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Re: Randomized Roguelike map - v1 (Upd. 17/2/19)

Posted: Sun Apr 14, 2019 6:28 pm
by Solid-Head
With TDRR approval, I've decided to release this here. Its a modify version of the map with the purpose to create a pretty randomized outdoor area.
The goal is the same, find all three keys and exit the map via the teleporter. The map also have a demonic gate that will spawn enemies indefinitely.
So far there is 14 different themes, pack with random vegetation, colors and brightness variation. Monster also spawn based on a theme.
Spoiler:
Download link:
https://www.mediafire.com/file/j772kj4s ... 2.wad/file

WARNING GAME BREAKING BUG:
The keys sometime spawn on top of a raised sector. Not too sure what flag to add the actor to prevent this.

This was design in mind with:
Doom Roguelike Arsenal by Yholl
viewtopic.php?f=43&t=37044
Colorful Hell By Hege Cactus
viewtopic.php?f=43&t=47980&hilit=colorful+hell

Credit:
Spoiler:

Re: Randomized Roguelike map - v1 (Upd. 17/2/19)

Posted: Mon Apr 15, 2019 6:53 am
by Beed28
This may be what's causing the key to spawn inside a wall/raised sector, this is the first few lines of code for the actor that distributes the keys across the map:
Spoiler:
It seems it starts moving the moment the map loads and before the script that closes up the walls runs, and hence it gets stuck and renders the map unbeatable.

Adding a single wait tic before it calls any A_Wander function to it seems to fix it, after much testing:
Spoiler:
Hopefully this helps!

Re: Randomized Roguelike map - v1 (Upd. 17/2/19)

Posted: Mon Apr 15, 2019 8:56 am
by TDRR
Beed28 wrote:This may be what's causing the key to spawn inside a wall/raised sector, this is the first few lines of code for the actor that distributes the keys across the map:
Spoiler:
It seems it starts moving the moment the map loads and before the script that closes up the walls runs, and hence it gets stuck and renders the map unbeatable.

Adding a single wait tic before it calls any A_Wander function to it seems to fix it, after much testing:
Spoiler:
Hopefully this helps!
I already knew this, but i completely forgot about uploading the fix, sorry! (Althrough i put a 2-tic delay just in case)
https://www.mediafire.com/file/p33motyt ... 3.zip/file

Re: Randomized Roguelike map - v4 (Upd. 17/2/19)

Posted: Wed May 22, 2019 11:52 pm
by TDRR
Updated! This update is probably the very best so far, hope you all enjoy it!

Download link in the OP!

Hey gramps, you can continue doing the cellular generator you started a while ago, as this update fixes the sector and thing ids being out of order.

Re: Randomized Roguelike map - v4 (Upd. 17/2/19)

Posted: Sun May 26, 2019 6:40 pm
by Solid-Head
Wew hype ! Congratz on this version. I will send you a new version of my map soon. I've done 2 more version since the the one you've implement, but I may use your new version as a base, since you did all the monkey work of aligning all the sector and mapspot so nicely. Thank you for this.

Anyway here's a sneak peak of what I try to implement :


Re: Randomized Roguelike map - v4 (Upd. 17/2/19)

Posted: Tue May 28, 2019 12:51 am
by TDRR
Solid-Head wrote:Wew hype ! Congratz on this version. I will send you a new version of my map soon. I've done 2 more version since the the one you've implement, but I may use your new version as a base, since you did all the monkey work of aligning all the sector and mapspot so nicely. Thank you for this.

Anyway here's a sneak peak of what I try to implement :

No problem! Hey, i had to rebuild it anyways because the sector ids were out of order, and i was thinking about implementing a BSP dungeon generator. But yeah, it did take a while, constantly switching back and forth between Doom Builder X and GZDoom Builder.

No way, is that a house? That's really neat, i actually did fiddle around with the idea of generating a bunch of buildings like houses and things like that, but never got it to work correctly. Good job with your map btw, looks really awesome.

Also, i may be adding a toggle to remove the sky in your map, because it gets a bit choppy with it enabled. (Probably only for me, but hey i got to test it!)

Re: Randomized Roguelike map - v4 (Upd. 17/2/19)

Posted: Thu May 30, 2019 9:25 pm
by Solid-Head
TDRR wrote: i was thinking about implementing a BSP dungeon generator.
Oh YES. I've been waiting for Nash to release his thingy for a long time. Hope to see yours soon.
TDRR wrote: No way, is that a house?
Indeed. They are janky though.
TDRR wrote: Also, i may be adding a toggle to remove the sky in your map
You will need it for this version. The pain elemental spawn will fry your computer alive.

While we're at it here you go :
https://www.mediafire.com/file/bjbp1b0n ... 7.wad/file

Not much change:
-Water can now change
-Integrated with TDRR map
-Minor alteration with height generation
-House can spawn on specific spots on the map and contain exit to map02 TDRR Dungeon map, If no house available all three keys are require to finish the map.

Code is messy and there is some bugs. I will need to redo it from scratch at one point.I have an interesting idea involving a starship but that will need his own thread. Use this how you see fit.
Have fun !

Re: Randomized Roguelike map - v4 (Upd. 17/2/19)

Posted: Thu May 30, 2019 10:25 pm
by TDRR
Solid-Head wrote:
TDRR wrote: i was thinking about implementing a BSP dungeon generator.
Oh YES. I've been waiting for Nash to release his thingy for a long time. Hope to see yours soon.
TDRR wrote: No way, is that a house?
Indeed. They are janky though.
TDRR wrote: Also, i may be adding a toggle to remove the sky in your map
You will need it for this version. The pain elemental spawn will fry your computer alive.

