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   On 06/18/10 at 11h06 Quote      

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Hi everyone,

le guide has posted over o some forums and he made me discover this game.
I'm interested about maps and auto-generated maps. Be careful, I am not saying I will do a generator, but I want to understand the map format of your game, and maybe contribute to something about it for map generation.

I saw that you are using SDL and some stuff for the map. Is there somewhere an explanation about the contents of a map ?
I found this link interesting about the real Worms map especially about worms and objects placement zones. I looked over your random maps directories in the game and in the gna task list.

Finaly, My real question :
- Is there a map format explanation somewhere ?
- Is it possible to create a map without the xml and png files (for generate it directly) ?

Thanks

PS : and felicitations, it's a really good work ! :top
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Mindiell

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   On 06/18/10 at 13h36 Quote      

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   On 06/18/10 at 13h54 Quote      

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Ok, so a map generator would have to use an existing sky image, an existing particule.

All it has to do is creating the png ?
Ok, so, in order to create a map generator, I need to be able to create a png and give it to the good function of wormux so it can use it ?

Thx for your answers
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   On 06/18/10 at 14h18 Quote      

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You are very welcome if you have some skills and want to write a good automaticla, configurizable, map-generator. If you're interested in how the current automap-engine works, please download the source tarball and have a deep look at src/map/random_map.{cpp,.h}

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   On 06/18/10 at 15h18 Quote      

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Yeah, I had a look into it yet.
The point is that the main function GetRandomMap returns a Wormux::Surface, which is a class containing the SDL_urface and other things.

I wondered if I can try to do something returning just a PNG (or a specific class) in order not to be SDL dependant.
The second thing is that this object si too "public" for me. You can access every methods and I really don't know why.

What I actually see is more something like GetRandomMap(MAP_TYPE, seed) in order to be able to generate a complete map based on just one seed and on one type (like Island, volcano, plain, etc...) : easy to use and very easy to send by network for multi.

I'll try something myself just for me, if it's usable, I'll give you the function ;)
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   On 06/27/10 at 21h41 Quote      

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After reading some more informations about Worms, how are you placing worms and mines and stuff like this at the beginning of the map ?
Thx
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   On 06/27/10 at 21h50 Quote      

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src/object/objects_list.cpp:
void ObjectsList::PlaceMines()
void ObjectsList::PlaceBarrels()
Is this, what you're looking for?

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   On 06/29/10 at 15h23 Quote      

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Exactly,

I suppose there is something similar for players (worms) ?
By the way, the map seems to know how many mines and barrels it contains. How can you handle this for a random map ?

Thx,
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   On 06/29/10 at 20h02 Quote      

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Just have a look at the config.xml files for random maps. They're somewhat self-explaining

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   On 06/30/10 at 14h44 Quote      

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Ok,
so this is meaning that a complete random map must be able to give a false xml file (by false, I mean not really existing) for example ?
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   On 07/01/10 at 08h41 Quote      

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Why don't you just have a lookat the source? It's usually the best way to discover some functionalities.
As I said, the number of barrels and mines is defined in a maps config.xml, same in a random map:
data/map/randomisland/config.xml.
Why don't you just have a look at the file?

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   On 07/01/10 at 14h32 Quote      

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Hem, I looked into the file.
I'm just understanding that each random map has the same number of mines and barrels ? Isn't it annoying ?

I looked deep into Worms map format and it seems random mps are randomizing all their parameters. So this is why I'm asking here if all is locked or not. It seems to be locked...
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   On 07/01/10 at 14h57 Quote      

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Why not write a patch which adds this functionality?

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   On 07/02/10 at 10h34 Quote      

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Simply because I'm not going to be involved in wormux project :)
I just think this can be interesting for me to build a generic terrain generator and let your project use it as you whish.
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   On 07/02/10 at 11h16 Quote      

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Great idea! Let us know if you're ready.
PS: Which language are you going to use?

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