DH-dlc: A Doom Level Compiler

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Caligari87
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Re: DH-dlc: A Doom Level Compiler

Post by Caligari87 »

I half-way want to take the time to learn this just to generate terrain (randomly and from heightmaps), since both ZTerrain and BHS's Mapper's Delight are dead in the water at the moment.

8-)
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Nash
 
 
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Re: DH-dlc: A Doom Level Compiler

Post by Nash »

Had this idea while watching my friend play Borderlands the other day:

A Doom mod that adds RPG elements and stuff, BUT requires DH-dlc for the random maps. Basically, to play, there would be a batch file that randomly builds the map(s) with DH-dlc, then runs (G)ZDoom with the RPG-like WAD/PK3. So what you'll get is essentially a unique Doom RPG every single playthrough.

What do you guys think?
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DavidPH
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Re: DH-dlc: A Doom Level Compiler

Post by DavidPH »

Cool idea, a bit of randomity in RPGs is nice, but so often it's only applied to combat and "random encounters". Randomity in the maps themselves would add a whole new dynamic.

If you need any help, let me know. I admit that my documenting skills tend to be a bit sub-par, and I did recently completely re-write the dynamic names code. (On the subject of documentation, I decided to start using GitHub's wiki feature, so you can check there for reference, although it's a bit spare right now.)
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Re: DH-dlc: A Doom Level Compiler

Post by NeuralStunner »

Yeah, that sounds pretty nifty! :)

Also I hear there's a new language in the works that will be even cooler.
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Re: DH-dlc: A Doom Level Compiler

Post by Nash »

Also partially inspired by Hellgate: London. It's the only FPS with random-generated maps that I've played.
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DavidPH
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Re: DH-dlc: A Doom Level Compiler

Post by DavidPH »

Just a quick post to note that I'm still developing this thing. The second language that NeuralStunner mentioned was merged into master a while back, and is as usable as the first. (Already better, in some regards.)

Also, there is an IRC channel. #else#if on irc.esper.net.
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