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 Regenerating terrain 
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Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
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Post Regenerating terrain
I recall this being a subject a while back. Somebody figured out how to generate new terrain dynamically without it being Scrap, I think, but I don't remember who did it or how it was done. Could somebody point me in the right direction?


Mon Nov 30, 2009 3:50 pm
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Data Realms Elite
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Joined: Wed Sep 05, 2007 4:14 am
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Location: Canadida
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Post Re: Regenerating terrain
Grif, and his invisi-wall regenerating wall.

Anything that has a background is not scrap.


Mon Nov 30, 2009 4:05 pm
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Joined: Sun Jul 13, 2008 9:57 am
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Location: some compy
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Post Re: Regenerating terrain
Foa wrote:
Anything that has a background is not scrap.
'the ♥♥♥♥? I was yelling this like 2 weeks after the whole IsScrap thing was whined about? I think the topic was deleted, because miles was so blatantly wrong throughout the entire thing, but the point still stands O_o

Grif was the first to implement regenerating terrain though, but the fact that you cant really allocate new BG pixels aside from in bunker building mode means you cant get around it for generating new terrain, only for regenerating bunkers and the like.


Mon Nov 30, 2009 10:34 pm
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Joined: Thu Mar 06, 2008 10:54 pm
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Post Re: Regenerating terrain
actually it was kyred but we'll go with grif


Mon Nov 30, 2009 11:21 pm
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Joined: Mon Jul 16, 2007 9:50 am
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Post Re: Regenerating terrain
argh I just messaged Grif. Now I look stupid.


Mon Nov 30, 2009 11:23 pm
Profile YIM
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Joined: Sun May 31, 2009 1:04 am
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Post Re: Regenerating terrain
Mind wrote:
actually it was kyred but we'll go with grif
I came up with the idea of using settled MOPixels to draw with. Grif is the one who adapted it to make regenerating bunker modules.

I think it was TLB who figured out the trick to prevent it from turning into scrap. However, I've been out of the loop for months, so I could be completely wrong.


Tue Dec 01, 2009 12:20 am
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Post Re: Regenerating terrain
DEFINITIVE HISTORY:
KYRED COMES UP WITH MOPIXEL DRAWING
P3LB0X COMES UP WITH INVISIBLE MOPIXELS
I MAKE INVISICRETE.RTE, THEN THINK "HUH THIS COULD DO WITH A BUNKERMODULE"
I ADAPT HIS DRAWING SCRIPT TO FILL IN THE SPACE ON A SIMPLE BUNKERMODULE
THIS RUNS INTO NO PROBLEMS WITH ISSCRAP BECAUSE IT'S ALREADY PART OF A BUNKERMODULE
I THEN HAVE THE IDEA OF ACTUALLY BUILDING A MODULE OUT OF PIXELS, THEN TRY TO MAKE ONE
see reference (nonexistent): that one old, shitty looking shaft module in epic moments somewhere
I try to improve on this somewhat until TLB comes up with the fantastic (and now no longer "secret") idea of using an external program to read a bitmap file and spit out a lua array containing all mopixel colors.
I attempt to implement the code in some way before Kyred/TLB both step in and help me out. Both separately code programs to spit out 255 separate MOPixels (one for each color of the palette)
TLB then vastly improves my slipshod implementation of the original spirit of Kyred's script to array-based drawing
Initial test of constructor are positive. Up to this point I was using a strong enough material I didn't realize it was still scrap outside of bunkermodules
I then notice this and ARGH ♥♥♥♥ SO MUCH ANGRY
TLB then diagnoses the direct cause of isscrap which makes so much sense it hurts
constructor.rte sits for like a month or something
TLB talks to me about it on IRC and I hit upon the idea that will make it at least somewhat viable
constructor.rte enters rapid development
then I hit a roadblock with my pretty good idea but it's gonna be fixed and it'll be out shortly is all I can promise

so really I cannot even begin to claim authorship over it, but it's most certainly a joint mod (even if indirectly)

oh and TT did sprite


Wed Dec 02, 2009 2:02 am
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