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  • Thoughts on this city generator?

    Thoughts on this city generator?





    All buildings have interiors. Buildings can be spawned on any map (ex: the roads are from the map, the code can avoid them and put the blds between them, with varying amounts of strictness). Has zoning etc. Bldg normals can conform to contours of the land or not (your choice, can be random per bld)

  • #2
    Isn't it kinda of wrong to give impressions based on 3 pictures?
    sort of like looking at the boxart of a video game and proclaiming that games gonna suck.
    Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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    • #3
      How cool would it be to have one for Quake? - whereby one can produce an mfx or czg styled quake-like city in a single click. Have fine tuning controls using some sort of fractal algorithm, which allows you to set various building/hallway/road/quake_weirdness variables. It outputs either a .map or a .bsp. With the .map, you can further hand-edit.

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      • #4
        Originally posted by unbirthday View Post
        How cool would it be to have one for Quake? - whereby one can produce an mfx or czg styled quake-like city in a single click.
        This is for quake. All the buildings there are .bsp files. The code is quakeC.

        Mindf!3ldzX: What are your first impressions

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        • #5
          Originally posted by Haeylleh View Post
          This is for quake. All the buildings there are .bsp files. The code is quakeC.

          Mindf!3ldzX: What are your first impressions
          They look like pictures! That is my first impression at its worse, and at its best it pokes curiosity, wondering about its applications for multiplayer Q1.
          Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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          • #6

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            • #7
              its a quake1 city generator, maybe for a zombie type mod.
              www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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              • #8
                first impression: wow!!

                More information please!

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                • #9
                  Originally posted by onemanclan View Post
                  first impression: wow!!

                  More information please!
                  It's part of the chaosesque project. But since this feature is in development and not in the main ISO release yet, Once you have the latest ISO (or if you have an older version),
                  [ISO: ChaosEsqueAnthology download | SourceForge.net ]

                  You can download and install todays updates via these 5 files:
                  (they go in XonoticChaosEsqueAnthology/data/
                  and replace the older versions)

                  Download xmod-chaos-esque from SourceForge.net
                  Download xmod-chaos-esque from SourceForge.net
                  Download xmod-chaos-esque from SourceForge.net
                  Download xmod-chaos-esque from SourceForge.net
                  and Download xmod-chaos-esque from SourceForge.net

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                  • #10
                    Originally posted by onemanclan View Post
                    first impression: wow!!

                    More information please!
                    For further information, this is what other people say:

                    ---------------------------------------------------
                    >(Picture of ponies)
                    >Duude.

                    >Stop adding more CRAP to your game. It is already too full of CRAP.

                    >You game constists of Xonotic + CRAP + CRAP + CRAP + CRAP + CRAP + CRAP + CRAP + CRAP + CRAP + CRAP + CRAP + CRAP + CRAP + CRAP + CRAP + CRAP + CRAP + CRAP + CRAP + CRAP + CRAP + CRAP + CRAP + CRAP + CRAP + CRAP + CRAP + CRAP + CRAP + CRAP + CRAP.

                    >Adding more CRAP will make it just more CRAP, you know.

                    >NOBODY wants random buildings on a map. nobody needs a helicopter to gib people. because in a real deathmatch you would be dead before you touch the helicopter.

                    >But obviously you have never really played.

                    >A quakeC master would delete everything you did kick you out of the project and get a gameplay master.

                    >Dude: you are as good at making games as young Mark Zuckerberg hitting on girls at frat parties.

                    >Dude: you are as good at making fun games as Bill Gates is good at being a dancing bear at a bachelorette party.

                    ---------------------------------------------------
                    >(Picture of Pone Furry)
                    >Ever noticed that there is never any game action going on on his screenshots either?

                    >At most he is setting some random trees on fire with an axe. Wow. Must be fun.

                    >Games life from being fun to play, not full of crappy features nobody but the developer likes or understands or uses.
                    Last edited by Haeylleh; 08-08-2015, 01:10 AM.

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                    • #11
                      Wouldn't Zuckerberg do really well hitting on girls at parties? I think being a millionaire puts you at, at least a 7, if not 11, out of 10.

