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Messages - Plutonic

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31
General discussion / Re: MapGEN v0.8.7.0
« on: March 01, 2019, 10:10 AM »
Ok, yes, I get the crash too. Oddly though, not in debug mode.

32
General discussion / Re: MapGEN v0.8.7.0
« 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?

33
General discussion / Re: MapGEN v0.8.7.0
« 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!

34
General discussion / Re: MapGEN v0.8.6.2
« 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.

35
General discussion / Re: MapGEN v0.8.6.2
« 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".

36
General discussion / Re: MapGEN v0.8.6.2
« 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.

37
General discussion / Re: MapGEN v0.8.6.2
« 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.

38
General discussion / Re: MapGEN v0.8.6.2
« 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?


39
General discussion / Re: MapGEN v0.8.6.2
« 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.

40
General discussion / Re: MapGEN v0.8.6.2
« on: February 04, 2019, 07:47 PM »
Ha, ok, I have just "fixed" that issue for the new caverns...

41
General discussion / Re: MapGEN v0.8.6.2
« 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.

42
General discussion / Re: MapGEN v0.8.6.2
« 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.

43
General discussion / Re: MapGEN v0.8.6.2
« 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?

44
General discussion / Re: MapGEN v0.8.6.2
« 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.

45
General discussion / Re: MapGEN v0.8.6.2
« on: February 03, 2019, 07:37 PM »
So, the current version can already do this: (see attachments)
What would you do differently?

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