XTF Posted July 24, 2009 Share Posted July 24, 2009 Their seed generator code should be found in the Dune Legacy source.Where can the latest code be found? SF SVN doesn't appear to be up-to-date. Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted July 24, 2009 Share Posted July 24, 2009 Doesn't this link work? http://www.myway.de/richieland/dunelegacy-0.95b2-src.tar.bz2That's supposed to be the source for the latest stable release. Quote Link to comment Share on other sites More sharing options...
stefanhendriks Posted July 24, 2009 Share Posted July 24, 2009 So they wrote their own seed generator, that is compatible with dune 2's one? That is quite an achievement.Really love to have a seed generator from the real dune 2 source! :D Thx jpexs! Quote Link to comment Share on other sites More sharing options...
XTF Posted July 24, 2009 Share Posted July 24, 2009 Really love to have a seed generator from the real dune 2 source! :D Thx jpexs!I assume they've done it the same way jpexs has done it. Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted July 24, 2009 Share Posted July 24, 2009 That is most probably the case :) Quote Link to comment Share on other sites More sharing options...
jpexs Posted July 24, 2009 Author Share Posted July 24, 2009 Their seed generator code should be found in the Dune Legacy source.I checked it now and on the first look - the algorithm seems to be the same.It is placed in "MapSeed.cpp" file.The method "SmoothNeighbourhood" in the file adds the spice to the map, so they have spice included.They have decoded also functions "getCosinus" and "getSinus" which are needed for spice generation.I didn't know these are sin and cos, so I have these precalculated values as arrays of bytes. (As stored from Dune2 memory)Their code is working but not very well commented, the one MrFlibble posted (and which I modified) is more clear to understand. Quote Link to comment Share on other sites More sharing options...
stefanhendriks Posted July 26, 2009 Share Posted July 26, 2009 Too bad it uses global vars and definitions that I also use in my game, it will take a while to convert the code so it works there as well :) Quote Link to comment Share on other sites More sharing options...
jordos Posted July 26, 2009 Share Posted July 26, 2009 Too bad it uses global vars and definitions that I also use in my game, it will take a while to convert the code so it works there as well :)Find & Replace all? :P Quote Link to comment Share on other sites More sharing options...
stefanhendriks Posted July 26, 2009 Share Posted July 26, 2009 Nah, instead i have created a class cSeedMapGenerator and moved a lot of code there. It works now and i am very pleased with it. Great work! Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted July 27, 2009 Share Posted July 27, 2009 So D2TM won't need seed maps in the future? Cool ;D Quote Link to comment Share on other sites More sharing options...
stefanhendriks Posted July 27, 2009 Share Posted July 27, 2009 Yes, seed maps are history.I do wonder if it is easy to enhance the seed map generator for larger maps. Ie 128x128 ? Quote Link to comment Share on other sites More sharing options...
NA9x2000 Posted August 31, 2009 Share Posted August 31, 2009 this is a very nice work :D respectas a part of my project i've converted you source into a c/c++ classthe source is available @ http://na9x2000.snakenet.org/dune2rm/source/check the license if u are not happy with it tell meit will be updated soon e.g. to prevent console outputthanks a lot! Quote Link to comment Share on other sites More sharing options...
stefanhendriks Posted August 31, 2009 Share Posted August 31, 2009 I do wonder if it is easy to enhance the seed map generator for larger maps. Ie 128x128 I figured that it would be easy to just 'double' the 64x64 generated map and run some smoothing operations on it myself. So this will probably be not a problem at all. Quote Link to comment Share on other sites More sharing options...
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