                      Anyway, these aren't actual criticisms. Hopefully you can tell. That's just harassment.

                      There was a project some time ago to make a randomly-generated quake map/mod, but it never came to fruition. I think your project is very interesting, since Quake doesn't have anything like this. Well, it's Xonotic, which is not exactly Quake, but you have to work with what you're given.

                      Real criticism might include a complaint about the textures being too simple, or cartoony, but I understand it's just free stuff that you've found. Also, the maps are a bit too big for deathmatch play, especially with less than 8 players.

                      I think you could make some sort of new gameplay that would work well, perhaps teams of players have to collect hidden quad damage tokens in the buildings, and whichever team has the most after a time limit wins. Or, you could add fire to buildings and have teams be firemen- there's just so much new stuff that you're opening up here.

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                      • #12
                        New ISO released with this in it now:
                        v61: ChaosEsque Anthology | Linux game database

                        DL link: http://sourceforge.net/projects/chao...atest/download

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                        • #13
                          Originally posted by Zop View Post
                          ...
                          I've put together some textures packs too of natural stone etc (went out, took pictures, made the textures, etc), but there of marble etc (things I think are pretty), and are used in the upperclass houses and in the upper floors of the corporate buildings.

                          The cheaper buildings get textures that go with them.

                          I wanted a sim-city esque look for the city generator models too.

                          Funny you mention fires. In the game/mod/etc I did code for the random foliage which can be spawned to be set onfireable. So can wooden buildings (usually built via the multitool, or spawned in in the same slider/area you can set the random-city gen (create>mutators).

                          You can light things on fire with the roman torch (press r to ignite it), exploding oil (rums or huge oil drum buildings too, oil that is flooded the map, and burning arrows and crossbow bolts. Arrows and crossbow bolts (and ballista bolts) can be lit by pressing F (use key) and R around the same time when you are near anything that is on fire, or near a particle emitter emitting flame (I have the code search for this). The code is written so it usually takes a few tries to ignite a wooden buildable building with burning arrows.

                          Water cannons can be spawned and can be on helicopters etc. Firestations with deluge cannons and helicopter with cannon can be built via the utilitool (or spawned in in the beginning of map)

                          Also with the utilitool and multitool buildings (medeval, aroist) you can capture them (and build them) etc. They can also be destroyed by fire (wooden) or explosions.

                          The city-gen buildings (and the rest) can be destroyed by nuke.

                          Also this release adds more support for quake1 maps and new model for fiend and hellknight (before they were just hooded figures and an almost lego boy). They shouldn't be lacking any functions now so won't crash complaining function X is not on server. (but one always eventually loads a new q1 map that's using some esoteric function and then we have to look at the q1 source to see what it does, and fwd to an Xonotic/Nexuiz function if it's the same sort of thing (many are), or either add it or add a skeleton function (or write a new function that does the thing fitting into the way Nex/Xon does it).


                          You can compile a completely empty map, just a grassy field, and then populate it with foliage and forests, an ocean of oil/water/chemical/slime/lava/methane, medieval buildings, futuristic buildings, abandoned glass buildings, abandoned concrete buildings, city buildings, spikes, spikeballs, tanktraps, tanks, vehicles, jumpads, bumpers, balloons, etc etc.

                          Thus great compression ratios can be achieved.

                          Foliage makes alot of quake1 maps more fun

                          >There was a project some time ago to make a randomly-generated quake map/mod, but it never came to fruition

                          Something like that exists in this game. Thanks to Div's warpzones.
                          The map Pandornormalcy (inspired by Pandorum (not blueray, no, webstream quality (it's better that way)) and the map Darkhold both are randomly connected every map start. Thanks to Div0's code, all warpzones with the same targetname/target (they have to be an even number ofcourse) are randomly linked up for that session. Thus the layout is never the same twice.

                          It's kinda a nice way to make maps because it doesn't really get old. Each time you have to explore the duengon and find a path from base to base.
                          (Pan and Darkhold have flag bases, but you can play them as dm too)
                          Last edited by Haeylleh; 08-12-2015, 09:16 AM.

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                          • #14
                            Thoughts?

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