v120_xp toolset in the project's settings. Also make sure that the Minimum Required Vetsion is set to 5.01.
Title: Re: MapGEN v0.6.2
Post by: Plutonic on August 23, 2015, 01:09 PM
I have updated the main package with an EXE built with v110_xp, and added an EXE only package here:
http://www.wormscc.co.uk/download/mapgen/MapGen062-EXE.rar

Let me know if it still doesnt work!
Title: Re: MapGEN v0.6.2
Post by: MarianRV on August 23, 2015, 01:16 PM
"This application failed to start because MSVCP110.dll was not found"

MapGEN hates me indeed

Title: Re: MapGEN v0.6.2
Post by: Plutonic on August 23, 2015, 02:15 PM
Ah, ok, thats easy enough to fix, its included in the full rar now.
http://www.wormscc.co.uk/download/mapgen/msvcr110.rar
Title: Re: MapGEN v0.6.2
Post by: MarianRV on August 23, 2015, 02:27 PM
Thanks for all the help

Maybe something is wrong with my PC tho as it still doesn't want to open it :/
Title: Re: MapGEN v0.6.2
Post by: Plutonic on August 23, 2015, 04:35 PM
The wormkit module may need some work to get working, but does the exe itself not work? Any error messages?
Title: Re: MapGEN v0.6.2
Post by: StepS on August 23, 2015, 04:54 PM
You gave him MSVCR110.dll, and he asked for MSVCP110.dll.
If you don't want to require others to install the VC2012 redistributables, change the runtime library type to non-DLL ("multithreaded" instead of "multithreaded dll"). Then the necessary parts of the runtime will be linked statically with your executable/dll, and no other dependencies will be required.
Title: Re: MapGEN v0.6.2
Post by: MarianRV on August 23, 2015, 05:44 PM
Will give it some tries tomorrow.Thanks both of you for all the help
Title: Re: MapGEN v0.6.2
Post by: Plutonic on August 23, 2015, 06:25 PM
It might be worth getting the VS2012 redistributable, as many programs may need it:
https://www.microsoft.com/en-gb/download/details.aspx?id=30679
I would rather not statically link if I can avoid it (it makes it 1Mb rather that 200Kb), though if the redist doesn't work I can do so. Let me know!
Title: Re: MapGEN v0.6.2
Post by: TheKomodo on August 24, 2015, 02:33 AM
Hey Plutonic, nice to see you are still a part of Worms :)

About this program I read you may be making it acceptable for making BnG maps in future, have you thought more about that? I love BnG but recently I honestly I am fed up making BnG maps, I actually keep recycling old maps i've used in the past by making tiny edits and reseeding cuz it's boring to draw from scratch.

Any possibility to make this work? And if it did what parameters could I expect? For example would it be able to recreate maps with a balanced number of hides on each side and even if both sides are equal in number would they be equal in depth/difficulty(this means angle of grenade going in and out, deepness, width, is it bankable etc)?

I am not a programmer but if there is another way to help like providing details/advice on good BnG maps let me know.

And I don't only use -forest btw, they are just the best for competitive matches, would be nice to see what maps you could do with fruit, tentacle, tribal etc.

Offtopic - Do you still have any information on the WWP League you used to run? I can't even remember the name of it now...
Title: Re: MapGEN v0.6.2
Post by: Plutonic on August 24, 2015, 06:39 AM
Hey Komito!
I would certainly be up for giving it a try, I always used to play on random maps so I don't know much about good competitive maps, if you could provide a number of examples (of a similar type) I will see what I can do! It may be worth drawing notes over one showing features that are matched with the other side / different feature types etc. And a list of things you would want control over and mark examples on the map. Do you go on #worms, I tend to log in when working on it so I can get feedback.

As for the WCC leagues, I think I ran 2, a plain one that ran on the wcl code from HCC, and Clan Wars which had the island maps. Strictly speaking its still online, just horribly broken. Funny for notalgia purposes though.
Title: Re: MapGEN v0.6.2
Post by: TheKomodo on August 24, 2015, 07:52 AM
Awesome!

I can't do it right now but i'll put some maps together that are commonly used by various BnG players I know as each has their own preferred style but most are good, and some PNGs with notes added at some point this week and get back to you :)

As for #Worms, I do have IRC, but I only use it rarely when I actually need to, it's not somewhere I tend to lurk, I can come on at some point next Friday/Saturday/Sunday for a chat and discuss this if you want?
Title: Re: MapGEN v0.6.2
Post by: Plutonic on August 24, 2015, 08:24 AM
No worries, if you stick it all here I will take a look when I next get a chance. You dobt havebto do it all at once, some good example maps first, worry about notes later!
Title: Re: MapGEN v0.6.2
Post by: Plutonic on August 29, 2015, 01:09 PM
Any luck finding good examples? I took a look at WMDB, but they all just looked like low islands with a place to stand at either edge. I guess I can start with that? I wont be doing anything the next few days (apart from an hour or so now) but will get going on it properly next week.
Title: Re: MapGEN v0.6.2
Post by: TheKomodo on August 29, 2015, 01:45 PM
Ah, sorry mate I totally forgot as i've been very busy this week working on music in my spare time after work, today at 2pm GMT I have dST PO with Mega`Adnan and at 4pm I have TRL PO with Triad then at 6pm GMT there is Tournament I host so I might possibly be able to do it today if not definitely tomorrow!
Title: Re: MapGEN v0.6.2
Post by: TheKomodo on August 29, 2015, 04:31 PM
Ok mate I spent the last hour going through about 500+ maps and narrowed them down to 65 maps from various players which I personally think are balanced on each side, most of them are -forest terrain which is the most popular, but there are some other terrains there also.

I will join #Worms now and leave it on, when you see this you can come on, i'll be there for the next 8 hours or more.
Title: Re: MapGEN v0.6.2
Post by: Plutonic on August 29, 2015, 09:28 PM
Damn, I'm at a hotel that is blocking IRC ports... typical!
Title: Re: MapGEN v0.6.2
Post by: Plutonic on September 02, 2015, 08:07 PM
Right, I think I have a workable first pass. It's not 100% but let me know if there are any glaring issues. (or if its just not right at all?!)
Title: Re: MapGEN v0.6.2
Post by: TheKomodo on September 03, 2015, 02:36 AM
Awesome mate! You are definitely on the right track :)

I am at work so will have a proper look in the morning :)
Title: Re: MapGEN v0.6.2
Post by: MarianRV on September 03, 2015, 09:41 AM
"The application or DLL D:\......\Worms Armageddon v3.7.2.1\MSCVP110.dll is not a valid Windows image. Please check this against your installation diskette"

After all the help this is still trolling me. Sorry for putting you through this problem, StepS/Plutonic. Maybe I'll just try it at some friend when I'll have the chance.
Title: Re: MapGEN v0.6.2
Post by: TheKomodo on September 03, 2015, 10:08 AM
Oh wait, has this already been implemented Plutonic? I thought u just uploaded a bunch of maps from a test version, let me know if you updated MapGEN and I will download it make some maps and make a test with them :)
Title: Re: MapGEN v0.6.2
Post by: Plutonic on September 03, 2015, 11:43 AM
Marian: I think your best bet is to remove those dlls from the mapgen folder and go and get the Visual Studio 2012 Redistributable package. If that doesn't help let me know and i will build you a version that doesnt need them at all.

Komito: I haven't made a new version available yet, just uploaded some maps. Let me know what you think is missing or needs tweaking. I can always send you a test version if you wouod rather have a play.
Title: Re: MapGEN v0.6.2
Post by: MarianRV on September 03, 2015, 11:47 AM
Wow, the removal actually helped.

It finally works, thank you so much for the help!! :)
Title: Re: MapGEN v0.6.2
Post by: Plutonic on September 03, 2015, 07:37 PM
Yay! Glad you got it working! Ok, I will remove the DLL's from future builds if they can cause issues.
Title: Re: MapGEN v0.6.2
Post by: StepS on September 03, 2015, 08:35 PM
"The application or DLL D:\......\Worms Armageddon v3.7.2.1\MSCVP110.dll is not a valid Windows image. Please check this against your installation diskette"
This means you probably installed a 64-bit version of the DLL, instead of 32-bit.
Title: Re: MapGEN v0.6.2
Post by: TheKomodo on September 04, 2015, 07:30 AM
Hey Plutonic, that's a great job you done there mate! Awesome :)

I like these maps, they will be useful :)

Is your tool limited to producing only 1 style of maps? Or can you allow a set of options so that it makes different types? I'd like to see a few different types:

The edges of the BnG map are open, notice the maps I sent you all have closed sides, for example yours is _!_!_!_!_ where mine is !_!_!_!_! if you understand that?

I would like to be able to change the height/width of objects, and height/width of the gaps between each object, if possible.

Would there be a "reseeding" option just like in the actual game? If the map looks nice but objects are in wrong places etc you can hit reseed button and it randomizes the placement of the objects, or selects different objects for each parts.

Since you are working with PNG files, is it possible to mix different terrain objects together? I think that could be the future of BnG maps, if it could use some -forest, tribal, fruit, etc in 1 map, that would truly be brilliant! Would be nice to have an option of how many different terrain textures to use and able to select which ones :)

These are just ideas off the top of my head, I could brainstorm and think of more things if you'd like? If these things are possible but may require much time to program etc, I would be happy to donate a little money for your time as it would be extremely useful for me until the day I finally stop playing WA lol.

Again, thanks for the work so far, it's great :D
Title: Re: MapGEN v0.6.2
Post by: Plutonic on September 04, 2015, 09:51 AM
Hey!
There is no reason that it cant support multiple types, it is already doing maps with or without caverns underneath.

The bigger issue is fitting options into the interface, I tend to have some that it will always do randomly rather than being selected to get around it.

 I can make it be object first, no problem, should it always be like that or just some times?

Lump width, height and spacing are already supported, but are just randomised. Would you need control over these?

Object reseed is a bit if a faff, but it can be done. We do it on forts, I will add it to list.

Multiple themes is an interesting one. There are a couple of ways you could do it.
We could make a custom themes for bng. Just make a new theme that has a mix of nice objects in it.
Alternatively, we could use some "special objects" that we select for the top of the lumps and then theme specific ones elsewhere just for flavour.
Title: Re: MapGEN v0.6.2
Post by: TheKomodo on September 04, 2015, 10:02 AM
Ah, this is very exciting!

Hey!
There is no reason that it cant support multiple types, it is already doing maps with or without caverns underneath.

Well, this is somewhat irrelevant I guess as no one will play underneath lol, unless 2 noobs play and they destroy pretty much whole map :D

The bigger issue is fitting options into the interface, I tend to have some that it will always do randomly rather than being selected to get around it.

Ah so this is a problem then?

I can make it be object first, no problem, should it always be like that or just some times?

What do you mean by object 1st?

Lump width, height and spacing are already supported, but are just randomised. Would you need control over these?

Control over as much as possible would be ideal to be honest, of course it's your project, it's your choice :)

Object reseed is a bit if a faff, but it can be done. We do it on forts, I will add it to list.

Awesome, reseeding is one of the most important features when making good/balanced BnG maps, so that sounds very useful :)

Multiple themes is an interesting one. There are a couple of ways you could do it.
We could make a custom themes for bng. Just make a new theme that has a mix of nice objects in it.
Alternatively, we could use some "special objects" that we select for the top of the lumps and then theme specific ones elsewhere just for flavour.

As I said, as much variety as possible would be better, as most people have a different taste in BnG maps, I personally always use -forest for competitive matches because after like 10 years of BnG experience and making maps I find it provides the most amount of useful and balanced hides, more is always better :)

Perhaps a mixture of different objects from different terrain themes along with multiple choices of terrain height/width/shape could be the future of BnG maps?

I just thought, if you would like to have a real conversation to discuss this intensely and exchange ideas while you work on it/test it, we could use skype or something? If that works for me let me know and I will PM you my skype details.
Title: Re: MapGEN v0.6.2
Post by: Mega`Adnan on September 04, 2015, 10:46 AM
Using Windows 8.1 Enterprise, please help?
Title: Re: MapGEN v0.6.2
Post by: Korydex on September 04, 2015, 01:21 PM
Great work ye are doing here guys
Btw why Komito only has one WA icon above his avatar? xd 
Title: Re: MapGEN v0.6.2
Post by: TheWalrus on September 04, 2015, 01:34 PM
Great work ye are doing here guys
Btw why Komito only has one WA icon above his avatar? xd
Probably because same reason odometer rolls over to zeros after 999,999.

Too many posts, tus couldn't handle it, wasn't designed to handle so many komo posts ;D
Title: Re: MapGEN v0.6.2
Post by: MarianRV on September 04, 2015, 01:38 PM
Tournaments/Challenges moderator have one W:A icon only
Title: Re: MapGEN v0.6.2
Post by: TheKomodo on September 04, 2015, 01:46 PM
Btw why Komito only has one WA icon above his avatar? xd

Because I am "The One".

(http://webpages.charter.net/mark_turner/matrix/matrix07.jpg)
Title: Re: MapGEN v0.6.2
Post by: Plutonic on September 04, 2015, 05:59 PM
Using Windows 8.1 Enterprise, please help?

Just delete the dll, its from my version of windows and apparently isn't compatible with some others. I added it as sometimes people dont have it, but if that's the case you will just have to go get the Visual Studio 2012 Redistributable from the MS website.
Title: Re: MapGEN v0.6.2
Post by: Plutonic on September 04, 2015, 06:19 PM
Well, this is somewhat irrelevant I guess as no one will play underneath lol, unless 2 noobs play and they destroy pretty much whole map :D

Oh, I added it as loads of the maps you sent had it included so I figured it must have been something people used. Ah well.

Quote from: Komito
Ah so this is a problem then?

Not a massive problem, but it can be a bit of a pain as all the controls for the different schemes overlap in the editor!
It's also worth concidering how it will work with wkMapGEN, as it always uses the settings that you save out. If it is an option it becomes fixed, if it is left to be random then it will turn up.

It is probably a case that the interface needs to be able to handle a "keep this random" for each setting, something I will have to concider across the board.

Quote from: Komito
What do you mean by object 1st?

As in, !_!_!_!_!_! like you said before.

Quote from: Komito
Control over as much as possible would be ideal to be honest, of course it's your project, it's your choice :)

Fair enough, I would rather it be right and get used, than be mine and be ignored! If something isn't supported right now I can just look into adding it at some point.

Quote from: Komito
As I said, as much variety as possible would be better, as most people have a different taste in BnG maps, I personally always use -forest for competitive matches because after like 10 years of BnG experience and making maps I find it provides the most amount of useful and balanced hides, more is always better :)

Perhaps a mixture of different objects from different terrain themes along with multiple choices of terrain height/width/shape could be the future of BnG maps?

Well, I will start with making maps that you want, if others have a strong preference for a different style that we don't supportthey can come join in the conversation I have no issues with multiple algorithms (or option tweaks with in one), as long as I find the time to do it. ;)

Quote from: Komito
I just thought, if you would like to have a real conversation to discuss this intensely and exchange ideas while you work on it/test it, we could use skype or something? If that works for me let me know and I will PM you my skype details.

Would rather avoid skype if I can, mIRC tends to work fairly well for me. I tend to be working on this between about 9 and 12 each night (UK time) if you want to come on with some ideas.

I noticed a number of maps had gaps in the middle, is that something you want? What about the floaty balls above the ground?
Title: Re: MapGEN v0.6.2
Post by: TheKomodo on September 04, 2015, 11:57 PM
Oh, I added it as loads of the maps you sent had it included so I figured it must have been something people used. Ah well.

Yeah I dunno why people do that, maybe just for scenery? Nothing wrong with it :)

I can make it be object first, no problem, should it always be like that or just some times?

Yeah I understand now, could have an option to choose either?

I noticed a number of maps had gaps in the middle, is that something you want? What about the floaty balls above the ground?

Well, I am not 100% sure about the gaps in middle theory, but I think if you put gap there the objects will be placed elsewhere and since no one uses the very middle it is a good way to give more hides in the map, I seem to get good results this way, and thanks to Ramones BnG map set that made me try that :)

The floaty balls above the ground is a cool feature in some maps, could use that too yeah :)
Title: Re: MapGEN v0.6.2
Post by: Plutonic on September 05, 2015, 06:55 AM
Ok cool,
Well last night I added the gaps (though if its just to force object placement I dont strictly need it as I put them where I want!). As well as completely rewriting mapgens random number generation so I can support reseeding the objects (which now works,:-) ).

Guess I will add the floaty bits next and then work on making these options rather than random features.
Title: Re: MapGEN v0.6.2
Post by: Hussar on September 05, 2015, 07:16 AM
Great program. Could u add T17 and BnG?
Title: Re: MapGEN v0.6.2
Post by: TheKomodo on September 05, 2015, 07:22 AM
That's great, looking forward to testing it :D
Title: Re: MapGEN v0.6.2
Post by: Plutonic on September 05, 2015, 07:29 AM
Great program. Could u add T17 and BnG?

You just need to open the rar file (I use winrar but others can open it) and copy all the files somewhere. If it won't run try deleting the dlls, they seem to causing issues so I will remove them from the next version.
Title: Re: MapGEN v0.6.2
Post by: Plutonic on September 05, 2015, 07:30 AM
That's great, looking forward to testing it :D

I will try and get a test version to you today.
Title: Re: MapGEN v0.6.2
Post by: Hussar on September 05, 2015, 08:53 AM
I have all files in separeted folder.
WHen i click on "save" nothing happen.
Title: Re: MapGEN v0.6.2
Post by: Plutonic on September 05, 2015, 11:03 AM
There are two save buttons, the one in the top right is for saving the settings for that scheme. To save a generated map you need to press the button under the map. It should open a window to select where you want to save it.
Title: Re: MapGEN v0.6.2
Post by: TheKomodo on September 09, 2015, 06:52 AM
Any update mate? :)
Title: Re: MapGEN v0.6.2
Post by: Plutonic on September 09, 2015, 07:46 AM
Yup, I had a version ready for testing Saturday. Tried you on Sykpe, but now thinking that account might be a few decades out of date :D I have added the little floaty bits since then but not managed to re-upload it yet.
Title: Re: MapGEN v0.6.2
Post by: TheKomodo on September 09, 2015, 08:04 AM
Lol, I haven't have u my Skype details yet, how would you find me :D

No worries mate, no rush, just let me know when u want me to test it out :D
Title: Re: MapGEN v0.6.2
Post by: MarianRV on September 09, 2015, 08:50 AM
After testing the program I only found 1 problem: MapGEN crashes if I want to make a shopper map with City Algorithm.

