English
Main Menu
My panel

  • Welcome to The Ultimate Site of Worms Armageddon. Please log in or sign up.
Active chat preview

This box automatically views your last visited chat.
Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Plutonic

#136
General discussion / Re: MapGEN v0.8.1
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...
#137
General discussion / Re: MapGEN v0.8.1
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?
#138
General discussion / Re: MapGEN v0.8.1
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.
#139
General discussion / Re: MapGEN v0.8.0
April 24, 2016, 06:17 PM
I guess one other thing you could try, does the wormkit module work at all?
#140
General discussion / Re: MapGEN v0.8.0
April 24, 2016, 05:37 PM
Quote from: TheMadCharles on April 24, 2016, 05:33 PM
Quote from: Plutonic on April 24, 2016, 12:48 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.
#141
General discussion / Re: MapGEN v0.8.0
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?
#142
General discussion / Re: MapGEN v0.8.0
April 23, 2016, 09:07 PM
Hmm, ok, this isn't something I have seen happen. Where did you install it too?
#143
General discussion / Re: MapGEN v0.8.0
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?
#144
General discussion / Re: MapGEN v0.8.0
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.
#145
General discussion / Re: MapGEN v0.8.0
April 23, 2016, 09:04 AM
Quote from: TheMadCharles on April 23, 2016, 08:23 AM
Quote from: Plutonic on April 22, 2016, 09:28 PM
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.
#146
General discussion / Re: MapGEN v0.8.0
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.
#147
General discussion / Re: MapGEN v0.8.0
April 22, 2016, 09:39 PM
Quote from: XanKriegor on April 22, 2016, 09:33 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)
#148
General discussion / Re: MapGEN v0.8.0
April 22, 2016, 09:32 PM
Quote from: 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.

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.
#149
General discussion / Re: MapGEN v0.8.0
April 22, 2016, 09:28 PM
Quote from: TheMadCharles 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

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?

Quote from: 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?

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.
#150
General discussion / Re: MapGEN v0.8.0
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

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.