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Release 61: City Generation, Thoughts

Releases
2015-08-14
2023-09-15
  • ChaosEsqueTeam

    ChaosEsqueTeam - 2015-08-14

    This was in reply to Zop. Crossposted here.

    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)

     
  • ChaosEsqueTeam

    ChaosEsqueTeam - 2015-08-14

    http://trisquel.info/files/xontemp20150804015347-00.jpg

    http://trisquel.info/files/xontemp20150805040313-00.jpg

    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)

     

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