Does this happen to anyone else?
Title: Re: MapGEN v0.6.2
Post by: Plutonic on September 09, 2015, 08:53 AM
Komito: I managed to fetch all my old MSN contacts, which you were one of. It has your avatar!

Marian: Yes, I think I have fixed that for the next version already :)
Title: Re: MapGEN v0.6.2
Post by: MarianRV on September 09, 2015, 08:55 AM
Good to know. Everything else seems to work fine. Great program :)
Title: Re: MapGEN v0.6.3
Post by: Plutonic on October 17, 2015, 12:14 PM
New version (0.6.3) now up with BnG included. I've been sat on this a while, but it has a number of optimaisations and bug fixes rolled into it now too.
Latest links here: http://worms2d.info/MapGEN

Let me know if you run in to problems / have any ideas!
Title: Re: MapGEN v0.6.3
Post by: TheKomodo on October 17, 2015, 08:09 PM
Is that the same version I have?
Title: Re: MapGEN v0.6.3
Post by: Plutonic on October 17, 2015, 08:20 PM
As far as features and generation logic yes, I just added the wiki link and fixed up the version numbers since then.
Title: Re: MapGEN v0.6.3
Post by: facehugger on November 16, 2015, 02:05 PM
Great tool, I remember using it years ago.

 Ran into some trouble setting it up with wormkit, but not because there's something wrong with it, on the contrary it's very useful and diversifies the gameplay tons. I was just never into the whole wormkit, customization, tools, etc thingy and had no idea where I had to place the plugin, how to set the folders up, etc.

Point is, it works. Just googled a bit about plugins and it all came out fine.

If you get an error that the plugin couldn't be loaded it's because u are missing some redistributables most likely, as some people pointed it out previously.

OMG i'm gonna have so much fun with this. I'll generate a shit ton of maps and host huge matches with plenty of worms, it's gonna be a slaughter.

GL & HF

p.s. Thank you Plutonic for answering my questions/providing support by PM and updating and improving MapGEN.
Title: Re: MapGEN v0.6.3
Post by: Sensei on January 18, 2016, 06:27 PM
Is there a way to remove background soil with maps made in mapgen?
Title: Re: MapGEN v0.6.3
Post by: Plutonic on January 18, 2016, 08:28 PM
Hi there!
How would you usually do this on non-mapgen maps? Is it just a case of using more palette? Out of interest, why would you want to remove them?
Title: Re: MapGEN v0.6.3
Post by: Sensei on January 18, 2016, 09:41 PM
Hi there!
How would you usually do this on non-mapgen maps? Is it just a case of using more palette? Out of interest, why would you want to remove them?

Much more pleasant to do BnG matches without soil. No invisible pxls etc. Guys with low quality monitors (like myself) appreciate that.
Since Husk showed me how to do it with regular maps, I host all my games enabling that png feature.

If anyone is interested, gonna make you tutorial with 2-3 steps how to do it.
Title: Re: MapGEN v0.6.3
Post by: Plutonic on January 19, 2016, 12:01 AM
Fair enough, if you post a link explaining how to do it with normal maps, I will try and add it when I get a chance.
Title: Re: MapGEN v0.6.3
Post by: TheKomodo on January 19, 2016, 12:59 AM
Fair enough, if you post a link explaining how to do it with normal maps, I will try and add it when I get a chance.

Please make it an extra option, not a mandatory thing, cuz I don't actually like maps that way.
Title: Re: MapGEN v0.6.3
Post by: Plutonic on January 19, 2016, 07:03 AM
No worries, I would probably put it in the options, or, if space, next to time save button.
Title: Re: MapGEN v0.6.3
Post by: TheKomodo on January 19, 2016, 07:57 AM
Cool mate thanks :)

How are you getting along with the other suggestions I gave? Manage to do any that?
Title: Re: MapGEN v0.6.3
Post by: Sensei on January 19, 2016, 09:01 AM
Fair enough, if you post a link explaining how to do it with normal maps, I will try and add it when I get a chance.

(http://s9.postimg.org/yxulv8v3f/step_1.jpg) (http://postimg.org/image/yxulv8v3f/)

(http://s24.postimg.org/5hay438wx/step_2.jpg) (http://postimg.org/image/5hay438wx/)

(http://s12.postimg.org/8ubpc4by1/step_3.jpg) (http://postimg.org/image/8ubpc4by1/)

(http://s11.postimg.org/fw11iwhfz/step_4.jpg) (http://postimg.org/image/fw11iwhfz/)


Title: Re: MapGEN v0.6.3
Post by: Plutonic on January 19, 2016, 12:51 PM
Ah ok, you are converting it to a png map, and I guess it is using as much palette as it can to keep the look. MapGen currently tries to minimise the palette to keep as much background / sky as possible. A number of colours option will probably cover it then.
Title: Re: MapGEN v0.6.3
Post by: Sensei on January 19, 2016, 01:01 PM
Is there a way to add this into Mapgen? So there'll be guys who want full sky color and others who want soil free game.

Title: Re: MapGEN v0.6.3
Post by: XanKriegor on January 19, 2016, 01:13 PM
As i niticed, PNG versions uses 97 colors, which means no soil. 96 colors or less = soil will be. Less colors = better soil's look, coz the main map borrows color cells from soil. Also after 100 colors the background gradient starts to get screwed due to same reason - color cells borrowing. It will be espesially noticeable if the map contains 113 shades of red while  the background choosen blue - it will look purple, coz borrowed cells from the background are red while they supposed to be blue.

Something like that.
Title: Re: MapGEN v0.6.3
Post by: Sensei on January 19, 2016, 11:44 PM
while  the background choosen blue - it will look purple, coz borrowed cells from the background are red while they supposed to be blue.

Something like that.

(http://s11.postimg.org/5tqazdtof/screen0034.jpg) (http://postimg.org/image/5tqazdtof/)

Hmm this is screenshoted 5 mins ago. No soil, but no pink background also.

Guess it depends on terrain you make png for. On old forest it's pink.
Title: Re: MapGEN v0.6.3
Post by: Plutonic on January 20, 2016, 12:12 AM
Cool mate thanks :)

How are you getting along with the other suggestions I gave? Manage to do any that?

I've not had much time to look I'm afraid, I will get round to it eventually though!
Title: Re: MapGEN v0.6.3
Post by: XanKriegor on January 20, 2016, 03:19 AM
while  the background choosen blue - it will look purple, coz borrowed cells from the background are red while they supposed to be blue.

Something like that.


Hmm this is screenshoted 5 mins ago. No soil, but no pink background also.

Guess it depends on terrain you make png for. On old forest it's pink.

It doesnt look like 100+ colors. Cant check myself coz JPG, not PNG.
Title: Re: MapGEN v0.6.3
Post by: h3oCharles on January 24, 2016, 05:51 PM
How about quad caverns?

That's going to be an interesting spin-off for Team17 scheme :D

While I'm here, I will throw some suggestions:
- Allow custom themes for BnA,
- Add ability to manually type the size of the map,
- Allow generating maps with size less than 1920x696 (that's already here, but instead of adding 1 each roll, add 8)
- Allow scrolling on map size sliders to add/subtract
- Make WxW maps!

EDIT1: Looks like the program crashes when I try to generate WFW map. I'm using win10
Also, you haven't explained every single thing on worms2d.info about the maps. Speaking of which, how does the wkMapGEN WormKit module exactly work?
EDIT2: Ummm... there is something wrong with downloads on worms2d.info page. On the side, there's download for 063, but at the Downloads section there is 064. wat?!
Title: Re: MapGEN v0.6.3
Post by: Plutonic on January 24, 2016, 08:13 PM
Thanks for the feedback! I will take a look next time I get a chance. The crash is particularly worrying!
Title: Re: MapGEN v0.6.3
Post by: XanKriegor on January 25, 2016, 04:12 PM
I dont know how difficult it is to implement and how important it is, but, would be better not to overlay the map with black pexels, but invert them. See the pics.
Title: Re: MapGEN v0.6.3
Post by: TheKomodo on January 26, 2016, 12:02 AM
Whats the difference Xan, what are you comparing those 4 pictures too?

It's all good suggesting things, but usually some reasons help :D
Title: Re: MapGEN v0.6.3
Post by: TheWalrus on January 26, 2016, 01:12 AM
Whats the difference Xan, what are you comparing those 4 pictures too?

It's all good suggesting things, but usually some reasons help :D
I think he's saying that black pixels created by mapgen are transparent
Title: Re: MapGEN v0.6.3
Post by: XanKriegor on January 26, 2016, 03:53 AM
Not transparent, just invisible. To make a tag visible, the text should invert the colors under itself or at least just be white, it would be way easier.
Title: Re: MapGEN v0.6.3
Post by: Plutonic on January 26, 2016, 06:57 AM
The version string should never interfere with gameplay, which is why it is transparent currently. It should however only try and be placed inside the land where it came be seen, which clearly isn't the case at the moment
Title: Re: MapGEN v0.6.3
Post by: Sensei on January 26, 2016, 07:07 AM
Plutonic, have you considered to put an option for .png maps? Without background soil..

Maybe you already answered, but I didn't catch it from your posts.
Title: Re: MapGEN v0.6.3
Post by: XanKriegor on January 26, 2016, 10:59 AM
MapGEN's output is PNG already, just need to increase its colors to at least 97.
Title: Re: MapGEN v0.6.3
Post by: Plutonic on January 26, 2016, 01:49 PM
Plutonic, have you considered to put an option for .png maps? Without background soil..

Maybe you already answered, but I didn't catch it from your posts.

Yup, it came up a few posts back, it has been added to the list...
Title: Re: MapGEN v0.6.5
Post by: Plutonic on March 05, 2016, 08:44 PM
Ok, new version is up with a few changes to BnG to try and fix some issues with the edge hides. Don't worry, I haven't forgotton everyone elses suggestions, I'm just working my way though in order! (And don't get much time)
Title: Re: MapGEN v0.6.5
Post by: Sensei on March 05, 2016, 09:08 PM
Thx Plutonic. Wanted to write about that bug few weeks ago, but forgot apparently. And just saw that quad caverns and multiple islands thing. Great stuff.

Hope you'll catch some time and make us happy with BnG maps without background soil.
Title: Re: MapGEN v0.6.5
Post by: Plutonic on March 05, 2016, 10:45 PM
Have just put up another version (0.5.6.1) that also fixes the WfW crash.

Colour settings are next in line ;) (though wont be tonight, interface changes are a pain)
Title: Re: MapGEN v0.6.5
Post by: XanKriegor on March 06, 2016, 07:38 PM
Hi. Would be nice to see the step = 8, not 1  :P

[attachment=1]
Title: Re: MapGEN v0.6.5
Post by: StepS on March 07, 2016, 02:54 PM
Hi. Would be nice to see the step = 8, not 1  :P
That could instead be made to support empty fillers from the sides for 8-pixel rounding. But this would only be good for open islands. Maybe as an alternative option...
Title: Re: MapGEN v0.6.5
Post by: Plutonic on March 07, 2016, 08:50 PM
Being able to select invalid sizes sounds like a genuine bug to me, internally it always rounded / clamped to valid map sizes but it wasn't reflected in the GUI. This is now fixed to go in the next version.
Title: Re: MapGEN v0.6.5
Post by: XanKriegor on March 07, 2016, 09:14 PM
Oh... Thanks)))
Title: Re: MapGEN v0.7.0
Post by: Plutonic on March 20, 2016, 01:03 PM
Ok, new version is up with the following changes:

v0.7.0
* New algorithm for SSR. I suck at SSR, so if anyone out there can let me know if it produces completeable maps it would be much appreciated!
* Added drop-down to allow selection of colour depth, defaults to 64.
* Changed width and height sliders to allow a min map size of 696x696 so people can make tall thin maps
* Changed width and height sliders to only allow selection of valid values (multiples of 8 etc) rather than fixing just before generation.
Title: Re: MapGEN v0.7.0
Post by: TheWalrus on March 20, 2016, 05:45 PM
Ok, new version is up with the following changes:

v0.7.0
* New algorithm for SSR. I suck at SSR, so if anyone out there can let me know if it produces completeable maps it would be much appreciated!
* Added drop-down to allow selection of colour depth, defaults to 64.
* Changed width and height sliders to allow a min map size of 696x696 so people can make tall thin maps
* Changed width and height sliders to only allow selection of valid values (multiples of 8 etc) rather than fixing just before generation.
pluto, do you think we could include some custom terrain into next update?  I know of a few people that have used mapgen to create custom landscapes using their own image assets, could be nice to have a few more choices.
Title: Re: MapGEN v0.7.0
Post by: Kaleu on March 20, 2016, 07:06 PM
Great tool man! Thanks a lot!
Title: Re: MapGEN v0.7.0
Post by: Plutonic on March 20, 2016, 07:39 PM
Ok, new version is up with the following changes:

v0.7.0
* New algorithm for SSR. I suck at SSR, so if anyone out there can let me know if it produces completeable maps it would be much appreciated!
* Added drop-down to allow selection of colour depth, defaults to 64.
* Changed width and height sliders to allow a min map size of 696x696 so people can make tall thin maps
* Changed width and height sliders to only allow selection of valid values (multiples of 8 etc) rather than fixing just before generation.
pluto, do you think we could include some custom terrain into next update?  I know of a few people that have used mapgen to create custom landscapes using their own image assets, could be nice to have a few more choices.

Yeah, of course, I can put together a new Theme pack if you have some assets?
Title: Re: MapGEN v0.7.1
Post by: SiD on March 20, 2016, 09:56 PM
Very nice improvement to SSR generation. No more path overlaps and visually more pleasing.
70 path size is always completable regardless of complexity. 50 path size can generate bends I believe to be impossible.
Title: Re: MapGEN v0.7.1
Post by: Plutonic on March 20, 2016, 10:07 PM
Hey SiD, thanks for the info! I did wonder! Any idea on the smallest theoretically completable size? I will adjust the minimum if we can work it out. Have you managed it on 70 then? Shall I set it to that for now? Do you have a replay?
Title: Re: MapGEN v0.7.1
Post by: Plutonic on March 20, 2016, 10:23 PM
Having prodded at it a bit more, yes 50 looks impossible, 60 looks like it might be doable if you stick to the outside, so I will make that the minimum for the next build.
Title: Re: MapGEN v0.7.1
Post by: SiD on March 20, 2016, 10:30 PM
70 replay
[attachment=1]
Title: Re: MapGEN v0.7.1
Post by: Plutonic on March 21, 2016, 07:45 PM
:D Very nice. Let me know if you have any suggestions for improvements. I was thinking of adding checkpoints if I can work out a nice way of doing them.
Title: Re: MapGEN v0.7.1
Post by: XanKriegor on March 22, 2016, 01:32 AM
I tried to make a BnG map in-game but it returns only one style maps that looks like a dozen of spikes. I cant see any way to build in WA's editor any options related to MapGEN, but may be random styles should be its output? Like: spikes, flat, canyon, ±floaters and other options, and so on, so a player could get a desired style eventually.
Title: Re: MapGEN v0.7.1
Post by: Plutonic on March 22, 2016, 06:59 AM
Hi Xan,
Currently, the wormkit module just uses your saved settings. If you open mapgen, set all the options to random (grey ticks) and the others to how you like it and press save on the top right, it will continue to use that in game.

Obviously, this isn't great if you like variety. I have avoided trying to hijack the editors settings, as they will change each version, which is a pain. I will probably look to fibd a way to save particular settings, or at least have multiple defaults, but haven't got round to looking at it yet.
Title: Re: MapGEN v0.7.1
Post by: XanKriegor on March 22, 2016, 08:21 AM
Hi, Plutonic, thanks, that isnt nithing already)))
Title: Re: MapGEN v0.7.1
Post by: h3oCharles on March 26, 2016, 11:46 AM
I have some suggestions regarding IndiMask.

- Ability to force all colors to a single behavior (indi, tough, weak)
- In the editor, PageUp and PageDown will move the highlighted color up and down respectively.

Also, can you explain how WfW tiles work?

EDIT1: Also, how about Mole Shopper maps? Take a map size, choose how much holes you want and boom, ready to play with no surprises. Good for RubberWorm Mole Shopper too.

EDIT2: For some weird reason, Maze Shopper only generates one combination. Why?
Title: Re: MapGEN v0.7.1
Post by: Plutonic on March 26, 2016, 08:38 PM
I have some suggestions regarding IndiMask.

- Ability to force all colors to a single behavior (indi, tough, weak)
- In the editor, PageUp and PageDown will move the highlighted color up and down respectively.

Nice ideas, I'll add them to the list!

Quote
Also, can you explain how WfW tiles work?

Maybe. It's been a while since I wrote it. The simple answer is "not all the well" if you ask me! I want to have another go at it at some point but haven't come up with any good ideas yet. Is there something specific you want to know about it? If so I can try and remind myself!

Quote
EDIT1: Also, how about Mole Shopper maps? Take a map size, choose how much holes you want and boom, ready to play with no surprises. Good for RubberWorm Mole Shopper too.

I never did anything for mole shopper because I assumed that there was nothing more to do than the in build editor could provide. But if you have some ideas for things get them down in here and I may give it a go.

