More varied features for 3.0!

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Re: More varied features for 3.0!

Postby Emdek » 10 Feb 2012, 12:41

Nice, placing new features doesn't require map modifications?
I would like to see more such details in game, even there could be based on one source model but with different textures and details.
Also, possibility to put features randomly (using some heuristic to determine best locations, on or near tiles where they make sense) would be nice too.
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Re: More varied features for 3.0!

Postby milo christiansen » 14 Feb 2012, 16:38

You could do that with a script, adding features randomly I mean. I'm not sure how much map data is exposed to scripting so making intelligent decisions may be hard
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Re: More varied features for 3.0!

Postby Emdek » 14 Feb 2012, 17:36

Sure, but this is kind of generic case, more like flag for map (might specify amount or something) or always added.
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Re: More varied features for 3.0!

Postby milo christiansen » 14 Feb 2012, 18:11

I was thinking of rules.js/slo :)
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Re: More varied features for 3.0!

Postby NoQ » 14 Feb 2012, 19:39

milo christiansen wrote:You could do that with a script, adding features randomly I mean. I'm not sure how much map data is exposed to scripting so making intelligent decisions may be hard

Nice idea. I think it is already possible to implement that with the help of pickStructLocation() that will make sure features are on buildable locations and not too dense.
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Re: More varied features for 3.0!

Postby Rman Virgil » 14 Feb 2012, 20:25

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A heuristic to account for offsetting a certain distance away from buildable chokes & cliff edges would be square one, I would think, for it to not make PF nettlesome.
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Re: More varied features for 3.0!

Postby milo christiansen » 15 Feb 2012, 16:23

One thing that may be cool would be to use labels and a map script to generate semi-random cites. Use labels with some kind of flag to specify the location and possible choices at map design time and use a script to randomly choose between them at run time.

It would involve a lot of work to make a good map but the results could be very cool, I'll see about making a proof-of-concept :)
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Re: More varied features for 3.0!

Postby aubergine » 15 Feb 2012, 17:36

I still want a way to get a list of labels and know what they mean heh. But as for using a label to create a city, that could be done fairly easy using the JS API so long as features can be placed on the map. In terms of terrain though, things like roads, that isn't possible with the current API.
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Re: More varied features for 3.0!

Postby cybersphinx » 15 Feb 2012, 17:54

aubergine wrote:I still want a way to get a list of labels and know what they mean heh.
As far as I know, labels aren't used for anything yet, if Flame supports them, you can place them on a map you make, and then use them for... whatever.
We want information... information... information.
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Re: More varied features for 3.0!

Postby Rman Virgil » 20 Feb 2012, 21:14

.

aubergine wrote:I still want a way to get a list of labels and know what they mean heh.



cybersphinx wrote:As far as I know, labels aren't used for anything yet, if Flame supports them, you can place them on a map you make, and then use them for... whatever.


*Rman ponders* ... Even... Navigation Meshes in WZ ?

Crazy thought, huh ? ;)
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Re: More varied features for 3.0!

Postby Per » 20 Feb 2012, 21:59

cybersphinx wrote:if Flame supports [labels]

It does.
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Re: More varied features for 3.0!

Postby Rman Virgil » 20 Feb 2012, 22:14

.

cybersphinx wrote:As far as I know, labels aren't used for anything yet, if Flame supports them, you can place them on a map you make, and then use them for... whatever.


Rman Virgil wrote: *Rman ponders* ... Even... Navigation Meshes in WZ ?

Crazy thought, huh ? ;)
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Some correlation, perhaps..
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