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Messages - Plutonic

#151
General discussion / Re: MapGEN v0.7.1
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.
#152
General discussion / Re: MapGEN v0.7.1
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.
#153
General discussion / Re: MapGEN v0.7.1
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.
#154
General discussion / Re: MapGEN v0.7.1
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...
#155
General discussion / Re: MapGEN v0.7.1
April 11, 2016, 07:02 PM
Maybe... but the map results are somewhat not as you might expect...
#156
General discussion / Re: MapGEN v0.7.1
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.
#157
General discussion / Re: MapGEN v0.7.1
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...
#158
General discussion / Re: MapGEN v0.7.1
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
#159
General discussion / Re: MapGEN v0.7.1
April 09, 2016, 04:11 PM
Quick question, where do people tend to put MapGen? Just in the WA folder? Program Files? Somewhere else?
#160
General discussion / Re: MapGEN v0.7.1
March 29, 2016, 06:38 PM
Quote from: TheMadCharles on March 26, 2016, 10:15 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!
#161
General discussion / Re: MapGEN v0.7.1
March 26, 2016, 10:55 PM
Quote from: TheMadCharles on March 26, 2016, 10:15 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.
#162
General discussion / Re: MapGEN v0.7.1
March 26, 2016, 08:38 PM
Quote from: TheMadCharles 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.

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.
#163
General discussion / Re: MapGEN v0.7.1
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.
#164
General discussion / Re: MapGEN v0.7.1
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.
#165
General discussion / Re: MapGEN v0.7.1
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.
Paradise - THeDoGG