While we're at it here you go :
https://www.mediafire.com/file/bjbp1b0n ... 7.wad/file

Not much change:
-Water can now change
-Integrated with TDRR map
-Minor alteration with height generation
-House can spawn on specific spots on the map and contain exit to map02 TDRR Dungeon map, If no house available all three keys are require to finish the map.

Code is messy and there is some bugs. I will need to redo it from scratch at one point.I have an interesting idea involving a starship but that will need his own thread. Use this how you see fit.
Have fun !
Nice work, Solid-Head! However, i think i'm going to remove the Pain Elementals from the map. Not only because they are a performance drain, but also because they can be very annoying depending on how the map generates.

The house is also a very good way to progress naturally into the dungeon, great idea!

About the BSP dungeon generator, it may not be very soon, because there's a bunch of stuff i got to learn before. For practice i'm going to do a random walk dungeon generator, easier and gives cave-like results. Later will be an optional BSP dungeon generator, which makes more room-like places.

Re: Randomized Roguelike map - v4 (Upd. 17/2/19)

Posted: Thu Jun 27, 2019 3:07 pm
by DoomedMarine626
Is this a bug in the generator? Or just a very lucky run?

Re: Randomized Roguelike map - v4 (Upd. 17/2/19)

Posted: Thu Jun 27, 2019 6:35 pm
by TDRR
DoomedMarine626 wrote:Is this a bug in the generator? Or just a very lucky run?
Luckyness, as if it were a bug both keys would be in the exact same position indicating the spawner got stuck, but no this was pure luck.

Protip: The STARTAN theme increases your chances of keys close to each other! (just kidding please don't take that statement seriously)

Re: Randomized Roguelike map - v4 (Upd. 17/2/19)

Posted: Wed Sep 11, 2019 5:27 pm
by Rapidgame7
I'm playing this map under UV and for some reason things rarely spawn.
In MAP02 they spawn normally, but MAP01 gets no enemies or items, or very rarely gets a single enemy.

This is on GZDoom 4.2.1 with no other mods on top
Screenshot_Doom_20190911_202034.png

Re: Randomized Roguelike map - v4 (Upd. 17/2/19)

Posted: Wed Sep 11, 2019 11:14 pm
by TDRR
Rapidgame7 wrote:I'm playing this map under UV and for some reason things rarely spawn.
In MAP02 they spawn normally, but MAP01 gets no enemies or items, or very rarely gets a single enemy.

This is on GZDoom 4.2.1 with no other mods on top
Screenshot_Doom_20190911_202034.png
The only things i can tell you are:
Modern GZDoom is mostly untested with this. All my testing was carried out in ZDoom32, ZDoom LE and GZDoom 1.8.6. Though, i never had any issues the few times i played in modern GZDoom.

I completely rewrote all the map generation code. Now it's less weird and noisy and looks more dungeon-y, and maps have 100% chance of having at least 10 or more monsters (Most of the time it sits around the 60 monsters range) And i will release it once i fix a couple quirks with it.

You might just be having very bad luck, because seriously no one else has ever had these issues, old or new GZDoom.

EDIT: Just loaded up GZDoom 4.2.1 and i'm not having any issues at all, even with the old code i'm still getting maps packed to the brim with monsters.

Re: Randomized Roguelike map - v5 (Upd. 12/9/19) (New Map Ge

Posted: Wed Sep 11, 2019 11:49 pm
by TDRR
Updated! Finally, the long overdue update with a new map generation algorithm is here!

The algorithm used is "Random Walk Algorithm" which is rather generic but anyways it's a good example for anyone wanting to implement a custom one. It's also a good improvement over the older one, but it makes smaller maps.

Also, Solid-Head, sorry but i didn't update your map. Mostly because i haven't yet gotten the latest version running properly in ZDoom32, which is my testing port. Once i get it working, i'm going to put it in.

Re: Randomized Roguelike map - v5 (Upd. 12/9/19) (New Map Ge

Posted: Thu Sep 12, 2019 3:48 pm
by Rapidgame7
I've done a few things and realized that enemies do not spawn on skills 4 and 5 - I don't know much of the Doom terminology, but the map things you use to spawn actors on do not have the hard flag set. Or the flag that says "UV and Nightmare".
Spoiler: I was going to reply with this

Re: Randomized Roguelike map - v5 (Upd. 12/9/19) (New Map Ge

Posted: Fri Sep 13, 2019 9:54 pm
by Solid-Head
Oh yes ! I've been waiting for this. My revenants mazes were driving me insane ! Your mazes are great. I like how open they can be now and how quick they generate. I will totally use this now.
Nice work. I haven't mess with the cvar yet but I'll look into thoses
TDRR wrote: Also, Solid-Head, sorry but i didn't update your map. Mostly because i haven't yet gotten the latest version running properly in ZDoom32, which is my testing port. Once i get it working, i'm going to put it in.
Implying I want you to use this old crappy version now that you've release this !
I change a lot under the hood since. Here's a more recent version for you and the 2 people that are following this :
https://www.mediafire.com/file/fx08kz7q ... 4.wad/file

This is not the latest version but its the most cool/stable one(Its still buggy). You don't actually need the three keys to use the ship, just don't spam the use key. My goal was to be able to use the minimap to navigate and generate a new maze within the map, which kinda work.
You may still struggle with this because I think this one still have the leaves in it.
Anyway I'm ditching all of it and start again. Will post update once I figure how your stuff work. And again, thank you !