Quote
EDIT2: For some weird reason, Maze Shopper only generates one combination. Why?

Um.. no idea! Does it? I hadn't noticed. (Checks). Your right! Urrr, I'll take a look.
Edit: Fix for next version.
Title: Re: MapGEN v0.7.1
Post by: h3oCharles on March 26, 2016, 10:15 PM
For WfW, I would like to know which color means what

As it goes for Mole Shopper:,
- obviously to get a very big (8000x8000 that is) or very small (696x696) map size
- have grass and/or soil on top and on bottom respectively of the map on demand
- randomly placed holes like they are in W:A, or one could make a custom hole sprite and ability to choose how much can be put. Over 300 will have to do it, because that's the max default in W:A
- maybe random tunnels on demand? with size of them and how much on demand? I wouldn't be surprised if that would be too difficult

Also, for some reason using the map width slider I can't come back to the default width of 1920. Why?
Title: Re: MapGEN v0.7.1
Post by: Plutonic on March 26, 2016, 10:55 PM
For WfW, I would like to know which color means what

Oh! Are you trying to customise it by adding / modifying the stuff in the tiles directory? Ok, I will have to go remind myself.

Quote
As it goes for Mole Shopper:,
- obviously to get a very big (8000x8000 that is) or very small (696x696) map size
- have grass and/or soil on top and on bottom respectively of the map on demand
- randomly placed holes like they are in W:A, or one could make a custom hole sprite and ability to choose how much can be put. Over 300 will have to do it, because that's the max default in W:A
- maybe random tunnels on demand? with size of them and how much on demand? I wouldn't be surprised if that would be too difficult

Yeah, ok, will take a look at some point :)

Quote
Also, for some reason using the map width slider I can't come back to the default width of 1920. Why?

Thought I had fixed that, will take a look.
Title: Re: MapGEN v0.7.1
Post by: Plutonic on March 29, 2016, 06:38 PM
For WfW, I would like to know which color means what

Right! As I don't remember how WfW stuff works I am going to do my best from the code comments:

Glossary:
Ok, first off, some terminology.
* Blocks: Blocks are the graphics used to make up Lines.
* Lines: Are used to connect between different Nodes
* Nodes: Are the small circles you see about the place and are possible connection points.
* Pads: Are special nodes, which will contain a weapon.
* Tiles: are graphics containing any of the things above, represented by different colours.

Lines:
White is replaced by normal Blocks that make horizontal and vertical lines. Yellow lines are the same, but use the diagonal graphics.

Nodes:
Nodes are the small orange or blue circles, and are the main connection points between different Tiles. They use various shades of green:
RGB(0,255,0) : Top Connecting Node : A node placed near the top, a good candidate for connecting to a Bottom Connecting Node.
RGB(0,128,0) : Bottom Connecting Node : (Like above)
RGB(128,255,128) : Left Conneting Node: (Like above)
RGB(0,192,0) : Right connecting node: (like above)
RGB(0,0,255) : Dummy node: Will add a node, like the above, but flag it as used so that it cannot be conencted too. (good for corners)

Pads:
RGB(255,0,0): These make up the main gameplay surface, providing positions for the placemnt of weapons.

Blocking Areas:
RGB (0,255,255) and RGB (0,255,255)
Both of these are used to mark areas that no other tile should overlap. Connecting nodes should stick out a bit to allow connection.
The brighter of these, is used (as far as I can tell) To show important areas e.g. the space a Pad will take up when the tile is placed, or an area that would become inaccessible if blocked.
Code wise however, they seem to be treate the same. It checks for these areas before placing a new tile. This check is only one way though, a black pixel on the new tile will collides with one of these on an old one and be rejected. This is proabbly a bug realy though...

It continues to do this, either chaining tiles together or starting new ones until it hits the required number of Pads.

Hope that helps, any more questions let me know, and if you come up with some new tiles that work realy well (or find some of mine that tend to ruin it) let me know and if you want I can get them added to the main package.

Good luck!
Title: Re: MapGEN v0.7.1
Post by: Plutonic on April 09, 2016, 04:11 PM
Quick question, where do people tend to put MapGen? Just in the WA folder? Program Files? Somewhere else?
Title: Re: MapGEN v0.7.1
Post by: StepS on April 09, 2016, 04:35 PM
User\MapGEN
Title: Re: MapGEN v0.7.1
Post by: Sensei on April 09, 2016, 04:44 PM
External Mapgen in program files.
But wk_mapgen in WA folder (useful module, especially when you're too lazy to leave the game for picking map)

EDIT: btw, any new infos about soil free maps, plutonic?
Title: Re: MapGEN v0.7.1
Post by: Plutonic on April 09, 2016, 07:17 PM
Ah cool, thanks! Does it work ok in program files? Which OS are you using?

As for the backgrounds I have done all I can my end, it will need a change to WA to do it properly. I will talk to Deadcode about it again when I next see him
Title: Re: MapGEN v0.7.1
Post by: Sensei on April 09, 2016, 07:33 PM
Yeah, it works perfectly fine. Win7 user here. There were some crashes lately, but it's cause of generating maps. I do it so fast that program can't follow commands. Learning to be patient :)

Eh, pity that "no soil" stuff can't be done without updating WA. It's really only addition that MapGEN needs. Btw, Deadcode is online most of the time in #worms channel, so try finding him there.

 
Title: Re: MapGEN v0.7.1
Post by: h3oCharles on April 10, 2016, 08:21 PM
Quick question, where do people tend to put MapGen? Just in the WA folder? Program Files? Somewhere else?

Program Files

While I'm here, apparently the program is freezing to the point I'm crashing when I attempt to generate a default-sized 20-island map. Is this something related to my weak hardware? I am using windows 10.
Title: Re: MapGEN v0.7.1
Post by: Plutonic on April 10, 2016, 09:37 PM
Ha! Um, not sure, I will take a look, but that will only produce a map with 20 vertical lines...
Title: Re: MapGEN v0.7.1
Post by: XanKriegor on April 11, 2016, 03:07 AM
Plutonic, i think i know how to solve Sensei's background problem, gonna post at the evening.

Lets start:

[attachment=1]

This is 52-color MapGEN-created map, with "112 colors" option choosen. But it still have its native 52 colors. I would make "No Soil" checkbox that would do the following:

- If Generate Map button hitted, count resulting image's colors. If user said he need no soul, there should be more than 96 of them.

- We counted colors, result is 52. 97 - 52 = 45. Write this number in a variable.

- Use bottom line of pixels to add these 45 extra colors. They should exist somewhere or else WA will delete them from map's palette due to misuse. This might look like this:

[attachment=2]

- This line is a grayscale gradient, 64 colors. Lets say first pixel is reserved for Indimask marker. Now, set pixel #1 of the bottom line as color #0 from this gradient.

- Decrement our total colors counter, now it contains "44".

- Set color #1 as color of next, #2 pixel, decrement the variable.

- Repeat this until counter = 0.

- Some colors from the gradient might match with existing colors. Recount them again.

- Oops, 5 colors are exists already, we have 92 colors total.

- Add 5 more colors from the gradient.

- Recount colors.

- Ok, we have 97 colors, no soil will appear, save the map.

    This method will be a little more complicated than to keep color count for each theme in a chart somewhere inside MapGEN, but it gives theme-independency. New themes might be added, no modifacation of this "procedure" will be needed.
Title: Re: MapGEN v0.7.1
Post by: Sensei on April 11, 2016, 04:49 PM
Looking at this post like it's an article written in hieroglyphs.. But if Xan managed to solve it, I'll just...

(https://media1.giphy.com/media/K3raI0cXTkzNC/200.gif)
Title: Re: MapGEN v0.7.1
Post by: Plutonic on April 11, 2016, 05:46 PM
Thanks Xan, I had considered the hidden extra colours route, but it didnt seem like the "right" solution as you are throwing away colours other parts of the game could use for no benefit to the map.

Tjat said, I may well end up implementing it, or something like it after 0.8 (this update is already pretty involved).

For what its worth, the correct solution is to move the background mode away from a palette fallback, and turn it into an option in the waLV chunk, or even, at the scheme setting level.
Title: Re: MapGEN v0.7.1
Post by: XanKriegor on April 11, 2016, 05:57 PM
Well, if someone wants to get rid of the soil - its only way so far.
Title: Re: MapGEN v0.7.1
Post by: Plutonic on April 11, 2016, 07:02 PM
Maybe... but the map results are somewhat not as you might expect...
Title: Re: MapGEN v0.7.1
Post by: Sensei on April 11, 2016, 07:09 PM
Hm, we tested and it worked. Xan formed MapGEN map and add 97th color to it.
When I tried it in game, soil wasn't there.

Title: Re: MapGEN v0.7.1
Post by: Plutonic on April 11, 2016, 07:39 PM
Its at 112 colours that it should happen. It looks like one of the colours is getting stuck as a duplicate still...
Title: Re: MapGEN v0.7.1
Post by: Plutonic on April 11, 2016, 07:54 PM
Ok, I *think* I have this working now. Find me on #worms if you want to gve 0.8.0 a test, as its not ready for release yet.
Title: Re: MapGEN v0.7.1
Post by: XanKriegor on April 12, 2016, 02:10 AM
How many colors were in your example map? 64-96 - it might be glitchy.
Title: Re: MapGEN v0.7.1
Post by: Sensei on April 12, 2016, 02:31 AM
Plutonic tried. I tested it with new mapgen version. Didn't worked, background soil is white now.
Title: Re: MapGEN v0.7.1
Post by: XanKriegor on April 12, 2016, 02:54 AM
How many colors? I will try with 100 and 110 this evening.
Title: Re: MapGEN v0.7.1
Post by: Plutonic on April 12, 2016, 06:07 AM
Its one short, 111 colours. Looks like something is making it duplicate black. Will take another look this evening.
Title: Re: MapGEN v0.7.1
Post by: XanKriegor on April 12, 2016, 06:09 AM
Have you used HostingBuddy for that?
Title: Re: MapGEN v0.7.1
Post by: Plutonic on April 12, 2016, 12:58 PM
Not sure I understand? What does hosting buddy have to do with it?

Anyway, I think I have found the issue with the white stuff, though I cant test it till I get home. I also have a plan for doing this without completely destroying the sky.
Title: Re: MapGEN v0.7.1
Post by: XanKriegor on April 12, 2016, 01:26 PM
Some mole maps has white soil if they played with HB.
Title: Re: MapGEN v0.8.0
Post by: Plutonic on April 22, 2016, 07:34 PM
MapGen 0.8.0 is now ready. This is a pretty major update so please take note of the following!

1) I have changed compilers, this means that this version of MapGen requires a different version of the VC++ Runtimes. Last time this happened many people ran in to issues updating so I have made an installer this time that will hopefully take care of it for most people. If, after a successful install MapGen still will not run, first check to see if you have any windows updates available. If you are fully up to date, you could try installing the full redist (MapGen only comes with the bits it actually needs) found http://download.microsoft.com/download/7/f/8/7f8a9ad0-670e-4073-8058-75d8a8df08c5/vc_redist.x86.exe (http://download.microsoft.com/download/7/f/8/7f8a9ad0-670e-4073-8058-75d8a8df08c5/vc_redist.x86.exe)

2) This version has changed to format / layout of the data folder, particularly the themes. This means two things, firstly, installing over the top of an old install will not overwrite the old data. If you plan to put it in the same location, you should clear it out first (or, more sensibly, back it up first). Otherwise MapGen will think it has twice as many themes as it has, some of which will not be valid. Secondly, it anyone has customised part of MapGen or added new themes, these may not be compatible, and will need updating in order to work. If that is the case and you need some help doing so let me know and I can point you in the right direction, but back up what you have before attempting to update.

3) Apart from the data folder, this version break compatibility with older versions in a number of ways. wkMapGen from older versions will not work, saved settings should still work, but will be in the wrong location and have the wrong name (these are now saved in %APPDATA%/MapGen). Also, maps saved out from an old version of MapGen may do bad things if loaded into this one unless you first remove the mGen chunk from them.

4) If you want to install to a protected location such as Program Files, you will need to run the installer as admin. It does not request admin rights automatically in case some people don't have them and want to install it else where.

So, again, I recommend backing up your current MapGen and wkMapGen and moving it out of the way somewhere, then installing this one fresh.

You can download the installer here: http://www.wormscc.co.uk/download/mapgen/InstallMapGen.exe

Full Change Log: 0.7.1 -> 0.8.0

- Roper
   -Reworked using current island map for the base shape, and fixed hole placement so as to not cut the map up.
   -Implemented complexity slider

- SSR
   - Increased SSR path size minimum to 60, as 50 was impossible to complete.

- Shopper
   - Fix the maze seed, so that it doesn't always generate the same map.

- Fort
   - Fix for the fort seed, so that you don't always get the same map.
   - Moved over to using the themes, rather than the old brick textures.

- WfW
   - Fix for WfW seed, so that it doesn't always generate the same map when using wkMapGen.
   - Fix when using wkMapGen to use a reasonable default complexity.

- IndiMask Editor
   - Added options to reset all colours to a specific destructibility level.
   - When a colour is selected, Page-up and down will move it between types.

- MapGen
   - Store all data needed to re-generate a map inside the mGen chunk, not just the seeds.
   - Use the users roaming data folder for settings storage, rather than the install path.
   - Always use the full palette, even if the map doesn't contain enough colours. This allows for the background to be fully disabled.
   - Fill unused palette with sky colours, to ensure the sky does not corrupt when removing the background.
   - Re-exported some theme objects that had become corrupted.
   - Re-added the Manhattan theme which had been missing for a while.
   - Changed theme loading to not need the folders to be in numeric order, should allow adding of new themes more easily.
   - Added some dialog boxes when errors are detected.
   
- Object Placement
   - Objects now pick in a fully random manner, rather than in a way that favoured the same objects.
   - Objects will now always keep their bases embedded in the floor.
   - Objects will no longer overlap each other.   
   - Arches will no longer be placed where only one side is in the ground.

- Optimisation
   - Maps now generate 3 times faster than previous versions.
   - Never use the disk for writing out temp files. (Apart from wkMapGen)
   - Load all theme data once, when first needed, rather than ever time the map is generated.
   - Removed a load of unnecessary image copying.
   - Fixed memory leaks.
   - Other misc optimisations.

- wkMapGen
   - Re-worked code for easier maintainability when new schemes are added.
   - Removed need for supported types to be in the registry.
Title: Re: MapGEN v0.8.0
Post by: h3oCharles on April 22, 2016, 09:05 PM
Nice! :D

Also, I got some suggestions about themes.

1. Those flippin' girder bridges >_< Lack of them were driving me crazy
2. Ability to have a config file next to some/an object(s), which will contain information about:
a) probability of that object appearing (Percentage?)
b) Rectangles that represent: (e.g. X, Y, Width, Height) (Can be multiple of these)
- In which area an object must be covered to spawn
- In which area an object must be shown to spawn
c) Is the object mirrorable? true/false/forced (forced == always mirrored)
d) What IndiMask behaviour has it by default? weak/tough/indi (Customizable before generating the map)
e) Can the object be upside-down? true/false/forced
Title: Re: MapGEN v0.8.0
Post by: XanKriegor on April 22, 2016, 09:16 PM
Nice, i see you have used the method i have suggested. Btw, why all maps coning out with Indimask color in its palette? The color is wrong btw. Or it is intended to be able to turn on Indimask?
Title: Re: MapGEN v0.8.0
Post by: h3oCharles on April 22, 2016, 09:22 PM
Nice, i see you have used the method i have suggested. Btw, why all maps coning out with Indimask color in its palette? The color is wrong btw. Or it is intended to be able to turn on Indimask?

It is intended to be able to turn on Indimask. You don't wanna get desync with some ppl that doesn't have it, right? Especially with AG players out there.
Title: Re: MapGEN v0.8.0
Post by: XanKriegor on April 22, 2016, 09:27 PM
Yes, i guess if someone want to turn it on, he goest to palette, set red to 240 instead of 242 and it is on. But now.... all colors are mixed so the map in question is not playable. Im gonna try it now.
Title: Re: MapGEN v0.8.0
Post by: Plutonic on April 22, 2016, 09:28 PM
Nice! :D

Also, I got some suggestions about themes.

1. Those flippin' girder bridges >_< Lack of them were driving me crazy
2. Ability to have a config file next to some/an object(s), which will contain information about:
a) probability of that object appearing (Percentage?)
b) Rectangles that represent: (e.g. X, Y, Width, Height) (Can be multiple of these)
- In which area an object must be covered to spawn
- In which area an object must be shown to spawn
c) Is the object mirrorable? true/false/forced (forced == always mirrored)
d) What IndiMask behaviour has it by default? weak/tough/indi (Customizable before generating the map)
e) Can the object be upside-down? true/false/forced

I keep thinking about bridges, but havn't yet worked out a nice way to make them work (though havm't thought that hard about it either). One day maybe.

As for the objects, the old versions placement was awful, but it is much better in the new one. While working on it, I did at one point start adding a settings file per object, but in the end managed to generate the settings just by scanning the image. Are you finding some objects are placed where you wouldn't want them? If so, which ones?

Nice, i see you have used the method i have suggested. Btw, why all maps coning out with Indimask color in its palette? The color is wrong btw. Or it is intended to be able to turn on Indimask?

MapGen reserves space for the indimask colour in the palette, but doesn't turn it on by default, as it doesn't currenlty attempt to do anything IndiMask related in any of the schemes. I have so ideas for MoleShopper that may use it however.
Title: Re: MapGEN v0.8.0
Post by: Plutonic on April 22, 2016, 09:32 PM
Yes, i guess if someone want to turn it on, he goest to palette, set red to 240 instead of 242 and it is on. But now.... all colors are mixed so the map in question is not playable. Im gonna try it now.

