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Thread: New Random Map Generator..! | This thread is pages long: 1 2 · NEXT» |
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nevermind
Famous Hero
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posted June 09, 2008 09:20 PM |
bonus applied by VokialBG on 10 Jul 2008. |
Edited by VokialBG at 23:25, 09 Jun 2008.
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New Random Map Generator..!
Hello everyone after alot of hard work the first version of my project - a new random map generator for heroes of might and magic 5 named IRMG is ready for first release ,Hopefully it will mark a new better future for random maps :
For more info and explanation of how it works and how to use it check out the IRMG WIKI
(Current Version 1.0 beta).
And especially important before playing to understand the New Content
First thing i wanna emphasize is the first version only support 1on1 players in the future and based on demand i might expand to more (and ofcourse teams option ) Also maps are ONLY FOR TOTE.
The program contains a map generator that is template based and a nice interface to edit templates , This rmg has nothing to do with the ubi rmg and don't share anything with it , Its not a mod its a standalone program that generates random maps.
Download Link
To install simply download the file , Extract the zip content and run setup.exe.
Future Plans
These are the changes i plan to include in the future versions by my prioritization : (So keep looking for program updates)
1) Integrate different terrain ( currently only grass ) and roads.
2) Adding dwelling options to template and map.
3) Change mines algorithem to add first wood and ore mines close to the starting town.
4) Add Disable instant travel/fly functionality.
5) Add new dwelling + units based on the new units in the NCF project
(First unit i want back is enchanter..! )
6) Change the object spreading algorithem - currently the algorithem is completly random based on object fitting in the zone , The idea is to change algorithem like h3 rmg to add objects based on distance from each other ( every new object will be farest from other objects as possible to create a more even far wise spread)
7) Create stacked objects ( monsters will guard more then 1 object (objects that are not resources ) ).
8) fix any bugs you may find - Those will be prioritize based on severity.
Any feedback that can help improve the future version is welcomed
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Warmonger
Promising
Legendary Hero
fallen artist
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posted June 09, 2008 09:24 PM |
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Lol, I've been waiting for Simon to finish his work, but suprisignly you came up with a brand new generator! Let me be the first one who tests it ^^
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nevermind
Famous Hero
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posted June 09, 2008 09:37 PM |
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Quote: Lol, I've been waiting for Simon to finish his work, but suprisignly you came up with a brand new generator! Let me be the first one who tests it ^^
Indeed i know of simon's work .. I also been looking forward to see how it looks but my project started months back and is finally ready for first use , Ofcourse my advatage is complete control of everything and his advantage is the use of what ubi did (The good and the bad )
I thought many people heard about my rmg coming..
Hmmz i suppose most of toh community heard about my rmg , I also posted a brief post in this forum but it died very fast and i didn't do much other advertising
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MysticPhoenix
Adventuring Hero
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posted June 09, 2008 10:37 PM |
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Thanks, nevermind for your great and impressive work. I just tested a random jebus and it seems to be very good at first glance. I'm sure this is going to be an important step concerning the development of H5 random maps.
Can we host it on drachendwald.net?
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nevermind
Famous Hero
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posted June 09, 2008 10:51 PM |
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Sure go ahead, So does anyone who wants to publish it anywhere else.
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SimonaK
Promising
Supreme Hero
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posted June 09, 2008 11:04 PM |
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OK
You want absolutely to create an entirely independent random map generator....
But for what utiliy to go in this direction,
if you do not know the format of the file « GroundTerrain.bin » ?
How this IRMG make will to design hills, craters and the roads?
Since the whole beginning of my work on "RMG",
If I would have known the format of « GroundTerrain.bin »
I would have made an entirely dependent RMG.
But I refused to do it like that,
because I wanted that the maps created with it is as much as possible provided
with decorations worthy map H5.
I mean with much trees, hills, valley, crater, roads, etc
You cannot to do as much folders of the type of ground for all combinations being able to exist.
it's infinite.
How you will offer maps with hills, valley, crater, roads with structures always different?
I think this IRMG don't make randomized terrain design...
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nevermind
Famous Hero
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posted June 09, 2008 11:21 PM |
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Quote: OK
You want absolutely to create an entirely independent random map generator....
But for what utiliy to go in this direction,
if you do not know the format of the file « GroundTerrain.bin » ?
How this IRMG make will to design hills, craters and the roads?
Since the whole beginning of my work on "RMG",
If I would have known the format of « GroundTerrain.bin »
I would have made an entirely dependent RMG.
