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Re: [REQ] Pre-version 0.7.0 map generation

Posted: Fri Apr 04, 2014 9:25 pm
by Akatos
What about some variations of the current rooms for the different zones? For example catwalk rooms for LCZ (with adapted textures and some minor layout changes) and tesla gates for every zone (as juan already suggested). It would give a lot more the sense of "which room comes next?" that most players are missing. But it shouldn't be overdone, you should still be able to distinguish in which zone you currently are.

Re: [REQ] Pre-version 0.7.0 map generation

Posted: Sun Apr 06, 2014 8:35 pm
by mrpeanut188
I haven't seen a single tesla gate since the new update, what zone are they in?

Re: [REQ] Pre-version 0.7.0 map generation

Posted: Sun Apr 06, 2014 9:25 pm
by juanjp600
mrpeanut188 wrote:I haven't seen a single tesla gate since the new update, what zone are they in?
They're in the entrance zone.

Re: [REQ] Pre-version 0.7.0 map generation

Posted: Sun Apr 06, 2014 10:29 pm
by nightscout01
Personally i'm okay with the new zoned map generation, but those darn checkpoint rooms. :P

Re: [REQ] Pre-version 0.7.0 map generation

Posted: Mon Apr 07, 2014 1:03 am
by LORD DEATH
I was just hopping for the ability to choose between the "v0.6.6 no-zone configuration" And the "v0.7 Straight configuration".

Re: [REQ] Pre-version 0.7.0 map generation

Posted: Mon Apr 07, 2014 8:42 am
by Akatos
The problem is just, the map is too linear. Actually, it generates a long chain of hallways with some deadends spreading in all directions. But that was the case since the very first version of the game. I kinda miss that labyrinth feel. The map should generate more corners and cycles and should NOT place the same room in a row three times. I'd also love to see multiple checkpoint rooms!

Re: [REQ] Pre-version 0.7.0 map generation

Posted: Tue Apr 08, 2014 8:26 pm
by juanjp600
https://www.mediafire.com/?u0kyx0mbha26r21

Made some minor changes to the algorithm to prevent rooms from intersecting. You can also choose between the standard generator (with zones) and the old one.

I also included some bugfixes I was working on:
  • "106victim" will not break if the player tries to stop the scientist from reaching the ground (they're pushed out of the way)
  • Items will not attempt to load textures that were already loaded
  • Made image resizing faster
  • "room106" will place the femur-breaker-NPC properly now
  • Optimized "room2_2" ("fan.b3d" is loaded only once now)
  • NPCs will remove old sounds from memory once they load a new one
  • Fixed a memory leak with retextured NPCs
  • Removed ClearWorld from NullGame, now the game removes assets manually
  • Probably some undocumented changes

Re: [REQ] Pre-version 0.7.0 map generation

Posted: Tue Apr 08, 2014 9:06 pm
by Akatos
juanjpro wrote:https://www.mediafire.com/?u0kyx0mbha26r21

Made some minor changes to the algorithm to prevent rooms from intersecting. You can also choose between the standard generator (with zones) and the old one.

I also included some bugfixes I was working on:
  • "106victim" will not break if the player tries to stop the scientist from reaching the ground (they're pushed out of the way)
  • Items will not attempt to load textures that were already loaded
  • Made image resizing faster
  • "room106" will place the femur-breaker-NPC properly now
  • Optimized "room2_2" ("fan.b3d" is loaded only one now)
  • NPCs will remove old sounds from memory once they load a new one
  • Fixed a memory leak with retextured NPCs
  • Probably some undocumented changes
Cool, gonna test that out tomorrow.

Re: [REQ] Pre-version 0.7.0 map generation

Posted: Tue Apr 08, 2014 10:44 pm
by Princess Luna
Nice job juanjpro.

Re: [REQ] Pre-version 0.7.0 map generation

Posted: Thu Apr 10, 2014 6:33 pm
by LORD DEATH
Awesome! Thanks. I hope this gets implemented into the actual game :) Anyways, How do you make it work?