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tChr wrote:It is.. Minstagib uses this for the powerups.

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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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..)

Vermeulen wrote:random map generators only work for hallway based games. I mean, can you imagine a random map generator for nexuiz arena style maps?
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.
Vector_Matt wrote:Sorry about rezzing this post, but I actually know of a game that creates (sortof) random levels. It's UFO:AI, when the aliens invade your base it creates a level that is based on the current design of your base. The game is based on Q2 (I think) but the technique could probably be adapted to Zymotic, you would have to use an algorithm to generate a design which could then be fed into the thing that creates the level. I don't know how easy, or possible, this would be, but I thought it would be useful to know about.
[TSA] Psychiccyberfreak wrote:I think I may have solved our compile-the-map problem. I'm getting something like 10 computers from my school district. I'm going to make a linux kernel with it. I could put a map compiler on there, so all you'd have to do is sftp the map over and compile it. I'll make accounts for mapmakers. that should hopefully bring the compiling time down
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