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PostPosted: Sun May 14, 2006 8:52 pm 
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Now in Mapgenerator2. While the files need to be cleaned up, and I need to now clone into all other x2water transitions, we now have perfectly generated grass to shallow water transitions. There are no ugly funky stuff floating around at the deep water mark (like in mod11). It works with higher cliffs going into water (unlike mod11 or UOL 1.1....yes, I can bash any of those scripts; I wrote them :P ). It is even better than OSI because I have managed to fill in all the broken spots (thanks to as always punts programing skills and willingness to understand and cater to my insane ramblings). In all my years of mapmaking and developing better scripts and tools this is the most exciting thing to have happened ever!

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PostPosted: Sun May 14, 2006 9:04 pm 
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As we have stated in the beginning, the effort for these type of projects is understanding the data to describe the behavior, and generating the data sets.

Hats off to you, and others who aided in obtaining the information, as well as the effort you personally have devoted to the project! It is what will make or break it!


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PostPosted: Mon May 15, 2006 1:03 am 
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Congrats!

It's good to see someone had the patience and the motivation to see it through!

-Ryandor


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PostPosted: Mon May 15, 2006 2:29 am 
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Your knowledge and hard work has been critical to ALL of these projects. Thanks Stormcrow!!

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PostPosted: Mon May 15, 2006 2:44 am 
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Screenshots? =D

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PostPosted: Mon May 15, 2006 10:32 am 
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Image

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PostPosted: Mon May 15, 2006 10:33 am 
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PostPosted: Mon May 15, 2006 10:33 am 
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PostPosted: Mon May 15, 2006 10:34 am 
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PostPosted: Mon May 15, 2006 10:36 am 
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:shock: ... :D


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PostPosted: Mon May 15, 2006 12:20 pm 
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SuuuuuuWeeeeet

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PostPosted: Mon May 15, 2006 1:31 pm 
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oh yes. great stuff


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PostPosted: Mon May 15, 2006 3:41 pm 
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Looks good. Almost as if I'd have done it by hand. Almost. ;)

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PostPosted: Mon May 15, 2006 6:30 pm 
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Thanks everyone. Yes Xuri, nothing looks better than by hand, but most of us can't devote a decade to 1 map.

At the moment I am working on porting this over to the other terrain types. Hopefully I will have them done tonight (the 2-ways anyway). At some point this week I hope to have rudimentary 3-ways done as well.

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PostPosted: Mon May 15, 2006 7:14 pm 
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Wow! :shock:

Excellent job! JoO ROcK DuD3!

Dev

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PostPosted: Mon May 15, 2006 10:00 pm 
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Forest, sand, snow, jungle, dirt, dungeon cave and mountain to water transitions are done. They will be available as soon as punt snags them off Dians ftp and puts them into the package.

Dungeon cave needs a little fixing (it looks ok but I am not happy with it). I still have to do beach, grass with dark coasts and snow with dark coasts and 3-ways (which are going to be a bitch).

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PostPosted: Tue May 16, 2006 5:00 am 
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uploaded


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PostPosted: Tue May 16, 2006 1:23 pm 
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I downloaded the program and it kept giving me DLL errors with the QTCore which got on my nerves since i put almost every DLL i could find on your site in there and it still didn't work (something about a string error in the DLL file)


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PostPosted: Tue May 16, 2006 3:40 pm 
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Maybe it sounds stupid, but where can I download it, as I do not see it in the download section. And I can also not download Dragon 2, as it sais file not found.

I've been working over 2 years on my custom map now, and the only thing that's still giving extreme troubles are the coastlines... :(

I hope this program is compatible with the stuff I have made so far in Dragon mod9...


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PostPosted: Tue May 16, 2006 4:37 pm 
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worldmaker.ryandor.com is the site for mapgenerator (it is actually part of the worldmaker suite)
current downloads are at punt.demuria.com (mapgenerator subdirectory has the latest, one in main is older) although I think the dlls you need are at worldmaker.

Dragon images will have to be converted to mapgenerator format. I am sure punt will whip one up when he gets a chance. The UOL converter would also do it with a rewrite of the data files. At any rate, eventually there will be some form of converter for mod11, mod9 and mod10 (does anyone out there actually use mod10?)

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