By default it will just be random, so I wouldn't bother, you can move the colours around in the IndiMask editor to try and get something useable, but millage will vary depending on theme.
Title: Re: MapGEN v0.8.0
Post by: XanKriegor on April 22, 2016, 09:33 PM
As expected.

How this gradient fill thing works? I mean how it is implemented.
Title: Re: MapGEN v0.8.0
Post by: Plutonic on April 22, 2016, 09:39 PM
How this gradient fill thing works? I mean how it is implemented.

Pretty much as you suggested, but with it using the expected sky colour gradient for the filler, rather than just random grey shades. (and only writing out the pixels where there is already land)
Title: Re: MapGEN v0.8.0
Post by: Plutonic on April 22, 2016, 09:44 PM
Ah, damnit, looks like Ive messed up the chunk CRC's again...

[Edit]
Ok, I have re-uploaded with a CRC fix to get rid of the errors when loading maps into WA.
Title: Re: MapGEN v0.8.0
Post by: h3oCharles on April 23, 2016, 08:23 AM
Are you finding some objects are placed where you wouldn't want them? If so, which ones?

What I would like to get is an object that will block a path with specific height on it, just like the thing that is made of a stalagmite and a stalactite in irl caves, forgot it's name tho.

[attachment=1]

Red is the object, transparent purple is the terrain.

Also, just in case you haven't saw it, for some weird reason I installed MapGEN, I do not see any themes loaded. Any solutions that I can use?

[attachment=2]
Title: Re: MapGEN v0.8.0
Post by: TheWalrus on April 23, 2016, 08:59 AM
Are you finding some objects are placed where you wouldn't want them? If so, which ones?

What I would like to get is an object that will block a path with specific height on it, just like the thing that is made of a stalagmite and a stalactite in irl caves, forgot it's name tho.

[attachment=1]

Red is the object, transparent purple is the terrain.

dude WHAT

cup?
Title: Re: MapGEN v0.8.0
Post by: Plutonic on April 23, 2016, 09:04 AM
Are you finding some objects are placed where you wouldn't want them? If so, which ones?

What I would like to get is an object that will block a path with specific height on it, just like the thing that is made of a stalagmite and a stalactite in irl caves, forgot it's name tho.

[attachment=1]

Red is the object, transparent purple is the terrain.

Hmmm, it wouldn't be difficult to allow, there is a lot of effort made to stop that from happening at the moment! I guess the main issue is, is that something people generally want? Its not done by the in game generator, and so there are no object designed for it.

Quote
Also, just in case you haven't saw it, for some weird reason I installed MapGEN, I do not see any themes loaded. Any solutions that I can use?

[attachment=2]

I would make sure that you are definitely running the latest version with it's own data, any stuff from old instals can do stuff like that. Check your data/generic/themes folder, it should have 31 named folders in it.
I would delete everything in your mapgen folder and run the installer again.
Title: Re: MapGEN v0.8.0
Post by: h3oCharles on April 23, 2016, 04:50 PM
I would make sure that you are definitely running the latest version with it's own data, any stuff from old instals can do stuff like that. Check your data/generic/themes folder, it should have 31 named folders in it.
I would delete everything in your mapgen folder and run the installer again.

Just to clearify, I have 2 versions of it, v0.8.0 and 0.7.1, the screenshot was from the latest version. Should I remove both of the versions and reinstall the new one?
Title: Re: MapGEN v0.8.0
Post by: Plutonic on April 23, 2016, 06:34 PM
You can have both, as long as they are in dfferent locations, but it will play havoc with the wormkit module.
 I would zip up the old one as a backup and put it somewhere safe, then delete/uninstall both and run the 0.8 installer again and see it works.
Title: Re: MapGEN v0.8.0
Post by: h3oCharles on April 23, 2016, 07:53 PM
You can have both, as long as they are in dfferent locations, but it will play havoc with the wormkit module.
 I would zip up the old one as a backup and put it somewhere safe, then delete/uninstall both and run the 0.8 installer again and see it works.

That would be a no. What to do now?
Title: Re: MapGEN v0.8.0
Post by: Plutonic on April 23, 2016, 08:18 PM
Hard to say, did you look in your data/generic/themes folder to see if you actually have the themes in there? What OS are you running?
Title: Re: MapGEN v0.8.0
Post by: h3oCharles on April 23, 2016, 08:33 PM
Hard to say, did you look in your data/generic/themes folder to see if you actually have the themes in there? What OS are you running?

There are themes with names, not numbers. I am using Windows 10.
Title: Re: MapGEN v0.8.0
Post by: Plutonic on April 23, 2016, 09:07 PM
Hmm, ok, this isn't something I have seen happen. Where did you install it too?
Title: Re: MapGEN v0.8.0
Post by: h3oCharles on April 24, 2016, 09:07 AM
Hmm, ok, this isn't something I have seen happen. Where did you install it too?

"E:\Program Files\WormsArmageddon3.7.2.1\MapGEN" That's my directory, but it's NOT interfering with W:A, cuz it's in a diffrent directory.
Title: Re: MapGEN v0.8.0
Post by: Plutonic on April 24, 2016, 12:48 PM
I guess E: is not you main windows drive? I will try using same one and see what happens.

I have found some issues in the theme code, but they dont look like thety would cause this problem.

Is anyone else getting the same problem?
Title: Re: MapGEN v0.8.0
Post by: h3oCharles on April 24, 2016, 05:33 PM
I guess E: is not you main windows drive?

Yes, it's not, C: is. Any workovers that I can do before a hotfix?
Title: Re: MapGEN v0.8.0
Post by: Plutonic on April 24, 2016, 05:37 PM
I guess E: is not you main windows drive?

Yes, it's not, C: is. Any workovers that I can do before a hotfix?

Well, you could try re-installing to another location, on your main drive, C:\Temp\MapGen\ would do.

But untill we can work out something that is causing it, its impossible to make a hotfix.
Title: Re: MapGEN v0.8.0
Post by: Plutonic on April 24, 2016, 06:17 PM
I guess one other thing you could try, does the wormkit module work at all?
Title: Re: MapGEN v0.8.1
Post by: Plutonic on April 24, 2016, 06:44 PM
I have uploaded 0.8.1, it fixes up some bugs (mostly in the theme startup), and has the extra bonus of speeding p the first generation of each theme (pre-caches now).
I doubt this will fix your issues, but worth a try.
Title: Re: MapGEN v0.8.1
Post by: h3oCharles on April 24, 2016, 07:08 PM
I guess one other thing you could try, does the wormkit module work at all?

In 0.8.0 it does, but it's super laggy, BnG maps are glitchy as heck and I get an warning "PNG Warning: mgEn: CRC error", haven't tested the new version yet
Title: Re: MapGEN v0.8.1
Post by: Plutonic on April 24, 2016, 07:19 PM
Yeah, the module is laggy, theres not a lot I can do about that (though I will take a look anyway). The CRC issue is fixed (I actually re-uploaded 0.8 with the fix, but I guess you just missed it).

Interesting that it managed to find the themes through wk, will have a think. In what way are the bng maps glitchy though?
Title: Re: MapGEN v0.8.1
Post by: h3oCharles on April 24, 2016, 07:25 PM
In what way are the bng maps glitchy though?

[attachment=1]

THIS glitchy... yea.
Title: Re: MapGEN v0.8.1
Post by: Plutonic on April 24, 2016, 07:32 PM
Wow! ok, thats pretty messed up. Do ANY of the map types work correctly, through wk? Let me know if 0.8.1 makes any difference at all.

As a side note, I have just profiled mapgen running under wk module, and 77% of the time it takes is saving the map...
Title: Re: MapGEN v0.8.1
Post by: h3oCharles on April 24, 2016, 07:56 PM
Wow! ok, thats pretty messed up. Do ANY of the map types work correctly, through wk? Let me know if 0.8.1 makes any difference at all.

Again, in 0.8.0, Island is working well, I get the shape itself, but I'm getting pure white texture and no objects. I haven't got time for testing the rest of them yet.
Title: Re: MapGEN v0.8.1
Post by: Plutonic on April 24, 2016, 09:01 PM
Right, I have re-uploaded a new version of 0.8.1 (if you downloaded it before, get it again). This one fixes an issue introduced in 0.8.1 when there were no themes, but also outputs any errors found while reading the themes to a dialog box. Let me know if it appears, and what error code it gives you.
Title: Re: MapGEN v0.8.1
Post by: WTF-8 on April 25, 2016, 01:00 AM
A suggestion: put MapGEN version number into the installer file name
no guess games plz
Title: Re: MapGEN v0.8.1
Post by: Plutonic on April 25, 2016, 06:11 AM
I always upload the version numbered file too, but updating all the links is a pain so I have started using the unversioned one for the permanent links. Your right though, I will post the versioned link in the thread from now on and put the number somewhere in the installer text so your at least not guessing when you install it.
Title: Re: MapGEN v0.8.1
Post by: h3oCharles on April 25, 2016, 04:02 PM
[...] also outputs any errors found while reading the themes to a dialog box. Let me know if it appears, and what error code it gives you.

I have installed the new version of MapGEN, using the EXE, where can I find the dialog box? Do I need to run MapGEN throught a command prompt? Because I still get the same error!
Title: Re: MapGEN v0.8.1
Post by: Plutonic on April 25, 2016, 06:27 PM
It should just popup on starting the game if it failed to read any themes. If you definitely have it running latest and its not showing up I may have to make a build that logs everything to see where it is going wrong. Are you able to get on #worms?
Title: Re: MapGEN v0.8.1
Post by: h3oCharles on April 25, 2016, 07:50 PM
It should just popup on starting the game if it failed to read any themes. [...]

Hurr, I was looking at the program itself, I'll look at it later then :/ Yes, my time schedule is very bad recently

Are you able to get on #worms?

Yes, I can
Title: Re: MapGEN v0.8.1
Post by: Plutonic on April 25, 2016, 08:01 PM
Well, yes, when running the program itself it should open an error dialog with an error code in it. I will do a version with logging in the mean time which will hopefully point out something (?!)
Title: Re: MapGEN v0.8.1
Post by: h3oCharles on April 25, 2016, 09:15 PM
Well, yes, when running the program itself it should open an error dialog with an error code in it.

I have NOT seen any error windows popping out of MapGEN yet... yea, something is really suspicious.
Title: Re: MapGEN v0.8.1
Post by: Plutonic on April 25, 2016, 09:40 PM
Ok, I have made a quike a dirty version to output some stuff to a log file.

www.wormscc.co.uk/download/mapgen/MapGenLogger.7z

Copy it into your MapGen folder and run it. Once it has run you can just close it again, then head over to your %APPDATA%\MapGen folder and you should find "debug.log".

If you can get that to me it may shed some light, or tell me where I need to add more debugging for anoher go!
Title: Re: MapGEN v0.8.1
Post by: h3oCharles on April 26, 2016, 01:50 PM
Ok, I have made a quike a dirty version to output some stuff to a log file.

www.wormscc.co.uk/download/mapgen/MapGenLogger.7z

Copy it into your MapGen folder and run it. Once it has run you can just close it again, then head over to your %APPDATA%\MapGen folder and you should find "debug.log".

If you can get that to me it may shed some light, or tell me where I need to add more debugging for anoher go!

I got it, here it is:

Code: [Select]
Starting MapGen debug log.
Version. v0.8.1 Beta

Setting HomeDir to E:\Program Files\WormsArmageddon3.7.2.1\MapGEN
Setting Generating Image Path to E:\Program Files\WormsArmageddon3.7.2.1\MapGEN/data/interface/gen1.bmp
Setting Generating Image Path to E:\Program Files\WormsArmageddon3.7.2.1\MapGEN/data/interface/gen2.bmp

Scanning for game types...
Found: 0 - bng
Found: 1 - bna
Found: 2 - cavern
Found: 3 - fort
Found: 4 - island
Found: 5 - roper
Found: 6 - rr
Found: 7 - shopper
Found: 8 - ssrace
Found: 9 - supersheeper
Found: 10 - wfw

Starting MapGen in GUI mode.


Starting GUI initialisation.


Initialising themes for GUI.

Starting theme system init. (level -2)
Searching for themes in: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\
Ignoring file: .
Ignoring file: ..
Ignoring file: -Beach
Ignoring file: -Desert
Ignoring file: -Farm
Ignoring file: -Forest
Ignoring file: -Hell
Ignoring file: Art
Ignoring file: Candy
Ignoring file: Cheese
Ignoring file: Construction
Ignoring file: Desert
Ignoring file: Dinos
Ignoring file: Domestic
Ignoring file: Dungeon
Ignoring file: Easter
Ignoring file: Forest
Ignoring file: Fruit
Ignoring file: Gulf
Ignoring file: Hell
Ignoring file: Hospital
Ignoring file: Jungle
Ignoring file: Manhattan
Ignoring file: Medieval
Ignoring file: Music
Ignoring file: Pirate
Ignoring file: Snow
Ignoring file: Space
Ignoring file: Sports
Ignoring file: Tentacle
Ignoring file: Time
Ignoring file: Tools
Ignoring file: Tribal
Ignoring file: Urban
Theme system init complete, found -1 themes.

Adding themes to GUI listbox.
Theme loading thread exited.
WM_Close received.
WM_Quit received.

EDIT1: Yes, indeed, it ignores ALL of the themes. I hope this explains everything.
Title: Re: MapGEN v0.8.1
Post by: Plutonic on April 26, 2016, 02:23 PM
Wow, ok, so it happily finds them and throws them away. I will see if there are any more checks I can do and get back to you. I may nee you to run another log with more details in it but will let you know.
Title: Re: MapGEN v0.8.1
Post by: TheWalrus on April 26, 2016, 05:33 PM
mapgen getting better and better pluto, thanks
Title: Re: MapGEN v0.8.1
Post by: Plutonic on April 26, 2016, 07:46 PM
Right, I have spotted something that might be causing it, so have uploaded a new version now for you to try.

7Zipped EXE Only : http://www.wormscc.co.uk/download/mapgen/MapGen0811-EXE.7z
Full Installer  : http://www.wormscc.co.uk/download/mapgen/InstallMapGen0811.exe
Title: Re: MapGEN v0.8.1
Post by: h3oCharles on April 27, 2016, 01:29 PM
Right, I have spotted something that might be causing it, so have uploaded a new version now for you to try.

Thank god, whatever that caused it, now I have the themes back. Thank you SO much!

While I'm here, I have some suggestions for Forts.

- size of them (amount of middle blocks there can be)
- changeable gap size in between them
- blank space outside the forts
- force specific pieces

And I found an error in Fort generation, every time the theme is set to -Beach. This may be the same in all of the generators.
Title: Re: MapGEN v0.8.1
Post by: Plutonic on April 27, 2016, 02:02 PM
Yeah, I had had some similar ideas for forts a while back.
Do people use them? If so I will move it up the priority list a little.
Title: Re: MapGEN v0.8.1
Post by: h3oCharles on April 27, 2016, 04:36 PM
Yeah, I had had some similar ideas for forts a while back.
Do people use them? If so I will move it up the priority list a little.

They are quite uncommon on WormNET, however I have a cup planned with this scheme (the WGd one)
Title: Re: MapGEN v0.8.1
Post by: Sensei on April 27, 2016, 06:34 PM
Plutonic, if you can manage to implement boom race maps in MapGEN, it would be cool.
Great scheme with low map database.

Examples of sprites booms:
https://www.tus-wa.com/maps/map-2560/
https://www.tus-wa.com/maps/map-2554/
https://www.tus-wa.com/maps/map-16004/
Title: Re: MapGEN v0.8.1
Post by: TheWalrus on April 28, 2016, 02:31 AM
Yeah, I had had some similar ideas for forts a while back.
Do people use them?
not really
Title: Re: MapGEN v0.8.1
Post by: Plutonic on April 28, 2016, 06:15 AM
Forts: Is that because people don't play forts any more, or because mapgen forts arent good enough? I am guessing its a combination of both.

Boomrace: There are issues with this. Creating a race is difficult. Really, really difficult. But the real problem is that proving it to be completable is impossible. If i was to try it, about the only way it would work would be by combining known completable takes together, which doesn't sound very fun to me. Somewhat depends on the number of tiles available.
Title: Re: MapGEN v0.8.1
Post by: h3oCharles on April 30, 2016, 10:37 AM
And I found an error in Fort generation, every time the theme is set to -Beach. This may be the same in all of the generators.

This is confirmed, every time I generate a map I get -Beach soil. Not a major issue, but still can end up someone go crazy.
Title: Re: MapGEN v0.8.1
Post by: Plutonic on April 30, 2016, 12:10 PM
Hmm, I havent noticed anything here. Is that using the wormkit module or in the app, and if in the app is it when using random theme or even when picking one yourself?
Title: Re: MapGEN v0.8.1
Post by: h3oCharles on April 30, 2016, 01:33 PM
Hmm, I havent noticed anything here. Is that using the wormkit module or in the app, and if in the app is it when using random theme or even when picking one yourself?

In the app, when picking one. Random theme may have the same issue as well.
Title: Re: MapGEN v0.8.1
Post by: Plutonic on April 30, 2016, 04:19 PM
It's all fine here... do you have some crazy settings on that harddrive? like compression or something? I will have a look but I may need to send you another logging build if I cant find anything.
Title: Re: MapGEN v0.8.1
Post by: h3oCharles on April 30, 2016, 08:37 PM
It's all fine here... do you have some crazy settings on that harddrive? like compression or something? I will have a look but I may need to send you another logging build if I cant find anything.

I highly doubt it that would be the source of this issue. Just generate one map and you will get it too. Another thing to keep in mind, is that in the older versions it was correct.

Also, when Loading a map that wasn't generated by MapGEN and saving it with colors set, it (the program) will crash immediately.
Title: Re: MapGEN v0.8.1
Post by: Plutonic on April 30, 2016, 09:40 PM
I highly doubt it that would be the source of this issue. Just generate one map and you will get it too. Another thing to keep in mind, is that in the older versions it was correct.

