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September 23, 2018, 03:20 AM

Author Topic: MapGEN v0.8.6.2  (Read 16927 times)

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Re: MapGEN v0.8.5
« Reply #240 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

Offline TheMadCharles

Re: MapGEN v0.8.5
« Reply #241 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


Re: MapGEN v0.8.5
« Reply #242 on: January 26, 2017, 08:41 AM »
Make worms great again!

Theme zip attached, just extract to MapGen\data\generic\themes
« Last Edit: January 27, 2017, 09:02 PM by goosey »

Offline Sbaffo

Re: MapGEN v0.8.5
« Reply #243 on: January 26, 2017, 06:17 PM »
Lmfao nice job

Offline Plutonic

Re: MapGEN v0.8.6
« Reply #244 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

Offline Plutonic

Re: MapGEN v0.8.6.1
« Reply #245 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.

Offline SiD

Re: MapGEN v0.8.6.1
« Reply #246 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)
« Last Edit: August 09, 2017, 05:17 PM by SiD »

Offline TheMadCharles

Re: MapGEN v0.8.6.1
« Reply #247 on: August 09, 2017, 06:57 PM »
Forts with manually grass enabled crashes the program


Offline TheWalrus

Re: MapGEN v0.8.6.1
« Reply #248 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

Offline TheMadCharles

Re: MapGEN v0.8.6.1
« Reply #249 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


Offline Plutonic

Re: MapGEN v0.8.6.1
« Reply #250 on: August 15, 2017, 09:52 PM »
Oops! Updated WKB...

Not getting the crash with Forts though...

Offline TheMadCharles

Re: MapGEN v0.8.6.1
« Reply #251 on: July 08, 2018, 07:51 PM »
*shameless bump*

hi, Fort objects have borders on them, making them look disgusting.


Offline philie

Re: MapGEN v0.8.6.1
« Reply #252 on: July 10, 2018, 10:43 PM »
anyway, nice map xD

Offline TheMadCharles

Re: MapGEN v0.8.6.1
« Reply #253 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?
« Last Edit: July 30, 2018, 10:10 PM by TheMadCharles »


Offline Plutonic

Re: MapGEN v0.8.6.1
« Reply #254 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.