But I refused to do it like that,
because I wanted that the maps created with it is as much as possible provided
with decorations worthy map H5.
I mean with much trees, hills, valley, crater, roads, etc
You cannot to do as much folders of the type of ground for all combinations being able to exist.
it's infinite.
How you will offer maps with hills, valley, crater, roads with structures always different?
I think this IRMG don't make randomized terrain design...
we will see.. I am quite confident that i will be able to make terrain based on the knowledge i have so far , I will soon begin testing in that direction to see if i'm right
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SimonaK
Promising
Supreme Hero
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posted June 09, 2008 11:26 PM |
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Personnaly, I don't know the format of « GroundTerrain.bin » file.
And I didn't make research or work concerning the knowledge of it.
Do you know its format?
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nevermind
Famous Hero
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posted June 10, 2008 06:52 AM |
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Quote: Personnaly, I don't know the format of « GroundTerrain.bin » file.
And I didn't make research or work concerning the knowledge of it.
Do you know its format?
I researched it yes, But didn't do any test yet , That is why i think i can create roads ,Terrain ect. But i am not sure yet since i didn't test it.
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Warmonger
Promising
Legendary Hero
fallen artist
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posted June 10, 2008 09:55 AM |
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A few thoughts for now:
-It takes very long to generate any map.
-Mixed stacks are a little bit too mixed. Could they at least be the same faction? I suggest that limiting them to two allied towns would do the trick and enable wide wariety in battle experience.
-Prebuilt towns - awesome!
-Hundreds & legions guarding relics - awesome!
-Too strong guards of the shrines
-No linked dwellings (template?)
-Observatory on every screen is a little too much (template?)
-Suspicious number of Star Axis in comparison to other bonuses (template?)
-AI got kinda stuck and I have to wait two minutes for every turn on XL map, while on Tapani's it runs smoothly.
-Overall map takes quite a long time to load in comparison to other RMGs. I believe code needs to be improved.
Though my experience is still very positive. You generate very interesting, rich and challenging maps just like what I want.
Chaos weeks option is great, just whgat I've been waiting for so long!
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nevermind
Famous Hero
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posted June 10, 2008 10:30 AM |
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Quote: A few thoughts for now:
-It takes very long to generate any map.
I know, Actually 1 algorithem is the maker of most of the time consuming (Astar if anyone knows it )
To make it faster i need to consider using a different approuch to where i used Astar but as i see it that is a low priority as of now..
Quote:
-Mixed stacks are a little bit too mixed. Could they at least be the same faction? I suggest that limiting them to two allied towns would do the trick and enable wide wariety in battle experience.
I considered it ,But as i see it personally i like that kind of veriety so that is a personal preference , Maybe in next version i can add an option limiting the number of veriety to number of the creator choice.
Quote:
-Prebuilt towns - awesome!
-Hundreds & legions guarding relics - awesome!
-Too strong guards of the shrines
The tweaking can be done withing the template - I had no time to do much tweaking but anyone who creates a new template can tweak any object to his liking .
Quote:
-No linked dwellings (template?)
If you read the post , Currently no dwellings at all (but neutral) are in the map - I know its important but its a very high priority for next version..
Quote:
-Observatory on every screen is a little too much (template?)
-Suspicious number of Star Axis in comparison to other bonuses (template?)
Quote:
Indeed again all template based stuff - will be solved by a player tweaking.
Quote:
-AI got kinda stuck and I have to wait two minutes for every turn on XL map, while on Tapani's it runs smoothly.
Really nothing i can do about the AI unfortuntly ubi coulda do a much better job but they didn't..
I'm not sure why on tapani it works ok if anyone has any leads about it is welcome to tell me.
Quote:
-Overall map takes quite a long time to load in comparison to other RMGs. I believe code needs to be improved.
Though my experience is still very positive. You generate very interesting, rich and challenging maps just like what I want.
Chaos weeks option is great, just whgat I've been waiting for so long!
Thanks.
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LarkinVB
Known Hero
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posted June 10, 2008 11:51 AM |
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Great ! New life for TotE. Looking forward to a version with more than 2 players and different terrain types.
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cerni
Tavern Dweller
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posted June 10, 2008 03:21 PM |
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Edited by cerni at 15:24, 10 Jun 2008.
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what do u think about this?
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nevermind
Famous Hero
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posted June 10, 2008 09:09 PM |
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Quote: what do u think about this?
Looks like a bug, I haven't been able to reproduce it yet, As i sent you in pm i want more details so i can recreate the problem and there for fix it..