You say that, but as far as I can tell that is why you were getting the no-themes issue when no one else was. I have run it, I run it constantly when working on it and I have no issues at all here, so anything that may explain what is different with your install would help.

Quote
Also, when Loading a map that wasn't generated by MapGEN and saving it with colors set, it (the program) will crash immediately.

Ah... somehow that doesn't surprise me. Will take a look.
Title: Re: MapGEN v0.8.1
Post by: Plutonic on April 30, 2016, 09:54 PM
Have just tried running Mapgen with compression set on the data folder, and removed my last fix. I do then get the no themes bug to happen, though this new one doesn't turn up.
Title: Re: MapGEN v0.8.1
Post by: Plutonic on May 01, 2016, 08:02 PM
One last question with this bug. Is the issue that you are you getting it making maps with the -Beach theme all the time, or is it using other themes but they are using the wrong soild texture (so you get an odd mix of themes)?
Title: Re: MapGEN v0.8.1
Post by: h3oCharles on May 01, 2016, 08:15 PM
One last question with this bug. Is the issue that you are you getting it making maps with the -Beach theme all the time, or is it using other themes but they are using the wrong soild texture (so you get an odd mix of themes)?

I am using other default themes and it is not -Beach
Title: Re: MapGEN v0.8.1
Post by: Plutonic on May 01, 2016, 08:32 PM
I'm not sure I under stand then, what isn't working? Can you get some screen shots maybe?
Title: Re: MapGEN v0.8.2
Post by: Plutonic on May 01, 2016, 09:13 PM
New version is up with a few new bits:

v0.8.2
* Add ability to save and load settings to specific files, and use them to generate maps directly from WA.
* Doubled speed of generating maps from within WA.
* Tweaked RR generation, added a Complexity slider, it does make a difference but its a bit subtle at the moment.
* Fixed up some possible crashes or mem-leaks during shudown.
* Maps now use indimask colours that make sense (either all destructable or all indi)
* Fixed extra duplicate enties in the palette messing up bg colours still.

http://www.wormscc.co.uk/download/mapgen/InstallMapGen082.exe
Title: Re: MapGEN v0.8.2
Post by: h3oCharles on May 01, 2016, 09:18 PM
I'm not sure I under stand then, what isn't working? Can you get some screen shots maybe?

[attachment=1]

Here's the debug log, just in case
Code: [Select]
Starting MapGen debug log.
Version. v0.8.1 Beta

Setting HomeDir to E:\Program Files\WormsArmageddon3.7.2.1\MapGEN
Setting Generating Image Path to E:\Program Files\WormsArmageddon3.7.2.1\MapGEN/data/interface/gen1.bmp
Setting Generating Image Path to E:\Program Files\WormsArmageddon3.7.2.1\MapGEN/data/interface/gen2.bmp

Scanning for game types...
Found: 0 - bng
Found: 1 - bna
Found: 2 - cavern
Found: 3 - fort
Found: 4 - island
Found: 5 - roper
Found: 6 - rr
Found: 7 - shopper
Found: 8 - ssrace
Found: 9 - supersheeper
Found: 10 - wfw

Starting MapGen in GUI mode.


Starting GUI initialisation.


Initialising themes for GUI.

Starting theme system init. (level -2)
Searching for themes in: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\
Ignoring file: .
Ignoring file: ..
Found file: -Beach
Theme -Beach requested not to load images, skipping.
Found file: -Desert
Theme -Desert requested not to load images, skipping.
Found file: -Farm
Theme -Farm requested not to load images, skipping.
Found file: -Forest
Theme -Forest requested not to load images, skipping.
Found file: -Hell
Theme -Hell requested not to load images, skipping.
Found file: Art
Theme Art requested not to load images, skipping.
Found file: Candy
Theme Candy requested not to load images, skipping.
Found file: Cheese
Theme Cheese requested not to load images, skipping.
Found file: Construction
Theme Construction requested not to load images, skipping.
Found file: Desert
Theme Desert requested not to load images, skipping.
Found file: Dinos
Theme Dinos requested not to load images, skipping.
Found file: Domestic
Theme Domestic requested not to load images, skipping.
Found file: Dungeon
Theme Dungeon requested not to load images, skipping.
Found file: Easter
Theme Easter requested not to load images, skipping.
Found file: Forest
Theme Forest requested not to load images, skipping.
Found file: Fruit
Theme Fruit requested not to load images, skipping.
Found file: Gulf
Theme Gulf requested not to load images, skipping.
Found file: Hell
Theme Hell requested not to load images, skipping.
Found file: Hospital
Theme Hospital requested not to load images, skipping.
Found file: Jungle
Theme Jungle requested not to load images, skipping.
Found file: Manhattan
Theme Manhattan requested not to load images, skipping.
Found file: Medieval
Theme Medieval requested not to load images, skipping.
Found file: Music
Theme Music requested not to load images, skipping.
Found file: Pirate
Theme Pirate requested not to load images, skipping.
Found file: Snow
Theme Snow requested not to load images, skipping.
Found file: Space
Theme Space requested not to load images, skipping.
Found file: Sports
Theme Sports requested not to load images, skipping.
Found file: Tentacle
Theme Tentacle requested not to load images, skipping.
Found file: Time
Theme Time requested not to load images, skipping.
Found file: Tools
Theme Tools requested not to load images, skipping.
Found file: Tribal
Theme Tribal requested not to load images, skipping.
Found file: Urban
Theme Urban requested not to load images, skipping.
Theme system init complete, found 31 themes.

Adding themes to GUI listbox.

Theme -Beach requested full load, starting...

Adding theme: -Beach

Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\-Beach
Adding theme: -Desert
Adding theme: -Farm
.
Adding theme: -Forest
Soil texture: OK
Grass texture: OK
Adding theme: -Hell
Roots texture: OK
Adding theme: Art
Adding theme: Candy
Adding theme: Cheese
Adding theme: Construction
Adding theme: Desert
Adding theme: Dinos
Adding theme: Domestic
Loaded 9 floor objects.
Adding theme: Dungeon
Loaded 2 floor objects.
Adding theme: Easter
Loaded 0 side objects.
Adding theme: Fruit
sted full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\-Desert
Adding theme: Hell
e.
Adding theme: Hospital
Adding theme: Jungle
Adding theme: Manhattan
Adding theme: Medieval
Roots texture: OK
Adding theme: Music
Adding theme: Pirate
Adding theme: Snow
Adding theme: Space
Adding theme: Sports
Adding theme: Tentacle
Adding theme: Time
Adding theme: Tools
Adding theme: Tribal
Adding theme: Urban
Loaded 13 floor objects.
Loaded 2 floor objects.
Loaded 0 side objects.

Theme -Farm requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\-Farm

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 10 floor objects.
Loaded 1 floor objects.
Loaded 0 side objects.

Theme -Forest requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\-Forest

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 8 floor objects.
Loaded 0 floor objects.
Loaded 0 side objects.

Theme -Hell requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\-Hell

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 6 floor objects.
Loaded 2 floor objects.
Loaded 0 side objects.

Theme Art requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\Art

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 16 floor objects.
Loaded 6 floor objects.
Loaded 5 side objects.

Theme Candy requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\Candy

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 17 floor objects.
Loaded 6 floor objects.
Loaded 1 side objects.

Theme Cheese requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\Cheese

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 13 floor objects.
Loaded 5 floor objects.
Loaded 0 side objects.

Theme Construction requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\Construction

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 14 floor objects.
Loaded 4 floor objects.
Loaded 4 side objects.

Theme Desert requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\Desert

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 14 floor objects.
Loaded 0 floor objects.
Loaded 2 side objects.

Theme Dinos requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\Dinos

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 12 floor objects.
Loaded 2 floor objects.
Loaded 4 side objects.

Theme Domestic requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\Domestic

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 14 floor objects.
Loaded 1 floor objects.
Loaded 1 side objects.

Theme Dungeon requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\Dungeon

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 16 floor objects.
Loaded 6 floor objects.
Loaded 5 side objects.

Theme Easter requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\Easter

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 14 floor objects.
Loaded 2 floor objects.
Loaded 4 side objects.

Theme Forest requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\Forest

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 12 floor objects.
Loaded 1 floor objects.
Loaded 2 side objects.

Theme Fruit requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\Fruit

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 10 floor objects.
Loaded 8 floor objects.
Loaded 4 side objects.

Theme Gulf requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\Gulf

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 10 floor objects.
Loaded 5 floor objects.
Loaded 3 side objects.

Theme Hell requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\Hell

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 13 floor objects.
Loaded 6 floor objects.
Loaded 5 side objects.

Theme Hospital requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\Hospital

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 11 floor objects.
Loaded 2 floor objects.
Loaded 2 side objects.

Theme Jungle requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\Jungle

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 11 floor objects.
Loaded 6 floor objects.
Loaded 6 side objects.

Theme Manhattan requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\Manhattan

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 7 floor objects.
Loaded 3 floor objects.
Loaded 5 side objects.

Theme Medieval requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\Medieval

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 12 floor objects.
Loaded 4 floor objects.
Loaded 2 side objects.

Theme Music requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\Music

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 12 floor objects.
Loaded 3 floor objects.
Loaded 2 side objects.

Theme Pirate requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\Pirate

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 11 floor objects.
Loaded 4 floor objects.
Loaded 3 side objects.

Theme Snow requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\Snow

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 8 floor objects.
Loaded 3 floor objects.
Loaded 3 side objects.

Theme Space requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\Space

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 7 floor objects.
Loaded 3 floor objects.
Loaded 3 side objects.

Theme Sports requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\Sports

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 12 floor objects.
Loaded 1 floor objects.
Loaded 2 side objects.

Theme Tentacle requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\Tentacle

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 10 floor objects.
Loaded 3 floor objects.
Loaded 4 side objects.

Theme Time requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\Time

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 11 floor objects.
Loaded 7 floor objects.
Loaded 5 side objects.

Theme Tools requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\Tools

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 8 floor objects.
Loaded 1 floor objects.
Loaded 7 side objects.

Theme Tribal requested full load, starting...


Base path: E:\Program Files\WormsArmageddon3.7.2.1\MapGEN\data\generic\themes\Tribal

Found settings file.
Soil texture: OK
Grass texture: OK
Roots texture: OK
Loaded 5 floor objects.
Loaded 0 floor objects.
Loaded 2 side objects.
Theme loading thread exited.
Map generation complete.
Map generation complete.
Map generation complete.
Map generation complete.
Map generation complete.
WM_Close received.
WM_Quit received.

Theme -Beach requested shutdown.


Theme -Desert requested shutdown.


Theme -Farm requested shutdown.


Theme -Forest requested shutdown.


Theme -Hell requested shutdown.


Theme Art requested shutdown.


Theme Candy requested shutdown.


Theme Cheese requested shutdown.


Theme Construction requested shutdown.


Theme Desert requested shutdown.


Theme Dinos requested shutdown.


Theme Domestic requested shutdown.


Theme Dungeon requested shutdown.


Theme Easter requested shutdown.


Theme Forest requested shutdown.


Theme Fruit requested shutdown.


Theme Gulf requested shutdown.


Theme Hell requested shutdown.


Theme Hospital requested shutdown.


Theme Jungle requested shutdown.


Theme Manhattan requested shutdown.


Theme Medieval requested shutdown.


Theme Music requested shutdown.


Theme Pirate requested shutdown.


Theme Snow requested shutdown.


Theme Space requested shutdown.


Theme Sports requested shutdown.


Theme Tentacle requested shutdown.


Theme Time requested shutdown.


Theme Tools requested shutdown.


Theme Tribal requested shutdown.


Theme Urban requested shutdown.


Title: Re: MapGEN v0.8.2
Post by: Plutonic on May 01, 2016, 09:54 PM
Ooooh, you mean the background soil / sky etc is set to beach? Sorry, I get it now, I will take a look tomorrow.
Title: Re: MapGEN v0.8.2
Post by: Plutonic on May 02, 2016, 03:36 PM
Found the issue, fix will be in next version.
Title: Re: MapGEN v0.8.2
Post by: XanKriegor on May 02, 2016, 03:52 PM
Hi Plutonic. 0.8.2 can't download VC++ prerequirements, where to download them manually?
Title: Re: MapGEN v0.8.2
Post by: Plutonic on May 02, 2016, 04:04 PM
hmmm, thats weird...

http://worms2d.info/files/MapGenPrerequisites.msi
Title: Re: MapGEN v0.8.2
Post by: XanKriegor on May 02, 2016, 04:07 PM
Thanks. Also MapGEN keep crashing right after appemp of loading map.
Title: Re: MapGEN v0.8.2
Post by: Plutonic on May 02, 2016, 04:23 PM
0.8.X versions of mapgen are not compatible with anything produced with earlier versions. Where did that map that is crashing come from?
Title: Re: MapGEN v0.8.3
Post by: Plutonic on May 02, 2016, 04:31 PM
Have uploaded 0.8.3, it fixes the background soil issues and the installer prerequisite location.

http://www.wormscc.co.uk/download/mapgen/InstallMapGen083.exe
Title: Re: MapGEN v0.8.2
Post by: XanKriegor on May 02, 2016, 04:35 PM
Its standard-sized map drowm by myself. Link isnt correct.
Title: Re: MapGEN v0.8.2
Post by: Plutonic on May 02, 2016, 04:46 PM
Oops, link fixed. Hmmm, drawn maps should be ok. Will try...
Title: Re: MapGEN v0.8.2
Post by: Plutonic on May 02, 2016, 04:50 PM
My quick test seemed ok, could you send me the map you are having issues with?
Title: Re: MapGEN v0.8.3
Post by: Plutonic on May 02, 2016, 09:40 PM
Have updated the above link with a minor update to fix a couple of bugs when loading maps:
* Fixed loading of maps with .PNG (capital letters) extensions.
* Fixed loading of maps with an old w2lv chunk (its in an invalid format, so the png parser rejects it normally)
Title: Re: MapGEN v0.8.3
Post by: XanKriegor on May 04, 2016, 05:29 PM
i just have tesеed this feature that makes all colors one of three state. Indi and Dwstructable works good, Tough crashes MapGEN, at any map.
Title: Re: MapGEN v0.8.3
Post by: Plutonic on May 04, 2016, 07:27 PM
Do these mays by an chance have more than 113 colours in them?
Title: Re: MapGEN v0.8.3
Post by: Plutonic on May 04, 2016, 09:51 PM
Have updated to v0.8.3.2 to fix crashes when loading in non-mapgen maps with more than 113 colours.

Same link as above.
Title: Re: MapGEN v0.8.3
Post by: XanKriegor on May 05, 2016, 06:09 AM
No, it had less than 113. Will test it at the evening, thanks.
Title: Re: MapGEN v0.8.3
Post by: Plutonic on May 05, 2016, 07:19 AM
Hmm, ok, well it may be something different, let me know if latest fixes it. If not, may be easiest to send me a map that crashes.
Title: Re: MapGEN v0.8.3
Post by: XanKriegor on May 05, 2016, 08:40 AM
I have tried it with 5-6 different maps, all caused crash with Tough reset.
Title: Re: MapGEN v0.8.3
Post by: Plutonic on May 05, 2016, 10:10 AM
Ok, could you send me one, none of mine crash with latest
Title: Re: MapGEN v0.8.3
Post by: XanKriegor on May 05, 2016, 10:30 AM
If you are in hurry this is one of them: https://www.tus-wa.com/maps/map-15719/
Title: Re: MapGEN v0.8.3
Post by: Plutonic on May 05, 2016, 12:26 PM
Gave it a quick test, and while it crashes on the older build, the one I uploaded yesterday night handles it fine. I would re-download to make sure you have latest.
Title: Re: MapGEN v0.8.3
Post by: XanKriegor on May 05, 2016, 03:00 PM
Problem fixed, Tough switch works. Thanks))
Title: Re: MapGEN v0.8.4
Post by: Plutonic on May 08, 2016, 09:48 PM
New version, http://www.wormscc.co.uk/download/mapgen/InstallMapGen084.exe

v0.8.4
* Stopped MapGen always using an entire CPU core at 100% when seemingly idle.
* Fixed an issue with the indimask editor moving the wrong colours.
* Added version number to the installer test.
Title: Re: MapGEN v0.8.4
Post by: vesuvio on May 09, 2016, 06:26 AM
i need to test this. i download and test the program as soon as i got time and i got time because iam better

later i ll say if its good or bad
Title: Re: MapGEN v0.8.5
Post by: Plutonic on May 14, 2016, 11:04 PM
New version: http://www.wormscc.co.uk/download/mapgen/InstallMapGen085.exe

v0.8.5
* Optimisations to a number of themes.
* Complete re-write of the RR generator:
    - Corridors are no longer as long allowing for more complicated areas.
    - Start and finish no longer have to be next to each other.
    - Added ability to force the start to the top left (mostly for huge maps where finding it can be tricky).
    - Added tick box for water, when set, there is no floor. When not set the floor is thicker so it can be seen.
Title: Re: MapGEN v0.8.5
Post by: h3oCharles on August 01, 2016, 09:26 AM
Speaking of which, I tried some of these maps out! (8000x8000 pixels, 522 path size)

Let me know, what you think ;)

EDIT1: I just noticed, when I'm generating a Big RR map (8000x8000, Water, No Top Soil, Start Top Left) i takes about 3-6 seconds, right? But when I'm saving a map, it freezes for about 10 seconds, then I get the map exported. Weird right?

Also, a suggestion, make Start at Top Right, Bottom Left and Bottom Right choices for Rope Race.
Title: Re: MapGEN v0.8.5
Post by: h3oCharles on August 01, 2016, 10:57 AM
For some weird reason on Rope Race it didn't generate a Finish line. Interesting.
Title: Re: MapGEN v0.8.5
Post by: Plutonic on August 07, 2016, 07:19 PM
Speaking of which, I tried some of these maps out! (8000x8000 pixels, 522 path size)

Let me know, what you think ;)

EDIT1: I just noticed, when I'm generating a Big RR map (8000x8000, Water, No Top Soil, Start Top Left) i takes about 3-6 seconds, right? But when I'm saving a map, it freezes for about 10 seconds, then I get the map exported. Weird right?


