#17178 posted by gb on 2009/07/28 23:15:31
Try "SP coop" as the gametype - that's the normal SP gameplay except you always run.
That's what I thought we should play, too.
Tool Drool
#17179 posted by R.P.G. on 2009/07/29 01:14:36
I was too slow to get floor tickets, unfortunately, since that would have been awesome. So I had to get seats way back in row 28. Man biff, you should have said something because I actually had an extra ticket, but I traded both of them yesterday with another guy for his 3rd row seat.
Doh
#17180 posted by grahf on 2009/07/29 05:48:49
Oh... I see they're passing through the east coast pretty much right now. Sure dropped the ball on that one.
Oh DAMN.
#17181 posted by biff_debris. on 2009/07/30 01:40:41
I guess your Bastard status has been lifted for now ;D
They Took Our Jooobs!!!
#17182 posted by RickyT33 on 2009/07/30 17:06:24
They took our jooobs!!!
http://forums.inside3d.com/viewtopic.php?t=1621
or maybe not for a few years yet.........
Hmm
#17183 posted by nonentity on 2009/07/30 23:35:21
Only way that'll work is if they create something akin to L4D's director, but for overall gameplay/layout. The generator actually needs to understand game balancing/interesting encounters to even approach something that plays as well as a (good) user made map.
And that's not even taking into account the human ability to create visual set pieces, only way a generator could do the same is by having 'use-once' set piece prefabs, and that'd still require a mapper to create the prefab...
Basically, I think you gonna get something akin to that Q2 pack thing but slightly prettier/more varied (shotgun reviewing it for Quaddicted btw, I have a lot of repressed rage atm ;)
Wehl
#17184 posted by ijed on 2009/07/30 23:43:50
One poster mentions that maybe it could be used for layout.
Bear with me.
If it works in XYZ and sets up just a series of box corridors then it could be useful to provide a mapper with a blank - they then fill it in, remove areas, add ones and so on.
Would need a massive frontend to work though.
Nonentity
#17185 posted by Spirit on 2009/07/30 23:46:23
Other Problems
#17186 posted by Preach on 2009/07/31 00:30:55
Unless someone's come up with some major and amazing reworking of the original mapgen code, all your layouts are gonna suck. The algorithm basically just generated a tree of maptiles, so your maps would never loop back on themselves (unless of course it failed to detect intersecting tiles...). You just end up with a collection of dead ends stretching out from one starting point.
I had a vague idea the first time I made it of creating a sort of "space hulk" type game. The player would be in charge of marines, and aliens would spawn in from the dead ends. It was back when the natural selection mod was still new, and exploring the maps for the first time was awesome. So making a map generator where each time you'd have something new to explore...that was the original idea.
The objective would have been to hunt down into each of the dead ends and seal them off. The problem is that you end up with a reverse difficulty curve - the game gets easier and easier as you shut off the spawnpoints one by one. So the gameplay took a backseat and I made some more maps for it to test the tech instead.
Oh, And
#17187 posted by Preach on 2009/07/31 00:33:25
Making it editable would actually be reasonably easy, you'd just replace the random number generator selecting the tiles with controls that let you cycle through each tile, and each rotation which lines up the doorways. It's also really easy to keep a map you designed, because all you need to do is make a savegame to preserve it.
Bate
#17188 posted by RickyT33 on 2009/07/31 00:38:13
Hmm
#17189 posted by nonentity on 2009/07/31 00:40:54
Spirit, as long as you don't mind me spitting vitriol for 300 words, then no worries...
#17190 posted by gb on 2009/07/31 03:20:12
ijed: A blank layout is relatively quickly done by a mapper, though. It would just save a couple hours, or days.
Nonentity
#17191 posted by Spirit on 2009/07/31 11:48:21
Anger is alright but I rather stay clear of shit, fuck, piss, cock etc.
Didn't Know
#17192 posted by madfox on 2009/07/31 15:53:53
H2SO4 was a map actually?
Sorry
#17193 posted by madfox on 2009/07/31 16:01:43
no fooling with acids.
Yeah
#17194 posted by ijed on 2009/07/31 17:01:59
Pen and paper are your friend.
Hmm
#17195 posted by nonentity on 2009/08/01 14:45:26
Please, vitriol is so much more than mere profanity.
?
#17196 posted by madfox on 2009/08/01 17:23:26
Is that why you're no entity anymore?
I Just Don't Get It
#17197 posted by madfox on 2009/08/01 17:41:04
I tried to download the High Resolution Pack for DN3D from their site yesterday and spent 40 minutes to get me a 99% download.
I waited hald an houre without progress.
Then I quit the site having no folder in my index.
Today I tried again and saw the 400Mb in 10sec(!) on my hard disk.
Trying it again to make sure if nothing went wrong bunched me back
to a delay of 40 minutes with shady outcome.
DOW2
#17198 posted by ijed on 2009/08/01 18:52:47
Half price weekend deal.
I'm weak.
Mapgen Convolution
#17199 posted by qbism on 2009/08/02 04:16:30
Preach laid out the difficulty of looping the generated tree structure. A related task is convolution, make the map twistier and more compact. One way: notch map tiles to make pockets for endcaps, and don't even check endcap collisions in qc.
Convolution pics (also prove jooobs not yet in danger):
http://qbism.com/_extfiles/qbmg17-4.jpg
http://qbism.com/_extfiles/qbmg17-5.jpg
7 map tiles in editor, 36 brushes:
http://qbism.com/_extfiles/maze17.jpg
Interesting Though
#17200 posted by ijed on 2009/08/02 05:00:43
More complex tiles with retouch and entity placement by a mapper could produce nice results.
#17201 posted by gb on 2009/08/02 05:15:29
not bad.
#17202 posted by necros on 2009/08/02 05:23:40
it would be interesting if this could be applied to something more 'acute'.
instead of generating an entire level, could it be used to generate, say, a wall?
give it a box map and have the thing greeble everything.
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