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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. Updated: v170407 D2KMapGen-170407.zip src-170407.zip Heavily reduced the time it takes to save the map and mis file Replaced the settings bellow with the following new settings: 'numberOfSandSpecialsToAdd', 'numberOfRockSpecialsToAdd', 'numberToAdd', 'numberOfSpiceSquares', numberOfDuneSquares', 'numberOfIslandSquares' 'sandSpecialFreq', 'rockSpecialFreq', 'rockFreq', 'spiceFreq', 'duneFreq', 'islandFreq' These new settings are instead now a percentage. Ex. If 'rockFreq' is set to 0.2, then roughly 20% (0.2 * 100) of all blocks on the map will be a rock tile All areas have been properly altered to prevent it from getting stuck due to a value that is too high Improved the GUI Fixed the AI in the mis files being incorrect Partially fixed the placment of the dune edges Altered how the openings in the cliff faces are added, they can now be varied in size Sped up the placing of player spawns somewhat with 'autoSpaceSpawns' enabled, and the placement of spice blooms After a map is completed, the time it took to make it is displayed Prevented cliff faces and rock-to-sand edges from having two identical blocks right next to each other Example of a map made with the default settings: 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
Howdy, y'all. For those of y'all who've followed my Heighliner tileset WIP thread (https://forum.dune2k.com/topic/27842-wip-heighliner-tileset/), here's the end of it. This release makes it officially done. Take it, map with it, and have fun! Here's a comprehensive list of the features of this tileset: - Built for compatibility. No game modding required, no files need to be overwritten and later replaced with the original versions, no nothin' like that. - Many colorful combinations of platform edge, wall, and base can come together to form interesting aesthetic designs. - Create maps taking place either in the confines of a superstructure or in a massive space-based Heighliner! - Use the hybrid resources system of Supply Depots and Mass Deposits to innovate exciting gameplay! - Tell an expanded story by taking your campaign to new heights, figuratively and literally! Special thanks goes out to: Cm_blast, for his awesome help all along the way. All the testing, feedback, and encouragement is sincerely and greatly appreciated, my friend! Klofkac, for his awesome editor. I couldn't have configured the tileset or mapped with it without you, mate! Many thanks. D2k Sardaukar, for the original sprite I edited to create the Launch Pad. It's a critical part of this tileset. Thank you! Shaokhan, for his feedback on using this tileset for multiplayer maps. I give you my sincerest thanks! Helkor Duner, for further encouragement. I appreciate that very much, so thank you! Before you begin mapping with this tileset, you may wish to try out the mini-campaign to get a feel for how maps using it might play out. Here are details on the mini-campaign's four maps: HTTMC01: Lift-Off! - Reclaim the spaceport on Arrakis from the Ordos and prepare to assault the Heighliner itself! HTTMC02: Boarding Action - The Harkonnen are here to cut your invasion off as it lands. Break their base. HTTMC03: LAV Liquidation - Roll over the enemy Trikes, Raiders and Quads with a battalion of Combat Tanks. HTTMC04: Fight With Flight - Trapped in the center of the Heighliner, you must defeat all the remaining enemy forces to achieve final victory. Whatever design mistakes I've made in this simple test campaign, such as unit pathing and resource distribution, learn from them to improve your own maps in style and gameplay. Maybe you'll make your bridges shorter and wider, add two pads to your Mass Deposits, or add more incidental Guild buildings for atmosphere like what I did on HTTMC04. This campaign is mostly here to give y'all ideas since, being unlike Arrakis maps, it needs different designs to shine. Download link: Heighliner Tileset.zip Check out the README for more info on installation. And, if you're wondering how it looks in the editor, here are a couple of screenshots from v13: https://i.imgur.com/oZ65dBa.png https://i.imgur.com/CPC18hq.png You can use the middle mouse button to pull up the hotkeys in the Block Preset Selection window. These can be used to quickly cycle through tiles. For anything else, hit the "Open tileset" button and have a look around! And remember to enable Infinite Spice in the .ini settings for Mass Deposits to work. Without that, the MD pads will turn into crates and then disappear entirely. That should be all. Have fun.