shai

Fedaykin
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About shai

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    Mentat
  • Birthday 11/03/1998

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    http://steamcommunity.com/id/npc_rudolph/
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    rudolph77s

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    Male
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    A Freman Outpost (Ontario, Canada)
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    Dune 2000 and anything that has to do with computers ^u^

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  1. Yes, I am quite glad it's coming all together so quickly now You can find more information under this link. Scroll to the bottom, as the oldest posts starts at bottom and newer appear upwards. It's really interesting to read and there are good examples (screenshots) of the levels it produced. As you can see, the levels it generates are quite cluttered mess which are not playable at all and need lot of human modifications to become playable. However, it's actually improving during the time, and I'm really curious how well this method will work for Dune2000 maps, after creating probability profiles from all stock maps. Very interesting, I briefly thought of this kind of method the other week but I did not dig too far into the idea. I will definitely look more into it now though, but I'll need to first learn how that type of generator generally works The way I was planning on generating the sand-sand cliffs is similar to this, though all I have for it so far are the tiles drawn out on a piece of paper, no real code or anything made for it. Hopefully by the start of next week I will have actually started on it. But doing that for everything like you say would be rather interesting as well, but fairly difficult too. I don't think I'll be trying anything like that too soon, but I will hold onto the idea
  2. Updated: v170322 Implemented safe guards to prevent the program from locking up; you may now set the settings as high as you want All 7 original tilesets are now supported Now creates a .mis file to go with the map Added new setting: 'addMis' Setting to true will create a .mis file, false will not Added new setting: 'autoSpaceSpawns' Setting to true will use a new, better method to add the spawn points in a more evenly distributed layout. 'spaceBetweenPoints' is not used under it A 'README.txt' file is included which explains the settings and how to use the generator The new version can be downloaded above in the first post of this thread
  3. I do recall running into this problem the other day, but I believe I have fixed it. In my case, it was because the other settings were not being resized correctly to account for the smaller map size, and by the time it got to that step there just was no more room left. I will go and add in some measures to prevent any step from getting stuck like that. That's a good idea, I will do that as well.
  4. Hey @Klofkac, I got a question about the other files with your map editor. Why is the 'default_ai.misai' file included only 7607 bytes when the template on the wiki and the game seems to require it to be 7608 bytes? Edit: I think I found out, the first byte is supposed to be the player number, oops
  5. When just a normal custom map is launched through the CnCNet launcher, it uses the tileset as specified in the corresponding .mis file, correct? Is everything else in the .mis file ignored?
  6. Updated: v170317 Added a new system where all you need to do is specify the map dimensions and tileset, and the remaining values will be estimated. Setting 'useSettings' to false will enable this. Added a basic interface which utilizes the above feature. To use it, run the 'runGUI.bat' file. 'Load Defaults' will load the settings last saved and 'Quit and Save Defaults' will save the current settings Picture: Now uses the tileset ini files from Klofkac's Map Editor for the tile info Added new setting: 'numberOfEmptyBlooms' Like how 'numberOfBlooms' would be the start of a spice field that has a spice bloom, 'numberOfEmptyBlooms' is the start of a spice field that does not have one Added new setting: 'addTimeStamp' Setting this to false will disable the time stamp that is added to the end of a map's file name Reorganized the settings file to be more neat Spice blooms are now ensured to be spread across the map more evenly 'Islands' can now become merged with the rock-to-sand openings in the cliff walls Altered the list of rock tiles in use The new version can be downloaded above in the first post of this thread As well, here are things that still need to be done or fixed: Add support for all the other tilesets The auto creating of the values when 'useSettings' is false needs to be done better, the equation used needs to give a result more appropriate for the map size. It is in the method 'autoEq()' The edges of the dune patches are mostly incorrectly put on, they need to be redone to be perfect The rock-to-sand edges are sometimes incorrectly put on, especially on the edge of the map when touching a cliff face, they need to be worked on. Example: Occasionally a cliff wall opening will have a detached end tile, this needs to be looked into and fixed. Example: Occasionally a cliff wall will not connect properly, this needs to be looked into and fixed. Example:
  7. Right now, the only way to prevent two areas from connecting to each other would be to increase 'spaceBetweenPoints' so they are more separated, or decrease either 'numberToAdd' or 'numberOfSpawnsToAdd' to make them smaller or fewer. I'll see which settings work best to keep them apart. And like you suggest, I will also look into making a system that would make each area different from each other, so they don't connect at all and stay separated. Yup, I just added this yesterday, 'numberOfEmptyBlooms' will be the start of a spice field that does not have any spice bloom. There was a bit of a problem with some parts of the map not getting any spice at all so setting this much higher than 'numberOfBlooms' will ensure there are spice fields everywhere. I do kind of have a list of things I will/need to do in my head, I'll write in down in the first post too.