Hey! Good to see someone trying it out! :)

It's not that weird, 8k maps are pretty big files, and how long it takes to save will depend on your harddrive. For what it's worth, the actual generation only takes about a 10th of a second or less, the rest is entirely rendering it to the png in RAM.
As for it freezing, that is because it just saves on the main thread (it used to freeze during generation too but I fixed that). Async saving may be a good idea, but might be more effort that it is worth.

Quote
Also, a suggestion, make Start at Top Right, Bottom Left and Bottom Right choices for Rope Race.

Fair enough, will add it to the list.

Quote
For some weird reason on Rope Race it didn't generate a Finish line. Interesting.

Hmmm, that is odd, I guess it is something to do with it ending next to the start...
Title: Re: MapGEN v0.8.5
Post by: Plutonic on August 28, 2016, 09:28 PM
Had a quick look this evening and found a fix for the missing RR finish, will be in the next build when ever that is.
Title: Re: MapGEN v0.8.5
Post by: h3oCharles on September 13, 2016, 03:09 PM
Hmm... interesting... I get a system error... it claims that I don't have "api-ms-win-crt-runtime-l1-1-0.dll"... my OS is Windows 7

EDIT1: Attempting to reinstall now, MapGEN version 0.8.5.0
EDIT2: It's not effective
Title: Re: MapGEN v0.8.5
Post by: Plutonic on September 13, 2016, 08:45 PM
Do you have the latest windows updates installed? If so you could try downloading the visual studio 2015 redistributable from the Microsoft site
Title: Re: MapGEN v0.8.5
Post by: h3oCharles on September 14, 2016, 05:47 PM
Do you have the latest windows updates installed? If so you could try downloading the visual studio 2015 redistributable from the Microsoft site

Wait, what? It freezes at processing Windows7_MSU_x64
EDIT1: I am attempting to install x64, should I try installing x86?
EDIT2: Attempting installation of x86, same situation
Title: Re: MapGEN v0.8.5
Post by: Plutonic on September 15, 2016, 06:25 PM
It is for another program, but these instructions sound good:

https://blog.spreendigital.de/2015/09/01/how-to-fix-the-api-ms-win-crt-runtime-l1-1-0-dll-is-missing-error-for-delphi-10-seattle/
Title: Re: MapGEN v0.8.5
Post by: h3oCharles on September 20, 2016, 08:15 AM
I'm giving up on this, It's possibly that there's some problem on my hardware.
Title: Re: MapGEN v0.8.5
Post by: h3oCharles on September 22, 2016, 03:18 PM
So when installing the redistributable (Visual c++ 2015) I am stuck on Windows7_MSU_x64. Any suggestions?
Title: Re: MapGEN v0.8.5
Post by: Plutonic on September 22, 2016, 04:27 PM
I dont know what you mean. You just download it and install it. You can install both but mapgen needs the 32 bit one.
Title: Re: MapGEN v0.8.5
Post by: Plutonic on January 14, 2017, 01:52 PM
New minor version:
New version, http://www.wormscc.co.uk/download/mapgen/InstallMapGen0851.exe

v0.8.5.1
* Fixed an issue where RR maps would fail to place the finish.
Title: Re: MapGEN v0.8.5
Post by: goosey on January 22, 2017, 06:35 PM
I love this program! Great for making intermediate islands on the fly that are a bit more complex. I'm also working on some custom themes with all new assets. I'll post them here when I'm done.  ;D
Title: Re: MapGEN v0.8.5
Post by: h3oCharles on January 24, 2017, 03:47 PM
I love this program! Great for making intermediate islands on the fly that are a bit more complex. I'm also working on some custom themes with all new assets. I'll post them here when I'm done.  ;D

Do one with lots of memes from the 90's :D
Title: Re: MapGEN v0.8.5
Post by: goosey on January 26, 2017, 08:41 AM
Make worms great again!

Theme zip attached, just extract to MapGen\data\generic\themes
Title: Re: MapGEN v0.8.5
Post by: Sbaffo on January 26, 2017, 06:17 PM
Lmfao nice job
Title: Re: MapGEN v0.8.6
Post by: Plutonic on June 13, 2017, 08:33 PM
Have now uploaded a new version: v0.8.6.0

* Changed the way that SuperSheepRace maps are generated, specifically how it goes about trying to fill the map area as complexity is increased. At maximum, it should now fill almost all of the available space.

http://worms2d.info/MapGEN
Title: Re: MapGEN v0.8.6.1
Post by: Plutonic on June 21, 2017, 10:20 PM
Uploaded a minor update, v0.8.6.1 that Optimises the SSR generator. It reduces time for a fully complex map on my laptop from ~8 seconds to ~0.5 seconds.
Title: Re: MapGEN v0.8.6.1
Post by: SiD on August 09, 2017, 05:01 PM
The WKB article still says v0.8.6.0

Generating a SSR map in the map editor takes about 15s for me (in the program: 0.3s)
Title: Re: MapGEN v0.8.6.1
Post by: h3oCharles on August 09, 2017, 06:57 PM
Forts with manually grass enabled crashes the program
Title: Re: MapGEN v0.8.6.1
Post by: TheWalrus on August 10, 2017, 05:21 AM
Forts with manually grass enabled crashes the program
if you are using this program with forts you've already lost
Title: Re: MapGEN v0.8.6.1
Post by: h3oCharles on August 10, 2017, 09:18 AM
Forts with manually grass enabled crashes the program
if you are using this program with forts you've already lost

naah dude, I make quad islands or huge single islands most of the time
Title: Re: MapGEN v0.8.6.1
Post by: Plutonic on August 15, 2017, 09:52 PM
Oops! Updated WKB...

Not getting the crash with Forts though...
Title: Re: MapGEN v0.8.6.1
Post by: h3oCharles on July 08, 2018, 07:51 PM
*shameless bump*

hi, Fort objects have borders on them, making them look disgusting.
Title: Re: MapGEN v0.8.6.1
Post by: philie on July 10, 2018, 10:43 PM
anyway, nice map xD
Title: Re: MapGEN v0.8.6.1
Post by: h3oCharles on July 30, 2018, 10:03 PM
*shameless bump again*

how does one set up the gradient color?
EDIT1: If I get the gradient working, I can give you Tetris theme (thx SiD)
also, StepS has ARTemych's Egyptian theme

EDIT2: Do you plan on adding girders?
Title: Re: MapGEN v0.8.6.1
Post by: Plutonic on September 05, 2018, 07:25 PM
Hi, sorry, I dont check by here all that often! (feel free to PM me if you dont see a response here, as at least that tends to email me!)

Wow, that fort map... I dont remember seeing that, I will try to take a look when I get a chance.

For the sky graient colour look in the Settings.txt files in the theme folder, it should look something like:

themeid: 21
waterlv: 0
watercol: 0
skytop: FF404264
skybottom: FF62412C

Some of these are experimental / no longer supported by WA itself, but the themeid number is what dictates the falling objects and gradient colours I think.
Skytop and Skybottom should probably be set to match. (though I cant remember why, something to do with palette generation for the map I think), but if you find another theme that has the right gradient you can just copy it's Settings.txt file across.

As for girders... I have concidered it, but not really dug to deep. If enough people want features I am happy to try.
Title: Re: MapGEN v0.8.6.1
Post by: Plutonic on September 05, 2018, 07:39 PM
Ha! Yep, ok... I get the same thing. Will add that too the list :)
Title: Re: MapGEN v0.8.6.1
Post by: MitenkovVanya on September 07, 2018, 08:11 AM
I can't download MapGEN from the website. Is it me or the website is down?

UPD: Nevermind, I downloaded it here -> https://worms2d.info/files/InstallMapGen.exe
Title: Re: MapGEN v0.8.6.1
Post by: Plutonic on September 07, 2018, 02:33 PM
Hi!  Yes, sorry, the server is very much down… to be more accurate it is sat on my bedside table… I am working on both getting it fixed and migrating to something not in my house!

The link you found is a bit out of date, I will try and get the latest up somewhere in the next few days.
Title: Re: MapGEN v0.8.6.1
Post by: h3oCharles on September 07, 2018, 05:29 PM
ARTemych released the egyptian theme
Spoiler! View
Title: Re: MapGEN v0.8.6.1
Post by: Sensei on September 07, 2018, 06:17 PM
ARTemych released the egyptian theme

Got files to send me?

Plutonic, if you'll be free, pls add SiD's tetris terrain in next mapGEN update, would be nice. Don't know how to do it myself (even tho you said it's possible)
Title: Re: MapGEN v0.8.6.1
Post by: h3oCharles on September 07, 2018, 07:08 PM
Got files to send me?
Check description

pls add SiD's Tetris terrain in next mapGEN update, would be nice. Don't know how to do it myself (even tho you said it's possible)
It is possible, I was able to do it myself, which is why I asked the gradient question
Title: Re: MapGEN v0.8.6.2
Post by: Plutonic on September 15, 2018, 08:22 AM
Ok, a new version is up that fixes the dodgey fort map terrain edge issue.
Title: Re: MapGEN v0.8.6.2
Post by: h3oCharles on September 15, 2018, 09:03 AM
that reminds me... here's the Tetris theme

I feel like that we'll need to split themes into default, world party and community
Title: Re: MapGEN v0.8.6.2
Post by: Plutonic on September 15, 2018, 09:32 AM
that reminds me... here's the Tetris theme

I feel like that we'll need to split themes into default, world party and community

Nice! That looks realy good :)
Title: Re: MapGEN v0.8.6.2
Post by: Thewolensheep on September 19, 2018, 01:39 AM
My theme pack: https://www.tus-wa.com/files/file-1563/
Title: Re: MapGEN v0.8.6.2
Post by: Thewolensheep on September 21, 2018, 12:30 AM
There is this issue where if you press generate a random amount of times it gets stuck at "Generating..." when it says on the bottom that the map was generated in 0.2 seconds.
Title: Re: MapGEN v0.8.6.2
Post by: Plutonic on October 03, 2018, 08:51 AM
Hmm interesting, will see if I can get it happening here.
Title: Re: MapGEN v0.8.6.2
Post by: Xrayez on December 17, 2018, 05:24 PM
Plutonic, I really like it! It has been 3-4 years since I last posted here and during that time I have plunged myself into gamedev field. I'm developing a game (https://www.tus-wa.com/forums/off-topic/webysteria-fast-paced-artillery-and-roping-game-31397/) inspired by W:A and I'm trying to implement a map generator.

If it's not a secret, I'd like to get some hints about the underlying algorithm you implemented:
This might all be not relevant for my use case because the actual collision shapes are generated from image via contour tracing algorithm.

So yeah, I'd like to know your opinion.  ;)
Title: Re: MapGEN v0.8.6.2
Post by: Plutonic on December 17, 2018, 06:23 PM
Hi! Happy to answer but don't have time right now, if I forget to do it later feel free to poke me!
Title: Re: MapGEN v0.8.6.2
Post by: Plutonic on December 17, 2018, 08:36 PM
Plutonic, I really like it! It has been 3-4 years since I last posted here and during that time I have plunged myself into gamedev field. I'm developing a game (https://www.tus-wa.com/forums/off-topic/webysteria-fast-paced-artillery-and-roping-game-31397/) inspired by W:A and I'm trying to implement a map generator.

Hey, it's looking pretty good! The rope and bazooka physics look pretty close to WA already.

Quote
If it's not a secret, I'd like to get some hints about the underlying algorithm you implemented:
  • Are you generating maps from noise? You mention about interpolation.

Nope, no noise in the standard island maps (though I do use noise in the SSR generator), the maps are made out of a selection of randomly (well, somewhat random, with some rules about how close to others they can be placed, and what areas they are allowed in) generated points, that are then ordered such that the lines between them don't cross and are then tessellated and interpolated to produce the final result. The interpolation in question is a Hermite Curve, as documented here:
http://www.cubic.org/docs/hermite.htm, though it is the tessellation stage that actually provides much of the shape. The tessellation algorithm went through MANY different versions, but the most recent is based on an image someone else in the community posted as a possible solution to making the maps nicer. So far I haven't had much luck finding it annoyingly, but if I stumble upon it I will post it again. But basically it involved adding new points in between two others at the mid-point, and then offsetting it perpendicular a randomised amount where the maximum allowed offset was restricted based on the distance between the original points, and it was not allowed to produce an overlap with the already existing lines.

Quote
  • How do you texture grass?

This actually wasn't too tricky. The WA graphics provide an image of a small section of grass that tiles horizontally. In order to map it on to the generated map I split it up into as many images as the graphic is wide and then store them in an array. Then, for every pixel that is a "top edge of the map", we just place one of these 1px images on it (centered), where the modulus of the x co-ordinate is used to look up the correct image.

Code: [Select]
GetGrassSliceImage(pixel.x % xGrassImg.width)

Quote
  • Also interested how objects could be placed, I guess you decide it based on pixel normals of some sort...

Urrrr, I probably *should* use normals. But it currently doesn't. And object placement is realy not all that great in MapGen to be honest!
The idea is basically:
1) Scan along the bottom of the object image and work out how wide the "base" of the object is, and where the middle of this base is.
2) Scan through all the edges of the map, look for areas in which the objects "base" would be entirely in the floor, and potentially there aren't other collisions with exisiting map/objects.

Quote
  • RR generator is decent as well, I imagine you run some maze algorithm for that.

The RR generator is probably the one I am most proud of if I am honest, as while I didn't come up with the method myself, it took a LOT of reading / searching for something usable that provided the results I wanted - I think I was on the look out for solutions for a good 3 years or so!
My original version was indeed a maze generation algorithm, it would produce a basic maze, and then split the paths down the middle to produce a large loop. This works, but you get lots of back-tracking and a weird predictability to the maps, it also means that the start and end are always next too each other.

The current version is not a maze generation algorithm as such, and while I sort of remember the technique, not enough to explain it to someone else. I have managed to find the site that explained it well enough for me to work from at least: https://orden-y-concierto.blogspot.com/2014/12/unicursal-mazes-and-cavern-mazes.html

Hopefully that was helpful? If not, or you want to know more let me know and I will try my best!

Edit: Found the RR info, added it in!
Title: Re: MapGEN v0.8.6.2
Post by: TheKomodo on December 17, 2018, 09:00 PM
Interesting stuff Plutonic :)

You must be pretty interested in Math?
Title: Re: MapGEN v0.8.6.2
Post by: Plutonic on December 17, 2018, 09:07 PM
Interesting stuff Plutonic :)

You must be pretty interested in Math?

Mmm, no, not realy :D I like making games! Though I do quite like map generation, which usually involves some mathsy bits.
Title: Re: MapGEN v0.8.6.2
Post by: Xrayez on December 17, 2018, 09:13 PM
Oh I see, so the curves define the actual map. While reading about points, it reminded me about Voronoi diagram in some way.

This actually wasn't too tricky. The WA graphics provide an image of a small section of grass that tiles horizontally. In order to map it on to the generated map I split it up into as many images as the graphic is wide and then store them in an array. Then, for every pixel that is a "top edge of the map", we just place one of these 1px images on it (centered), where the modulus of the x co-ordinate is used to look up the correct image.

Oh yeah indeed, it would be quite simple when I get to implement it! I can draw grass only once so that it shouldn't affect runtime performance, we'll see.

Urrrr, I probably *should* use normals. But it currently doesn't. And object placement is realy not all that great in MapGen to be honest!
The idea is basically:
1) Scan along the bottom of the object image and work out how wide the "base" of the object is, and where the middle of this base is.
2) Scan through all the edges of the map, look for areas in which the objects "base" would be entirely in the floor, and potentially there aren't other collisions with exisiting map/objects.

Ok so this is quite simple as well then, I can actually check collision against polygons, check the intersection for overlap. If the intersection area is small it means I can somewhat safely place the object...

The current version is not a maze generation algorithm as such, and while I sort of remember the technique, not enough to explain it to someone else. I have managed to find the site that explained it well enough for me to work from at least: https://orden-y-concierto.blogspot.com/2014/12/unicursal-mazes-and-cavern-mazes.html

I'm not a stranger to reading papers!

I'll definitely check out maze algorithm to start things off, I think it's essential if I want roping to be one of the main game modes.

Good write up, thanks! If I can figure out more questions I'll post here. :)
Title: Re: MapGEN v0.8.6.2
Post by: Xrayez on December 17, 2018, 09:14 PM
Interesting stuff Plutonic :)

You must be pretty interested in Math?

Game developers hate math but they have to use it!   ;D
Title: Re: MapGEN v0.8.6.2
Post by: Xrayez on December 26, 2018, 05:29 PM
Apart from map generation I'm almost done with grass/roots rendering, thanks!  ;D

[attachment=1]
(the map is hand-drawn, not generated)

The only problem I'm facing is grass/roots overlapping:

[attachment=2]

I think this is what you meant by "centered":

Then, for every pixel that is a "top edge of the map", we just place one of these 1px images on it (centered), where the modulus of the x co-ordinate is used to look up the correct image.

Seems like I need to figure out whether the grass/roots exceed the vertical slice's center of the map to find out whether it can draw them further...



I've read about unicursal mazes in the link you provided and I think this is the gist:

Quote
Perfect maze (left) and unicursal loop resulting from it (right). The loop can be broken at any edge next to one of the exterior walls and parallel to it (marked in red), to give a unicursal maze that starts and ends at a border.

I suspect that you somehow generate a bunch of those loops and break them at strategically random edges that actually seamlessly connect them afterwards... Still far from implementing it though.  :)

Quote
The maze dimensions should both be 4 or more, or 3×(odd number ≥ 3), to exclude some special cases that are hard to handle, as some have a solution and some don't.

