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Posted (edited)

1. Open a LVL file

2. Use a "rectangle tool" to select a desired area

3. Program calculates origin (absolute dead center of rectangled area)

4. From this origin, the program will render 40 yellow lines at 9 degree differences; these lines will bounce no more than 7 times, and go no farther than sqrt(2*(1024^2))

5. You can look around the map; you can also select one of the 40 lines (in which the selected line turns red to make it easier to trace)

 

Purpose: for mappers to design and players to be able to find strategic shooting points for bombs, guns, and thors.

Bonus points: be able to set how many rotation ticks to render (instead of a fixed 40 ticks / 9-degree increments).

Cookie points: include appropriate behavior when hitting non-solid tiles and wormhole, and toggle for wormhole gravity to affect line path.

Brownie points: be able to set multiple rectangle entities for simultaneous rendering of different locations.

Audrey points: open source the code.

 

https://forums.minegoboom.com/viewtopic.php?p=82742

Edited by L.C.
Posted (edited)

second request:

 

1. draw a line

2. one end of line is starting point, other end is destination

3. draw a square at the starting point

3b. square can be any size

4. find a path from start to destination

4b. there may be walls

4c. walls may form a box and destination may be unreachable

4d. square may not overlap walls

 

Ice cream points: open source that hoe

 

 

 

.

Edited by Cheese
Posted (edited)

second request:

 

1. draw a line

2. one end of line is starting point, other end is destination

3. draw a circle at the starting point

3b. square can be any size

4. find a path from start to destination

4b. there may be walls

4c. walls may form a box and destination may be unreachable

4d. square may not overlap walls

 

Ice cream points: open source that hoe

 

 

 

.

A* (pronounced 'A star')

 

http://www.policyalmanac.org/games/aStarTutorial.htm

https://secure.wikimedia.org/wikipedia/en/wiki/A*_search_algorithm

 

http://www.valvesoftware.com/publications/2009/ai_systems_of_l4d_mike_booth.pdf

skip to slide 12; A* is used in Left4Dead

 

http://spectrum.library.concordia.ca/2063/

 

http://www.hardgeus.com/pathfinding/

 

http://www.gamasutra.com/view/feature/3096/toward_more_realistic_pathfinding.php

http://www.ai-blog.net/archives/000152.html

 

https://secure.wikimedia.org/wikipedia/en/wiki/Pathfinding

 

http://www.gamedev.net/community/forums/topic.asp?topic_id=526794

Edited by L.C.
Posted
DCME would probably be a good starting point to make this. All the foundation is there, and what you're stating (L.C.) is relatively easy to create. Drake/Sama may help you out.
Posted

You can save the lvl as a bitmap, where each tile is a pixel, and use any imaging software to play around...

 

But as I replied to LC in PM:

 

In DCME, you can use the 'quick test map' tool, and you can hold B to show a bomb line

 

Addendum: right-click the map to warp your ship to any coordinate

Posted (edited)

You can save the lvl as a bitmap, where each tile is a pixel, and use any imaging software to play around...

 

But as I replied to LC in PM:

 

In DCME, you can use the 'quick test map' tool, and you can hold B to show a bomb line

 

Addendum: right-click the map to warp your ship to any coordinate

I don't have a monitor with a screen resolution big enough to see the entire map at once to allow me to trace the line. You can't freeze your ship into place, and you can't "lock" the B button down at the same time while you go and follow the line.

 

Plus, in the private message, you said it can be off anywhere from 1 to 15 pixels. Inaccuracy to be that high is insane! =( Saving the map as a downsampled 1:16 version makes it just as difficult to work with. Yes, you could upsample the image, but what about the grid?

 

I'm just asking for a simple program, or even an addition to DCME (which may not be as simple to do).

Edited by L.C.
Posted

Well, the offset is probably easy to fix... it's just because back when this feature was made, the map could only be scrolled in increments of 1 tile... now if you scroll the map with the hand tool, it moves in increments of 1 pixel... so I think the code for the bomb line is offset.

 

By the way, it's not simple :(

Posted (edited)
By the way, it's not simple :(
:o maybe because I'm hanging out with the wrong programmers; it's simple and easy to them, but I won't ask them because it would be selfish (what's in it for them, who's it about, why do it, etc). Edited by L.C.
Posted

easy? yes... simple, that's relative. It's not something someone could hack up in half an hour.

 

Discretion has this thing ahead of bombs showing where they're going... perhaps by modifying some numbers you could get a huge trail behind and ahead of your bombs, and if they go slowly enough, you can fly around and see the result :(

Posted
Thinking of it, I don't see the issues of drawing a line with an image editor? I mean, provided you're doing a LONG shot (which are never really a very good idea) that would probably be the best option. Out of curiosity L.C., what resolution do you use?

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