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cerni
Tavern Dweller
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posted June 10, 2008 09:22 PM |
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This is under the message
System.InvalidOperationException: File C:/Program Files/IRMG/\Templates\JebusV5.irt is not a valid file name.
at System.Windows.Forms.SaveFileDialog.RunFileDialog(OPENFILENAME_I ofn)
at System.Windows.Forms.FileDialog.RunDialogOld(IntPtr hWndOwner)
at System.Windows.Forms.FileDialog.RunDialog(IntPtr hWndOwner)
at System.Windows.Forms.CommonDialog.ShowDialog(IWin32Window owner)
at System.Windows.Forms.CommonDialog.ShowDialog()
at Homm5RMG.frmTemplateEditor.saveAsToolStripMenuItem_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
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Homm5RMG
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Program%20Files/IRMG/Homm5RMG.exe
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System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
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System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.1433 (REDBITS.050727-1400)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.
For example:
<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>
When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
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nevermind
Famous Hero
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posted June 12, 2008 06:33 PM |
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Quote: This is under the message
Thank you cerni , I was on a trip for 2 days so i wasn't home but i'll get to fixing this bug now and i hope to release a fix soon.
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Warmonger
Promising
Legendary Hero
fallen artist
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posted June 14, 2008 03:09 PM |
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Ok, some ideas out of my head just for now - to be included after the IRMG becomes reliable:
Zones
-No size limit (I tried to have 4% for a little transfer zone, but failed).
-One-way portals which may have some use in future templates.
Town settings
Grail building
-Build all option
-Ban building
-Custom random guards (growing with time I hope)
Dwellings
I know for now we don't have any, but hopefully you're able to enchance current dwellings if you already added new ones.
-All creatures in a Outpost - from tier 1 to 7, possibly upgraded ones as well.
-Randomized Outpost - may contain some of all the tiers. let the chance for specified tier be equal to the general zone setting.
Besides that, you need someone to design interface
BTW, what does "zones compatibility factor" mean?
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nevermind
Famous Hero
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posted June 14, 2008 08:33 PM |
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Quote: Ok, some ideas out of my head just for now - to be included after the IRMG becomes reliable:
Zones
-No size limit (I tried to have 4% for a little transfer zone, but failed).
-One-way portals which may have some use in future templates.
Town settings
Grail building
-Build all option
-Ban building
-Custom random guards (growing with time I hope)
Dwellings
I know for now we don't have any, but hopefully you're able to enchance current dwellings if you already added new ones.
-All creatures in a Outpost - from tier 1 to 7, possibly upgraded ones as well.
-Randomized Outpost - may contain some of all the tiers. let the chance for specified tier be equal to the general zone setting.
Besides that, you need someone to design interface
BTW, what does "zones compatibility factor" mean?
Whats a transfer zone means? i really see no reason for a zone with a size that small - hence the size limit- But ofcourse i could be overlooking something..
One way portals -was considered - very low priority for now
Town settings - Guards will be added in one of the next versions
All others are very low priority unless one can convince me those are somehow more important then other things.
Dwellings -Thank you for the idea - i was only planning to add options for single dwellings but its a possiblity to add several creatures in an outpost , but the only problem i see with that option is balance wise the guards for so many creatures are too low so i will need to add external guards next to the outpost to balance that out.
Any design tips,Comments will be appreciated..
Any feature in the program has a small explanation if you put the mouse on the text "Zones compatibility factor" it will appear - But in short its the maximum deviation allowed for a zone from the size defined in the template file - meaning if 2.0(%) is there then a zone defined as 25% in size will be of size 23-27 %, You should change this usually if your template configuration somehow gets stuck in zones generation phase - It will impact the time of the zones generation phase , On some templates 0.0 can take a lot of time to create so i wouldn't generally recommend to lower it under 1.0.
Ofcourse the higher the value the faster the zones generation phase will take.
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BAD
Promising
Known Hero
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posted June 15, 2008 06:59 AM |
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Edited by BAD at 06:59, 15 Jun 2008.
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I like this random map generator and I'm sure that will be improved in time
Well Done so far!
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LucJPatenaude
Disgraceful
Known Hero
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posted June 15, 2008 05:11 PM |
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At last! a fixed up RMG!
So, does that mean that there are no neutral villages added and, the middle of the map will have a wide river to cross with a boat instead of a large chain of mountains?
I would call it, the Tiny map that plays a little longer than a Duel set onto a single battlefield. Or, the very fast, half an hour game before going to work early in the weekday morning.
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