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B947523 2 on Random Crags v0.61 (Multiplayer)

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Date Editor Before After
9/7/2020 1:22:16 PMAUrankAdminGoogleFrog before revert after revert
Before After
1 [q]you mean this specific map? [/q] 1 [q]you mean this specific map? [/q]
2 Yes. The terrain in the middle was fairly tight and interesting. Random Crags generates and echos a seed at the start of the game. I had a look in my recent logs and found that this one is 4779. If you turn the map into a sdd then the seed can be set instead of randomised to reproduce the map. 2 Yes. The terrain in the middle was fairly tight and interesting. Random Crags generates and echos a seed at the start of the game. I had a look in my recent logs and found that this one is 4779. If you turn the map into a sdd then the seed can be set instead of randomised to reproduce the map.
3 \n 3 \n
4 {{{ 4 {{{
5 [f=-000001] Synced LuaRules: starting loading 5 [f=-000001] Synced LuaRules: starting loading
6 [f=-000001] Map Terrain Generation
7 [f=-000001] Random Seed, 4779 6 [f=-000001] Random Seed, 4779
8 [f=-000001] Wave generation complete 7 [f=-000001] Wave generation complete
9 [f=-000001] Voronoi generation complete 8 [f=-000001] Voronoi generation complete
9 [f=-000001] Terrain structure complete
10 [f=-000001] Edge processing complete
11 [f=-000001] Tier propagation complete
12 [f=-000001] Height application complete
13 [f=-000001] Smoothing complete
14 [f=-000001] Map terrain complete
15 [f=-000001] Metal generation complete
10 }}} 16 }}}
11 \n 17 \n
12 I'm not entirely happy with Random Crags as a whole. It tends to generate maps that are a bit too sparse and open. In the next version I'm thinking of lopping off the map squares around the edges and making it 10x10. 18 I'm not entirely happy with Random Crags as a whole. It tends to generate maps that are a bit too sparse and open. In the next version I'm thinking of lopping off the map squares around the edges and making it 10x10.
13 \n 19 \n
14 The same-level cells should not be passable so often. Perhaps I can add Titan Duel-esque trenches and improve the igloos. 20 The same-level cells should not be passable so often. Perhaps I can add Titan Duel-esque trenches and improve the igloos.
15 \n 21 \n
16 The cliffs could be more interesting. I was meant to map some sort of terrain to a line, but currently the cliffs are just cosines. 22 The cliffs could be more interesting. I was meant to map some sort of terrain to a line, but currently the cliffs are just cosines.
23 \n
24 The texture needs to be generated more quickly. I'll need to look into the shader-based demo that @ivand made and see if I can make it do everything I need it to.