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Vermeulen wrote:Enemies will not be at fixed locations, and there will not be a fixed amount of enemies, but the levels will stay the same. I think it would be pretty much impossible to randomly generate levels.
person2 wrote:Not if you entered the 21st century and interpreted .map files (or atleast had the ability to). Compiled maps are for 486s.
esteel wrote:person2 wrote:Not if you entered the 21st century and interpreted .map files (or atleast had the ability to). Compiled maps are for 486s.
You might have noticed that some maps can take hours to compile.. I really doubt this time is wasted by the map compiler.. You might have enough time to load the .map files or accept lower quality maps but i'm quite fine with the current system
Thats my personal opinion.. Maybe you can persuade LordHavoc to code a .map loader for DarkPlaces.
person2 wrote:"There is more then one way to do things".
I don't know... it seems that things like bzflag https://caethaver2.ath.cx/cat2/ffa-columns.png interpret source map files (5 of which I have written by hand in nedit (a linux text editor) and apply lighting effects on the fly....
It is not impossible, it might be impossible _in your mind_ however. Also the developers might not want to develop anymore, inwhich case they should seek out new people to continue developing.
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Subject: C=ET, ST=Ether, L=Net, O=CAEthaver2, OU=Inet, CN=cat2.ath.cx
Asraniel wrote:i wonder if one day the darkplace engine will support uncompiled maps that would enable random maps.. there would be extremely cool things that could be done (random diablo like dungeon as a shooter.. go deeper and deeper in the dungeon, kill monsters, gain xp.. well, the rest of the game concept would need to be thinkd of firstbut you see what i mean..)
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