| Author | Message | 
        
			| Miles_T3hR4t 
					Joined: Mon Jun 04, 2007 5:55 am
 Posts: 1627
 Location: Ohio
   |   Re: Procedural GenerationGrif wrote: explain one thing that procedural generation could add to CC that humans couldn't do better and fasterIn game > building a bunker > build tunnel between point A to point B. say, a 800 pixel long tunnel, with a height difference. Automatically place bunker-modules together to look alright. Guaranteed to be faster. Not necessarily look better, but definitely faster. Not a huge thing considering it's not exactly timed. Then again I might be miss-understanding "Procedural generation". based on the thread I'd guess that its the way maps are randomly generated in diablo 2? That method is really only good for random maps and unit placement, and honestly it could *probably* be done with lua.  If I misunderstood what "procedural generation" is, just ignore this.
 
 | 
		
			| Mon May 10, 2010 10:19 am | 
					
					       | 
	
	
		|  | 
	
			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: Procedural GenerationYou, uh, can't place terrainobjects with lua at this point in time, miles.
 edit: whoops.
 
 
 | 
		
			| Mon May 10, 2010 10:41 am | 
					
					     | 
	
	
		|  | 
	
			| StoneCrow 
					Joined: Sat Nov 14, 2009 5:09 pm
 Posts: 70
   |   Re: Procedural Generationumm i dont know if anyone has already done this, but it would be great to have a skirmish map or two where what drops out of those pesky dropships is randomly selected from all of the stuff youve got on your game
 
 like Darkstorm troopers appearing randomly with D9 Repulsors.
 
 although this is kinda verging on the edge of procedural generation, more like just content randomisation
 (but then again so was the ronin bodypart suggestion)
 
 
 | 
		
			| Mon May 10, 2010 11:33 am | 
					
					     | 
	
	
		|  | 
	
			| Benpasko 
					Joined: Sun Aug 09, 2009 9:26 am
 Posts: 1633
   |   Re: Procedural GenerationAnd God help you if the game decides it wants to spawn a Reflective Robot with a Zero Division Cannon. 
 
 | 
		
			| Mon May 10, 2010 11:51 am | 
					
					   | 
	
	
		|  | 
	
			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: Procedural GenerationThat's actually quite easily possible. Just disable normal activities and make it spawn from a list of possible actors, weapons and craft. 
 
 | 
		
			| Mon May 10, 2010 12:27 pm | 
					
					     | 
	
	
		|  | 
	
			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: Procedural Generationuh, yeah, but there's no way to generate that list without parsing .ini files; Lua has no worthwhile access to objects that aren't already loaded into the game and present in a scene 
 
 | 
		
			| Mon May 10, 2010 2:59 pm | 
					
					   | 
	
	
		|  | 
	
			| 411570N3 
					Joined: Wed Jan 07, 2009 10:26 am
 Posts: 4074
 Location: That quaint little British colony down south
   |   Re: Procedural GenerationI was thinking a .txt file list with whatever you wanted to spawn. Wouldn't be terribly easy to modify unless you felt like making a program to generate the files for you. 
 
 | 
		
			| Mon May 10, 2010 3:01 pm | 
					
					     | 
	
	
		|  | 
	
			| PhantomAGN 
					Joined: Mon Jun 29, 2009 2:40 am
 Posts: 610
 Location: Deep below The Map of Mars
   |   Re: Procedural GenerationPerhaps this is a feature you might see in a Mod Manager.Parse all ini files, saving a list of PresetNames that are weapons or explosives (and Buyable  = 1) along with the mod they came from, and then read this file inside CC with Lua. Or maybe better yet, the file is actually a script itself.
 
 Like that? Does not seem so hard.
 
 
 | 
		
			| Mon May 10, 2010 3:11 pm | 
					
					   | 
	
	
		|  | 
	
			| StoneCrow 
					Joined: Sat Nov 14, 2009 5:09 pm
 Posts: 70
   |   Re: Procedural GenerationYeah the mod manager reads activities and allows you to arrange your own activities, surely if you made the ingame code create the lists the same way then it could just use the pre-existing files from the mod manager
 
 if it was built into the mod manager how ever wouldnt it not work, because although it would be reading a randomly generated activities file, it wouldnt be generating ingame (unless theres a way to do that with the mod manager)
 
 
 | 
		
			| Mon May 10, 2010 4:23 pm | 
					
					     | 
	
	
		|  | 
	
			| matty406 
					Joined: Tue Oct 13, 2009 4:23 pm
 Posts: 915
 Location: Blighty
   |   Re: Procedural GenerationSo from reading this thread, it appears that "Pseudo-Procedural Generation" of actors and crafts, could be achieved by randomisation? 
 
 | 
		
			| Mon May 10, 2010 4:46 pm | 
					
					   | 
	
	
		|  | 
	
			| PhantomAGN 
					Joined: Mon Jun 29, 2009 2:40 am
 Posts: 610
 Location: Deep below The Map of Mars
   |   Re: Procedural GenerationStonecrow, what?The current windows mod manager can make activities, sure. That's not what I said though.
 If you generate a list of PresetNames and the mod they come from then you can -- IN GAME -- spawn these things by reading this iist and making a table to then randomly select from.
 It's only not 100% on-the-fly because CC cannot even load or unload mods while running.
 
 
 | 
		
			| Mon May 10, 2010 7:08 pm | 
					
					   | 
	
	
		|  | 
	
			| StoneCrow 
					Joined: Sat Nov 14, 2009 5:09 pm
 Posts: 70
   |   Re: Procedural Generationsorry phantom,    english is my first language but im a total ♥♥♥♥♥♥♥ with it sometimes.   I get what you mean now
 
 | 
		
			| Mon May 10, 2010 7:28 pm | 
					
					     | 
	
	
		|  | 
	
			| Grif REAL AMERICAN HERO 
					Joined: Sat Jan 27, 2007 10:25 pm
 Posts: 5655
   |   Re: Procedural Generationmatty406 wrote: So from reading this thread, it appears that "Pseudo-Procedural Generation" of actors and crafts, could be achieved by randomisation?procedural generation and random generation are two completely different things stupid people use them interchangeably but that's why they're stupid really, none of the ideas in this thread fall into either category. a random selection of an actor out of a list of functionally identical ones is not random generation. about the only thing that I see being valid for procedural generation in CC (at any point ever) is terrain, and that'd require some pretty complex code. it's entirely possible, even right now, but, again, it'd be a lot of effort for not a lot of reward. randomly generating things in a fairly deterministic game like CC doesn't make sense; what would get randomly generated?
 
 | 
		
			| Tue May 11, 2010 12:18 am | 
					
					   | 
	
	
		|  | 
	
			| Daman 
					Joined: Fri Jan 26, 2007 3:22 am
 Posts: 1451
   |   Re: Procedural Generationthe name of the father of each soldier... 
 
 | 
		
			| Tue May 11, 2010 3:04 am | 
					
					   | 
	
	
		|  | 
	
			| Geti 
					Joined: Sun Jul 13, 2008 9:57 am
 Posts: 4886
 Location: some compy
   |   Re: Procedural GenerationThe two things I can see getting feasibly generated are terrain/base layouts (not really possible at the moment due to various things) and possibly enemy presets (in the metagame, what the AI uses could just be some presets with the actors and guns chosen from their faction's arsenal). 
 
 | 
		
			| Tue May 11, 2010 4:46 am | 
					
					     | 
	
	
		|  | 
	
	
		|  |