This actually explains why you generator is limited 4x4 rooms in RR maps!

Also, Merry Christmas and Happy New Year! Feel free to reply any time.
Title: Re: MapGEN v0.8.6.2
Post by: Plutonic on December 26, 2018, 06:54 PM
Good job so far! Looks about right to me! The overlapping issue is definitely something I had to cope with, I think I checked for the amount of free space both above and below the map edge. (You can get the opposite issue in thin areas of sky). Think I then just scaled it to fit when it didn't, I don't have the code on me right now.

There are two methods in that article, the first quote is from the first one, which mapgen used to use, but no longer does. The second quote relates to the method I use for it now. And yes, hence the limits set!
Title: Re: MapGEN v0.8.6.2
Post by: Xrayez on December 27, 2018, 03:59 PM
I think I checked for the amount of free space both above and below the map edge. (You can get the opposite issue in thin areas of sky). Think I then just scaled it to fit when it didn't, I don't have the code on me right now.

No need, I managed to handle the overlap!

[attachment=1]

Basically I just look up twice the grass image height ahead before actually drawing the grass:

Code: (C++) [Select]
               
int lookup_limit = grass_height;
if(p_limit_centered) {
    lookup_limit *= 2;
}

// ... checking for map pixels to draw on here to determined by `lookup_limit` ... then:

int render_slices = render_to - render_from;
if(p_limit_centered) {
    // Render only the top half of the map's vertical slice
    render_slices /= 2;
}

// ... draw the grass

Conveniently I don't necessarily have to do the same thing for the roots because if I draw the grass over roots it already masks away roots pixels!
Title: Re: MapGEN v0.8.6.2
Post by: Xrayez on December 28, 2018, 11:29 AM
Made a theme for MapGEN:

[attachment=1]

Based on Dungeon theme. Seems to work fine even with different grass/roots texture sizes!

[attachment=2]
Title: Re: MapGEN v0.8.6.2
Post by: Sensei on December 28, 2018, 02:00 PM
Cool terrain Xrayez. Can this also be implemented in game like tetris and candy?
Title: Re: MapGEN v0.8.6.2
Post by: Xrayez on December 28, 2018, 02:31 PM
Cool terrain Xrayez. Can this also be implemented in game like tetris and candy?

Thanks! You mean like using the same objects from tetris/candy themes with this type of terrain? You'd just have to replace relevant /objects from those themes for that:

[attachment=1]
Title: Re: MapGEN v0.8.6.2
Post by: Sensei on December 28, 2018, 05:50 PM
Cool terrain Xrayez. Can this also be implemented in game like tetris and candy?

Thanks! You mean like using the same objects from tetris/candy themes with this type of terrain? You'd just have to replace relevant /objects from those themes for that:

[attachment=1]

I mean - using this terrain in game as old ones - cheese, snow, old forest..!? (To be able to generate this terrain's maps in game's map editor)

I'm guessing it won't be possible due to higher numbers of colors.. or whatever. Seems like i asked this question already for some other terrain :/
Title: Re: MapGEN v0.8.6.2
Post by: Xrayez on December 28, 2018, 05:57 PM
Cool terrain Xrayez. Can this also be implemented in game like tetris and candy?

Thanks! You mean like using the same objects from tetris/candy themes with this type of terrain? You'd just have to replace relevant /objects from those themes for that:

[attachment=1]

I mean - using this terrain in game as old ones - cheese, snow, old forest..!? (To be able to generate this terrain's maps in game's map editor)

I'm guessing it won't be possible due to higher numbers of colors.. or whatever. Seems like i asked this question already for some other terrain :/

I don't think that's possible... One could replace the theme data with this one in W:A, but that would lead to desync issues, because the other player must have the identical theme installed on his PC, so it's not trivial. That's why MapGEN exists, because the image maps are synced.
Title: Re: MapGEN v0.8.6.2
Post by: Sensei on December 28, 2018, 07:50 PM
One could replace the theme data with this one in W:A, but that would lead to desync issues, because the other player must have the identical theme installed on his PC, so it's not trivial.

Easily avoidable. Instead of .bit, make terrain into .png (can be done in wa map editor with few clicks. no desyncs if someone in the lobby don't have that terrain in wa folder)

Also, .png is what i use all the time, cause it removes background soil from damaged terrain. Having those invisible pixels around the map is a fun killer, especially in fast paced schemes like aerial, where you need to quickly fly through map ruins.
Title: Re: MapGEN v0.8.6.2
Post by: Plutonic on December 28, 2018, 07:57 PM
If you use the mapgen wormkit module you can generate from within the editor screen.
Title: Re: MapGEN v0.8.6.2
Post by: TheKomodo on December 28, 2018, 09:01 PM
Also, .png is what i use all the time, cause it removes background soil from damaged terrain.

This is what actually put me off from using PNG BnG maps, I may be the only one to experience it but I spent so long getting used to banking and planning transfers with bit maps, I made too many mistakes on PNG maps.

It doesn't really matter now though as I don't really play BnG anymore. I also always thought PNG backgrounds have horrible colours and look awful, it hasn't been optimized very well in that way, I don't like that bright purple sorta colour.

I can definitely see how this is useful for what you mentioned though.
Title: Re: MapGEN v0.8.6.2
Post by: Plutonic on January 28, 2019, 09:27 PM
Hey all!

Quick update (no exe's yet, just a pic!). I have been working on a new version of caverns the last few days, as the last version had some issues in that is often had one half of the map be oddly flat, and on complex maps would create random "knots".

Please excuse the blockyness, that is next on the todo list!

Edit: Quick double cavern while I am here!

Title: Re: MapGEN v0.8.6.2
Post by: XanKriegor on January 28, 2019, 11:11 PM
I like it blocky  ;D
Title: Re: MapGEN v0.8.6.2
Post by: Plutonic on February 02, 2019, 03:47 PM
Ok, more progress pictures!
Title: Re: MapGEN v0.8.6.2
Post by: Sensei on February 02, 2019, 05:11 PM
2nd map is great. Really nice progress with the program, Plutonic.
I used it only for quick BnG maps, cause other schemes looked too monotonic compared to ingame map generator. Glad this is getting patched!
Title: Re: MapGEN v0.8.6.2
Post by: Plutonic on February 02, 2019, 05:33 PM
If there are schemes / map types you would use if they were better (or existed!) then let me know what you do/don't like! (or would want)

Edit: What do you mean by monotonic? I have been moving most schemes over to use the games assets so it should look pretty similar?
Title: Re: MapGEN v0.8.6.2
Post by: h3oCharles on February 03, 2019, 09:32 AM
Edit: What do you mean by monotonic? I have been moving most schemes over to use the games assets so it should look pretty similar?
there is only one way of generating an island, then putting noise. it gets repetitive really quickly
Title: Re: MapGEN v0.8.6.2
Post by: Plutonic on February 03, 2019, 10:46 AM
Ahha, ok, so the ingame shallow islands etc is what is missing?
Please, if ever you think something could be improved let me know,  I enjoy working on it but often run out of insperation!
Title: Re: MapGEN v0.8.6.2
Post by: Sensei on February 03, 2019, 03:59 PM
Yeah, islands maps look quite simple and repetitive with long horizontal parts, while ingame they're more complex and randomish, which makes it better for aerials and basically all island schemes. Would post few maps for comparison but i'm on phone now.
Title: Re: MapGEN v0.8.6.2
Post by: Plutonic on February 03, 2019, 05:07 PM
Yeah, ok, some examples would be a big help, but I will see if I can come up with some ideas.
Title: Re: MapGEN v0.8.6.2
Post by: Thewolensheep on February 03, 2019, 06:23 PM
If there are schemes / map types you would use if they were better (or existed!) then let me know what you do/don't like! (or would want.)
Those tower islands and caverns from Worms Reloaded. I will show you some pictures but i am on my phone rn.
Title: Re: MapGEN v0.8.6.2
Post by: Plutonic on February 03, 2019, 07:37 PM
So, the current version can already do this: (see attachments)
What would you do differently?
Title: Re: MapGEN v0.8.6.2
Post by: Sensei on February 04, 2019, 05:15 AM
Not the best example of ingame generated island map, but still seems more playable than mapgen one. (used max objects and complexity in mapgen to generate it)

Maybe just program it to have more open spaces and not so long horizontal lines.. That would probably be it. 

- ingame map generator is candy terrain, btw.*
 Just realised it could be confusing, cause most of the ppl saw it only in mapgen :D
Title: Re: MapGEN v0.8.6.2
Post by: Plutonic on February 04, 2019, 07:19 AM
I think mapgen *can* produce results like that, but you would need to lower the complexity to maybe just above half. Also there is an internal setting that changes between two modes randomly, and it would need to be off in that case.
That all said, I am going to see if using the new cave generator code as a basis for a new island generator produces better results.
Title: Re: MapGEN v0.8.6.2
Post by: h3oCharles on February 04, 2019, 09:32 AM
oooh, I do like these pillar islands. maybe add a scale slider to make the same results but at a higher dpi and no artifacts?
Title: Re: MapGEN v0.8.6.2
Post by: Xrayez on February 04, 2019, 10:06 AM
Maybe just program it to have more open spaces and not so long horizontal lines.. That would probably be it. 

I think MapGEN scales maps so they become stretched horizontally... If you try to generate a 696x696 px map, it looks more decent, respecting aspect ratio.
Title: Re: MapGEN v0.8.6.2
Post by: Plutonic on February 04, 2019, 01:27 PM
Ok, I think I can see what people mean, will have a stab at a new version.

oooh, I do like these pillar islands. maybe add a scale slider to make the same results but at a higher dpi and no artifacts?

What do you mean by this? not sure what you mean by dpi in this case, and can you point out the artifacts?
Title: Re: MapGEN v0.8.6.2
Post by: h3oCharles on February 04, 2019, 03:23 PM
.
Title: Re: MapGEN v0.8.6.2
Post by: Plutonic on February 04, 2019, 03:34 PM
Well, that's just a bigger map, you can set any map size you want up to about 8000x8000.
Title: Re: MapGEN v0.8.6.2
Post by: Xrayez on February 04, 2019, 03:47 PM
Well, that's just a bigger map, you can set any map size you want up to about 8000x8000.

Does MapGEN generate from a random seed internally? I think it would be good to expose it and be able to modify it, that way we can compare how the same map looks with the same aspect ratio but different size, using the same seed for generation.

Title: Re: MapGEN v0.8.6.2
Post by: StepS on February 04, 2019, 05:16 PM
oooh, I do like these pillar islands. maybe add a scale slider to make the same results but at a higher dpi and no artifacts?
You can create double-sized terrain themes and use them to generate higher-dpi maps. Here's a test I did with Medieval x2 (on the right):
Title: Re: MapGEN v0.8.6.2
Post by: Plutonic on February 04, 2019, 07:30 PM
Well, that's just a bigger map, you can set any map size you want up to about 8000x8000.

Does MapGEN generate from a random seed internally? I think it would be good to expose it and be able to modify it, that way we can compare how the same map looks with the same aspect ratio but different size, using the same seed for generation.

Yes, it does have an internal seed, and while it isn't possible to manually enter one, re-generating with a known seed is possible using the "Modify" button. For example, these two RR maps were made by saving a map, pressing 'modify' and then doubling both the map size and the path width before regenerating. If you "load" a previously saved map you also load in its seed and can re-generate it with a different texture, different object layouts etc.

The issue here is that many of the algorithms aren't currently "stable", in that by tweaking the values, more work needs to be done, more random numbers need to be rolled and the maps diverge. The cavern maps here also share a seed, but because the complexity hasn't also been scaled to match they look very different.

I do however have fixing that on my to-do list, ideally the same seed would try to keep maps similar even with settings tweaks. Once I have algorithms we are happy with, I will get on to playing with that.
Title: Re: MapGEN v0.8.6.2
Post by: Plutonic on February 04, 2019, 07:47 PM
Ha, ok, I have just "fixed" that issue for the new caverns...
Title: Re: MapGEN v0.8.6.2
Post by: h3oCharles on February 09, 2019, 02:25 PM
yes! that's exactly what I'm looking for! :D
Title: Re: MapGEN v0.8.6.2
Post by: Edoardo Moretti on February 09, 2019, 10:00 PM
That's a cool and interesting program and I tried it. Good Job!

By the way...like ARTemych, I'm making some custom themes based on my series War'n'Guns:https://www.tus-wa.com/forums/off-topic/a-brand-new-creaction-warnguns-32216/ (https://www.tus-wa.com/forums/off-topic/a-brand-new-creaction-warnguns-32216/). the first theme is called Evil's Castle, I just finished to make the ground and soon I will make the objects.

There's some examples so far...
Title: Re: MapGEN v0.8.6.2
Post by: Plutonic on February 10, 2019, 11:00 AM
yes! that's exactly what I'm looking for! :D

Ok cool, I will add an option for that type of scaling.
Title: Re: MapGEN v0.8.6.2
Post by: Plutonic on February 11, 2019, 02:05 PM
Super quick update on the new island maps. With sensible settings I am now getting this:

It is obviously possible to create some weird maps with settings at their extremes, but... well what would you expect?

Title: Re: MapGEN v0.8.6.2
Post by: Xrayez on February 11, 2019, 03:48 PM
Looks a lot more like W:A style to me, which is good.  :)

I think Sensei and me want a special type of map for Aerial (https://www.tus-wa.com/schemes/scheme-312/) scheme as he mentions about maps being more spaced so that to allow easy jetpack maneuvering.

Title: Re: MapGEN v0.8.6.2
Post by: Sensei on February 11, 2019, 03:58 PM
Looks a lot more like W:A style to me, which is good.  :)

I think Sensei and me want a special type of map for Aerial (https://www.tus-wa.com/schemes/scheme-312/) scheme as he mentions about maps being more spaced so that to allow easy jetpack maneuvering.

For that Aerial scheme you linked, yeah, you'd need quite basic open maps cause without sudden death, games can get nasty darksided.


@Plutonic, awesome work. Looks lot better now. As Xrayez said, I would have hard time distinguishing mapgen and ingame generator island map now.
Will let you know for more possible patches if I stumble upon any. Thx for fixing.
Title: Re: MapGEN v0.8.6.2
Post by: SiD on February 11, 2019, 04:21 PM
I really like the hexagonal generation, It'll be available for island maps too?

Also, the number of colours selected in the program doesn't seem to affect the maps generated in the map editor.
Title: Re: MapGEN v0.8.6.2
Post by: Plutonic on February 11, 2019, 04:42 PM
Thanks! I will finish off what I have and let you lot play with the settings to see if it can function to Aerial, if not I can add some extra params to hopefully help.

I really like the hexagonal generation, It'll be available for island maps too?

Also, the number of colours selected in the program doesn't seem to affect the maps generated in the map editor.

It wasn't originally planned, the hex grid is purely part of the underlying algorithm and rendering it was just a debug tool, that said, there is no harm in allowing it, just have to find
a place to put it in the interface.
Title: Re: MapGEN v0.8.6.2
Post by: Thewolensheep on February 11, 2019, 07:06 PM
oooh, I do like these pillar islands. maybe add a scale slider to make the same results but at a higher dpi and no artifacts?
You can create double-sized terrain themes and use them to generate higher-dpi maps. Here's a test I did with Medieval x2 (on the right):
If thats how it works then ill have to update my current themes to support bigger maps.
Title: Re: MapGEN v0.8.6.2
Post by: Plutonic on February 12, 2019, 07:30 AM
It depends what effect you are looking for, you could get what steps did by just resizing with a better upscaling algorithm. If you want the bigger objects and larger land texture then that is a nice way to automate it.
If what you want is normal sized objects and textures but on the same shape map, then you will need the next update with new scaling options.
Title: Re: MapGEN v0.8.6.2
Post by: Plutonic on February 13, 2019, 01:16 PM
Update: Both Multi-island and Multi-cavern no longer have a forced gap between them, allowing them to move over the "half-way point".
Title: Re: MapGEN v0.8.6.2
Post by: Xrayez on February 13, 2019, 01:21 PM
Looks neat! Do you remake those generators to use this new hexagon based algorithm? I can spot some places where it shows up on the maps.
Title: Re: MapGEN v0.8.6.2
Post by: Plutonic on February 13, 2019, 02:02 PM
Looks neat! Do you remake those generators to use this new hexagon based algorithm? I can spot some places where it shows up on the maps.

Yeah, these new ones use hexagons as the first pass, rather than the original which just picked random points and then tried to sort them into a nice order.
It tries to remove the obvious hexiness in the second pass but it is just about there still if you are looking for it.
Title: Re: MapGEN v0.8.7.0
Post by: Plutonic on February 26, 2019, 09:48 PM
Hi all!

I have updated the download links to a new version using the new algorithms for Island and Cavern maps.
I have also done a fair bit of optimisation so it should be a bit faster as well.

http://www.wormscc.co.uk/download/mapgen/InstallMapGen.exe

Let me know what you think. Its not quite finished, but a round of feedback would be useful at this point :)

Thanks!
Title: Re: MapGEN v0.8.7.0
Post by: h3oCharles on February 28, 2019, 11:32 AM
Cavern 1920x8000, 8 Num Caves, Land Density all the way down, Objects all the way up, Erosion all the way down

and I got myself a crash xd
Title: Re: MapGEN v0.8.7.0
Post by: Plutonic on March 01, 2019, 08:02 AM
Cavern 1920x8000, 8 Num Caves, Land Density all the way down, Objects all the way up, Erosion all the way down

and I got myself a crash xd

I will take a look... that will take forever to generate though I'm sure, how much memory do you have?
Title: Re: MapGEN v0.8.7.0
Post by: Plutonic on March 01, 2019, 10:10 AM
Ok, yes, I get the crash too. Oddly though, not in debug mode.
Title: Re: MapGEN v0.8.7.0
Post by: h3oCharles on March 01, 2019, 12:35 PM
how much memory do you have?
8GBs
Title: Re: MapGEN v0.8.7.0
Post by: Xrayez on March 01, 2019, 12:53 PM
No crash for me, the time it takes to generate such map with TheMadCharles' settings is anything around 10-40 seconds.