  8. Thank you! I highly appreciate you taking the time to write up your thoughts on it The 'divisor' variables are meant to help evenly distribute all the squares. Hopefully I can explain this well enough. So, the idea is that without this in place, all the squares will likely end up being placed very unevenly. This is because once an area starts to get big, it gets a higher chance of becoming even more bigger, compared to the smaller areas. When a rock square is being placed, the program looks for a rock tile that is next to a sand tile, so an edge point. The bigger an area is, the larger perimeter it has, further increasing it's chance to get bigger. So to counter this, the squares are placed in batches. The number of squares in a batch being found like this: (numberToAdd / numberAtATimeDivisor) = numberAtATime ex. (512 / 2) = 256 Here is a example showing how it works: The squares are being applied to the 'mainBoardTemp' array while the edges are being found in the 'mainBoard' array and the changes aren't being applied until the number of squares counted by 'counter' exceed the number of squares to be placed in a batch, which in the example above is 256. This effectively evens out the placement of the squares, making them more equally sized. But, I haven't had the time to properly test it with different numbers so I don't know just how effectively it can work. As for the 'squareTop/Bottom/Right/Left', these simply are the dimensions of each square. From the blue centre square, this example has a 'Top' of 2, a 'Right' of 2, and 'Bottom' of 0, and a 'Left' of 1. Keep in mind that the four of these values are randomly interchanged with one another, to keep things looking less blocky. The methods that are used to generate everything are entirely my ideas, I didn't read any outside material to get any ideas. I hadn't known this, and I didn't notice any abnormal effects during gameplay, but I will keep note of this, thanks. Yes, the official maps, even ones 128x128, only seem to have 3 or 4, I will definitely turn them down some. This is something I will need to do in the future, making sure there safeguards in effect that prevent this sort of thing. I have already done so in, for example, the method 'addInfantryClimbs'. It will try a certain number of times to do what it does, and will stop after a number of times. Another possible way to get around this is have all the variables chosen by the program based on how big the map will be. I can do this too, I just wanted the ini file handling part in working order right away. Yes, like I mentioned above, this is something I will do in the future. I just need to find an acceptable range for all the variables based on the size of the map, or like you suggest, just a range supplied by the user. Ah, I looked around in those folders but I did not notice those tileset ini files, I will definitely have a look at those, thanks. Doing it as it currently works, for all the tilesets would for sure take a vary long time, this would work a lot better, and work for custom tilesets even I think. To make all these changes would probably require rewriting almost everything, but I have no problem with doing that, and even somewhat planned to do so anyway. That would be easily implementable, if you would like to do that you very well may do so. I will add this as well.
  9. Updated: v170311 Updated settings file; now uses ini4j to read ini formating Added small patches of rock to the generation Fixed spawns being put on inaccessible rock plains Updated the way extra spawns are added/removed to ensure there are always 8 in total The new version can be downloaded above in the first post of this thread
  10. This is the current work-in-progress version of the Random Map Generator I have been working on. Please keep in mind I am by no means a professional at this so please report any problems you may encounter while running it here in this thread. A link to download it and the uncompiled code are below, Java is required to run it. Simply double click the 'run.bat' file to generate a map. When a map is created, a total of three files are made. A log file, an ini file, and the map file. The log file contains the settings that were used to create the map. The ini file contains the name of the map, for use with the CnCNet launcher included in the GruntMods Edition of Dune 2000. And the map file, of course is the map itself. An optional fourth file, a .mis file, can be made as well. v170322 D2KMapGen-170322.zip src-170322.zip Implemented safe guards to prevent the program from locking up; you may now set the settings as high as you want All 7 original tilesets are now supported Now creates a .mis file to go with the map Added new setting: 'addMis' Setting to true will create a .mis file, false will not Added new setting: 'autoSpaceSpawns' Setting to true will use a new, better method to add the spawn points in a more evenly distributed layout. 'spaceBetweenPoints' is not used under it A 'README.txt' file is included which explains the settings and how to use the generator v170317 D2KMapGen-170317.zip src-170317.zip Added a new system where all you need to do is specify the map dimensions and tileset, and the remaining values will be estimated. Setting 'useSettings' to false will enable this. Added a basic interface which utilizes the above feature. To use it, run the 'runGUI.bat' file. 'Load Defaults' will load the settings last saved and 'Quit and Save Defaults' will save the current settings Picture: Now uses the tileset ini files from Klofkac's Map Editor for the tile info Added new setting: 'numberOfEmptyBlooms' Like how 'numberOfBlooms' would be the start of a spice field that has a spice bloom, 'numberOfEmptyBlooms' is the start of a spice field that does not have one Added new setting: 'addTimeStamp' Setting this to false will disable the time stamp that is added to the end of a map's file name Reorganized the settings file to be more neat Spice blooms are now ensured to be spread across the map more evenly 'Islands' can now become merged with the rock-to-sand openings in the cliff walls Altered the list of rock tiles in use v170311 D2KMapGen-170311.zip src-170311.zip Updated settings file; now uses ini4j to read ini formating Added small patches of rock to the generation Fixed spawns being put on inaccessible rock plains Updated the way extra spawns are added/removed to ensure there are always 8 in total v170304 D2KMapGen-170304.zip src-170304.zip
  11. Nope, sadly not, but I'm sure someone has made a tileset with them at some point.
  12. Thank you, and yes, from time to time there is an occasional tile error like that, but it usually is just a single mistake in the entire map when it happens. And doing that as you suggest at the end would be an easy fix, but I will look at some other ways to do it as well.
  13. Like the ones in the centre of the image here https://lutris.net/media/games/screenshots/81540374026b.jpg
  14. For a few years now, I have been interested in making a random map generator for Dune 2000, and so finally, earlier in February I went and did just that. Right now, it only supports using tiles specific to the BLOXBGBS tileset, but it can put down everything that is absolutely needed for a map to work, and can make them any size that Dune 2000 supports. The only thing it's missing though, are sand cliffs, I am still working on a decent way to generate those, because they are fairly crucial to a map as well. That said, do you have any suggestions on how to make it better in any way? Something that would make more logical maps? Below are some maps made with varying settings, and a link to download them. There are some things I know I need to do already, such as making the sand dunes and rock-to-sand borders appear a bit less blocky and straight, but that is simple work. And with that, here are the examples: Maps.zip