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[NEED HELP] Terrable Idea for Randomized Maps

#1
Hey People,

I have a really bad idea for making random maps. I don't think this idea will make a good permanent addition to Xonotic, I see this as more of a research project. My idea started while I was messing around with OpenSCAD and I made... something. Here is a link to me asking for feedback. After thinking about it a little bit, I figured I could set this up to create as many random labyrinths as I want, or something like it. Then I figured I could somehow import it into Xonotic.

So that is where I need help. I can follow along the map editing tutorials well enough and I did some half-life 1 map editing back in the day. However I need to find a way to pass a triangle mesh into the system somehow. Anyone have an idea of how I might go about that?

Thanks,
~Fish
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#2
The idea of random maps was thought about for decades, it's just that the time to make a generator of even nice 3d geometry would take insane amount of time. Unless you do premade rooms like in Immortal Redneck and stick them together in roguelike fashion. But that's single player game. For multiplayer you'd want "balance".

Also, map compilation in Quake-derived engines can take hours.
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#3
(01-15-2020, 09:03 PM)Lyberta Wrote: The idea of random maps was thought about for decades, it's just that the time to make a generator of even nice 3d geometry would take insane amount of time. Unless you do premade rooms like in Immortal Redneck and stick them together in roguelike fashion. But that's single player game. For multiplayer you'd want "balance".

Also, map compilation in Quake-derived engines can take hours.

Thanks for the feedback. Yes, I figured as much. I am not looking to generate maps in any reasonable amount of time. I imagine the process being [Generate Map]->[Launch Xonotic]->[Play the generated map]. I don't expect to insert something into loading screen or something like that.

As for the long compile time. I am hoping really simple maps and map geometry will reduce the compile time.
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#4
I would LOVE the idea of server-generated maps. And then I can just have almost unlimited fun with such thing.

If Xonotic changes engine to DarkPlaces and does something with lighting, it is doable in theory. Hell, within a decade we may get GPUs that can do real time ray tracing and don't cost a fortune. Suddenly, no need to bake lighting into maps.
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#5
I have a possible plan: I want to generate a .map file that can then be built into a .bsp file that Xonotic can use as a map. The .map files appear to be ASCII and can be created by anything and and has good format documentation (also I can probablybly steal from an existing xonotic map). I am assuming there is a way to compile the map with out opening up the GUI editor. 

Any of that sound unreasonable?
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#6
I've started working on python scripts that can generate .map files (https://github.com/DefaultUser/AssetGenerator). I've not worked on them in a long time, but you can use it to create parts that can be imported into radiant.
http://download.evil-ant-colony.org/maps...dom_v1.pk3 is a map that I created that way
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#7
(01-16-2020, 12:50 PM)Freddy Wrote: I've started working on python scripts that can generate .map files (https://github.com/DefaultUser/AssetGenerator). I've not worked on them in a long time, but you can use it to create parts that can be imported into radiant.
http://download.evil-ant-colony.org/maps...dom_v1.pk3 is a map that I created that way

Ohh, that generator looks very interesting. Mind if I steal somethings?
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#8
(01-16-2020, 04:16 PM)deaf_fish Wrote:
(01-16-2020, 12:50 PM)Freddy Wrote: I've started working on python scripts that can generate .map files (https://github.com/DefaultUser/AssetGenerator). I've not worked on them in a long time, but you can use it to create parts that can be imported into radiant.
http://download.evil-ant-colony.org/maps...dom_v1.pk3 is a map that I created that way

Ohh, that generator looks very interesting. Mind if I steal somethings?

It's licensed under GPLv3, so of course you can use it (under the conditions that GPLv3 states). I'd also be happy to review and merge Pull Requests.
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