16GB RAM
Title: Re: MapGEN v0.8.7.0
Post by: Plutonic on March 01, 2019, 04:02 PM
It's a weird one, when I first ran it to check, it crashed instantly, as soon as I pressed the button. I have been pressing the generate button all day since and it hasn't happened again...
Also on 8Gb here, dont think it was memory related.
Title: Re: MapGEN v0.8.7.0
Post by: Plutonic on March 04, 2019, 07:50 PM
Hey all!

New version up now here:

http://www.wormscc.co.uk/download/mapgen/InstallMapGen.exe

Should fix the crash when generating very large cavern maps.
Title: Re: MapGEN v0.8.7.1
Post by: h3oCharles on March 04, 2019, 10:27 PM
got it :D

but max size attachments is 1024KBs so I can't upload it xd
Title: Re: MapGEN v0.8.7.1
Post by: Thewolensheep on March 05, 2019, 11:05 PM
Found a bug where when you make a setting file that has spaces in it's name, the game can't load the map.
Title: Re: MapGEN v0.8.7.1
Post by: Plutonic on March 06, 2019, 08:03 AM
Found a bug where when you make a setting file that has spaces in it's name, the game can't load the map.

Is that when using wkMapGen?
Title: Re: MapGEN v0.8.7.1
Post by: Thewolensheep on March 07, 2019, 02:15 AM
Found a bug where when you make a setting file that has spaces in it's name, the game can't load the map.

Is that when using wkMapGen?
Yes.
Title: Re: MapGEN v0.8.7.1
Post by: Plutonic on March 10, 2019, 01:07 PM
Ok new version 0.8.7.2 is uploaded, fixes the wkMapGen issue with loading custom settings files with spaces in them.
Title: Re: MapGEN v0.8.7.2
Post by: WTF-8 on March 10, 2019, 01:59 PM
new version 0.8.7.2 is uploaded
[attachment=1]
Title: Re: MapGEN v0.8.7.2
Post by: philie on March 10, 2019, 09:59 PM
new version 0.8.7.2 is uploaded
where.png

the info on worms2d is not updated, but the file is:

[attachment=1]
Title: Re: MapGEN v0.8.7.2
Post by: Plutonic on March 11, 2019, 01:44 PM
Oops sorry, fixed up the text. The download link is always the same, so once I say its uploaded it will always be the new version - I just miss some of the number dotted around the internet!
Title: Re: MapGEN v0.8.7.2
Post by: Thewolensheep on April 02, 2019, 05:34 AM
I have updated my theme pack!
link: https://www.tus-wa.com/files/file-1563/
Title: Re: MapGEN v0.8.6.2
Post by: Sensei on April 03, 2019, 10:13 PM
Super quick update on the new island maps. With sensible settings I am now getting this:

Just wanted to ask did you add this progress on terrain generator to latest MapGEN update?
Cause I have trouble generating similar maps you achieved under that quoted comment (picture is not seen cause you've put it in attachments).

Anyway, most island maps still look flat and lifeless with fat pieces of land on my end here :/
It's quite a turn off knowing that few ppl uploading their new themes to MapGEN nowadays. Would be nice to use it rather than classic ingame generator.
Appreciate your work nonetheless, man!


Title: Re: MapGEN v0.8.7.2
Post by: Thewolensheep on April 07, 2019, 04:54 AM
Wow what a surprise! An update to my theme pack!
Link: https://www.tus-wa.com/files/file-1563/
Title: Re: MapGEN v0.8.7.2
Post by: Thewolensheep on April 07, 2019, 05:25 AM
A hotfix to fix the sky theme's soil: https://www.tus-wa.com/files/file-1563/
Title: Re: MapGEN v0.8.6.2
Post by: Plutonic on April 07, 2019, 10:01 AM
Super quick update on the new island maps. With sensible settings I am now getting this:

Just wanted to ask did you add this progress on terrain generator to latest MapGEN update?
Cause I have trouble generating similar maps you achieved under that quoted comment (picture is not seen cause you've put it in attachments).

Anyway, most island maps still look flat and lifeless with fat pieces of land on my end here :/
It's quite a turn off knowing that few ppl uploading their new themes to MapGEN nowadays. Would be nice to use it rather than classic ingame generator.
Appreciate your work nonetheless, man!

Yeah, the latest version is using the new algorithm. If its not producing maps you would use then I am happy to keep trying to improve it, the more feedback I get, the more I have to work on.
Could you post some of the bad maps up here? I can load them into mapgen and see what they are doing.

I have attached a settings file that roughly matches what I had in that post - I do occasionally get large chunks of land myself, I will see if I can work out why.
Title: Re: MapGEN v0.8.7.2
Post by: Thewolensheep on April 07, 2019, 04:44 PM
there is a bug related to the -hell theme.
https://imgur.com/MhoplG2
Title: Re: MapGEN v0.8.7.2
Post by: Plutonic on April 08, 2019, 04:19 PM
hmmm, noted... presumably an issue with the palette reduction.
Title: Re: MapGEN v0.8.7.2
Post by: j0e on June 25, 2019, 02:17 AM
Started half-assedly making a Pokemon theme. Planning to change the grass and fix the little defect in the soil at some point.

Pretty cool that you can have so many different map objects loaded at once. PM if you want a copy
Title: Re: MapGEN v0.8.7.2
Post by: Saint on June 25, 2019, 06:42 PM
.
Title: Re: MapGEN v0.8.7.2
Post by: Sensei on June 26, 2019, 10:02 AM
Great work guys. I've sent inbox already, j0e.

Saint, you made this terrain? I'd like to have files, if you can send me. Thx
Title: Re: MapGEN v0.8.7.2
Post by: Saint on June 26, 2019, 12:58 PM
I already attached the folder,I hope you know how to use it
Title: Re: MapGEN v0.8.7.2
Post by: Sensei on June 26, 2019, 02:01 PM
My bad. Thought you only posted pic. Thx
Title: Re: MapGEN v0.8.7.2
Post by: Triad on June 28, 2019, 12:22 PM
Will we ever have WxW maps for mapgen? It would be nice. With options like resolution, number of walls and number of floors (3 floors (https://www.tus-wa.com/maps/map-10605/) vs 4 floors (https://www.tus-wa.com/maps/map-15399/))

Also, happy birthday!
Title: Re: MapGEN v0.8.7.2
Post by: Plutonic on June 30, 2019, 09:40 AM
The closest you have currently is the shopper: algorithm 2, which is a maze shopper. They could do with some work to be honest, was never very happy with the shopper maps in general. You don't get highlighted walls or anything though.

If there is interest in making a proper WxW generator (and more importantly, people willing to test and give feedback!). Then I am up for giving it a proper go.

As a general rule though, new schemes will only be added if people ask for them, so always post here any requests.
Title: Re: MapGEN v0.8.7.2
Post by: Triad on June 30, 2019, 10:22 AM
I would love to help! And I am sure there'll be an interest for WxW, not just here in TUS but in WormNET general.
Title: Re: MapGEN v0.8.7.2
Post by: Plutonic on June 30, 2019, 06:22 PM
Ok, will add it to the list to take a look at :)
Title: Re: MapGEN v0.8.7.2
Post by: Storm2 on July 22, 2020, 10:52 PM
Seems like this is one of the many modules broken by 3.8- standalone still works but the wormkit module is handy in its own way- would be nice if it got updated
Title: Re: MapGEN v0.8.7.2
Post by: Plutonic on July 23, 2020, 06:04 AM
Weird, I'll take a look.
Title: Re: MapGEN v0.8.7.2
Post by: h3oCharles on July 23, 2020, 12:06 PM
oh yea, the MapGEN module may or may not have broken in 3.8, i haven't tested it but you might wanna take a look
Title: Re: MapGEN v0.8.7.2
Post by: Storm2 on July 23, 2020, 06:12 PM
wkWMDB is broken too, I think you developed that too?
Title: Re: MapGEN v0.8.7.2
Post by: Plutonic on July 24, 2020, 07:11 PM
Ok, well for wkWMDB there is a new link over at https://worms2d.info/WkWMDB that should work. It wasn't a 3.8 issue, but something with the websites url.

As for wkMapGen, it seems to be working for me. What version are you running? I am using v0.8.7.2
Title: Re: MapGEN v0.8.7.2
Post by: Storm2 on July 24, 2020, 07:21 PM
Neither of them seem to be working for me. I'm using 0.8.7.2 for MapGEN.

I'm running the Steam version if that's of any use to you
Title: Re: MapGEN v0.8.7.2
Post by: StepS on July 24, 2020, 08:08 PM
Neither of them seem to be working for me. I'm using 0.8.7.2 for MapGEN.

I'm running the Steam version if that's of any use to you
Both modules are working perfectly for me. Are you sure Loading WormKit modules is enabled? Just to double-check.
These modules do not modify the game code and should always work anyway.
Title: Re: MapGEN v0.8.7.2
Post by: Plutonic on July 24, 2020, 08:10 PM
Just tried on a fresh Steam install, and was able to get them working once I move MadCHook.dll over from my CD install. Do you have that dll? Does it just not work at all, or do you get an error message?
Title: Re: MapGEN v0.8.7.2
Post by: Storm2 on July 24, 2020, 09:04 PM
Just tried on a fresh Steam install, and was able to get them working once I move MadCHook.dll over from my CD install. Do you have that dll? Does it just not work at all, or do you get an error message?

I transferred that dll over and both modules are working now, thanks very much :)
Title: Re: MapGEN v0.8.7.2
Post by: StepS on July 25, 2020, 10:35 AM
I transferred that dll over and both modules are working now, thanks very much :)
You should've received an error upon starting the game if madCHook is missing. Modules depending on it will not load otherwise.
Specifically, error 0x0000007E. These errors are fatal and should not be ignored.

Code: [Select]
---------------------------
Warning
---------------------------
Failed to load WormKit module wkWmdb.dll:
LoadLibrary failed: Error 0000007E (???????????????????)

Please check that all files required by the module are present in the W:A directory.
---------------------------
OK   
---------------------------

When you see such an error, it is NOT a 3.8 compatibility error!
Title: Re: MapGEN v0.8.7.2
Post by: Storm2 on July 25, 2020, 01:32 PM
I transferred that dll over and both modules are working now, thanks very much :)
You should've received an error upon starting the game if madCHook is missing. Modules depending on it will not load otherwise.
Specifically, error 0x0000007E. These errors are fatal and should not be ignored.

Code: [Select]
---------------------------
Warning
---------------------------
Failed to load WormKit module wkWmdb.dll:
LoadLibrary failed: Error 0000007E (???????????????????)

Please check that all files required by the module are present in the W:A directory.
---------------------------
OK   
---------------------------

When you see such an error, it is NOT a 3.8 compatibility error!

I did receive that error, had no idea those modules relied on that dll. Nice to know for future reference
Title: Re: MapGEN v0.8.7.2
Post by: h3oCharles on November 24, 2020, 05:56 AM
this is unrelated to the mapgen program, it's related to hostingbuddy's integration of mapgen

typing "!mapgen scheme=rr width=2000 height=2000 pathsize=400 starttopleft=1" doesn't give big path sizes, im pretty sure no matter what i try, i get stupidly low path size, way lower than mapgen interface is allowing

i can't warmup my roping because of this :(

EDIT: typing in 4000x4000 dimension spits out an "Error: MapGEN failed (timeout) - try generating a smaller map or using simpler parameters"
Title: Re: MapGEN v0.8.7.2
Post by: Plutonic on November 24, 2020, 01:14 PM
Hmm, it would be worth seeing what mapgen spits out if you pass it the same arguments directly. I don't remember the exact args right now… I should add them too the wiki if not already there.
Title: Re: MapGEN v0.8.7.2
Post by: h3oCharles on November 24, 2020, 01:53 PM
(https://i.imgur.com/AZknyUM.png)
Title: Re: MapGEN v0.8.7.2
Post by: Plutonic on November 24, 2020, 02:23 PM
Hmm, ok, will take a look when I get a chance.
Title: Re: MapGEN v0.8.7.2
Post by: Plutonic on December 19, 2020, 09:50 AM
Ah! the setting for the path size is "path", so try that.
Title: Re: MapGEN v0.8.7.2
Post by: h3oCharles on December 20, 2020, 02:42 PM
!mapgen scheme=rr width=2000 height=2000 path=400 starttopleft=1

that's a nope, maybe you could check what path size is getting generated, perhaps that'll lead to something[?]

(https://i.imgur.com/p1Pjm2d.png)
Title: Re: MapGEN v0.8.7.2
Post by: Plutonic on December 24, 2020, 08:52 AM
Hmm, ok, I will have another look. I am having issues getting mi laptop to boot at the moment though..
Title: Re: MapGEN v0.8.7.2
Post by: h3oCharles on December 24, 2020, 03:03 PM
that uuh doesn't sound like fun
Title: Re: MapGEN v0.8.7.2
Post by: TheKomodo on August 04, 2021, 12:00 AM
I must be doing something wrong here.

For some reason whenever I try to load a map I saved with this generator, it pops up "Error opening map file".

I'm just using the TTRR template, with default settings, i've checked and it's 1920x696, the colours all seem fine, i've got no idea why it won't load.

Anyone have any ideas?

Edit - I've tried just randomizing it over and over and none of these maps will load for me in WA, wtf?
Title: Re: MapGEN v0.8.7.2
Post by: Plutonic on August 04, 2021, 06:33 AM
Weird... I will try it here if I get a chance.. I may forget though so feel free to poke again later :D
Title: Re: MapGEN v0.8.7.2
Post by: TheKomodo on August 04, 2021, 04:10 PM
Weird... I will try it here if I get a chance.. I may forget though so feel free to poke again later :D

The last time I used this it was a much earlier version and it worked fine, it must be a corrupt file somehow after saving.

Even if I take a screenshot of the map at full size, paste it in, then manually increase then decrease colours again, save as PNG, make sure it has the right scale - 1920x696, and save it, with a new name, I still get the error... I have absolutely no idea why this is happening.

Though if I make a new map from scratch inside paint shop pro, it works fine...



Edit:

This is the weirdest thing i've ever seen... So it's working now, apparently you cannot save any file into a folder called MapGEN, whether you edit or not after...

I made a folder called MapGEN inside my TTRR folder and tried saving the maps, they wouldn't load, I got that error.

So I tried opening those files and editing them saving them as something else, didn't work, same error.

I tried doing the same as just mentioned, though copying them, pasting them into a new project, then saving them after checking dimensions and colours were fine, didn't work, same error.

I tried editing them and saving them in another folder, didn't work, same error.

It was only when I started saving the maps from the generator into a folder without the name "MapGEN" that it started working.

I do not understand that at all... At least I got it working though, just don't create a folder called MapGEN lol.
Title: Re: MapGEN v0.8.7.2
Post by: Plutonic on August 04, 2021, 05:12 PM
Oh! Its the wkMapGEN Module!
It relies on "fake" png maps in a MapGEN folder in order to know what to generate. It will be passing in the full map to MapGEN for it to try and Generate a new map, which then fails!

Ok, so yes, not calling your folder MapGEN is the easy fix. If I ever get time to work on MapGEN it may be something I can find a work around for.
Title: Re: MapGEN v0.8.7.2
Post by: TheKomodo on August 04, 2021, 06:11 PM
The universe makes sense again!

Thanks for the explanation, I like to have folders by author so i'll just make a Plutonic folder instead.  8)
Title: Re: MapGEN v0.8.7.2
Post by: Kradie on August 29, 2021, 11:30 AM
Hi, is there a portable version of mapgen?
Title: Re: MapGEN v0.8.7.2
Post by: Plutonic on August 29, 2021, 12:23 PM
Not currently, though if the machine you want to run it on has the correct VC Redist installed already, there is no reason you can't just copy the files across from another machine. I stopped uploading plain zip files when I stopped statically linking the libraries as people were having issues with not having the redists installed already.
Title: Re: MapGEN v0.8.7.2
Post by: Kradie on August 29, 2021, 12:47 PM
Not currently, though if the machine you want to run it on has the correct VC Redist installed already, there is no reason you can't just copy the files across from another machine. I stopped uploading plain zip files when I stopped statically linking the libraries as people were having issues with not having the redists installed already.
Why does Window defender stops and warn me about this software though?
Title: Re: MapGEN v0.8.7.2
Post by: Plutonic on August 29, 2021, 01:06 PM
It shouldn't warn about MapGEN itself, but it is probably unhappy about the wkMapGEN module which uses MadCHook to hook into WA (and is included along with MapGEN). Lots of things false-positive MadCHook because it *could* be used in a dangerous manner.
Title: Re: MapGEN v0.8.7.2
Post by: Kradie on August 29, 2021, 01:19 PM
It shouldn't warn about MapGEN itself, but it is probably unhappy about the wkMapGEN module which uses MadCHook to hook into WA (and is included along with MapGEN). Lots of things false-positive MadCHook because it *could* be used in a dangerous manner.
Thanks.
Title: Re: MapGEN v0.8.7.2
Post by: Sensei on November 15, 2023, 09:52 AM
Is there a possibility all community made terrains get imported in MapGEN (standalone version)? We now have 60-70 custom terrains. Would be quite cool having an option to generate them with MapGEN!
Title: Re: MapGEN v0.8.7.2
Post by: Plutonic on November 15, 2023, 10:24 AM
MapGen will pick up and use any themes found in it's Themes folder. So if people have the art assets and want to set up some folders it should be possible without updating MapGen itself.
Title: Re: MapGEN v0.8.7.2
Post by: Sensei on November 15, 2023, 06:25 PM
Thanks for the response. I'll give it a shot!