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rApT0r said:OKAY NEW VERSION OUT!
Go here, download it and check out the news!
http://home.tiscali.se/hxpro/rmgdownload.htm
I have fixed the "out of bounds" and "crash at first room" issue. Now, let me see some good critics :E
Happy gaming! :cheers:
RaBiD WeAzEL said:Now I'm just wondering how long VIS takes... And if I'm just impatient or something's actually wrong...
czrsink said:Great work Raptor. Got my first map done this morning - only went for 5 rooms and didn't take too long. Didn't compile and launch though, so had to do that manually. That said all seemed to turn out well, except my start room had a locked door, and the wall had unbreakable bricks blocking the way through to the next room!
Still this is a fine piece of work - you really should get onto Valve and get them behind you, superb stuff.
Yes, if people start making rooms there will soon be hundreds of them. And with only a 50-100 rooms could create an extrordinary ammount of combinations. The time it takes to reach that sum depends on whether i have to do all myself It isn't hard to make rooms eather, you just need to have some basic skills. I make an avdrage room in 1.5 hours but i'm pretty good.You should have people send in mapchunks that they make to use as templates. From the examples, it shouldn't be that hard to create really randomized and varied levels if they can produce enough content. Maybe a submit section on your site?
I finally took some today, noclipped out of the level and tried to get the whole map. To help you make sense of what you see, there is only one way the map begins, and it always ends with an elevator up to the surface. The levels branch out and terminate at dead ends and there is only one path from start to finish.AmishSlayer said:Someone should take some screens of the random levels this dealy generates. This intrigues me
Yes :cheese:, I have plans to release the code. But i'll wait for it a little longer, read more about that on my site.jmjneary said:maybe you could go open source with the project so if you dont feel like doing it someone else can pick up the torch
Bronto said:Maybe you should get a forum at your site? (Sugjestion) I am working on a room right now and will probably be done next week, as long as I'm not to boged down with college crap.{/quote] Yes, I have plans for that too, as soon as I will get PHP hosting. Then, maybe a little community could form that's intressted in this... it's really fun to hear that you are making a room, good luck! :thumbs: Send the .rgr (and .vmf if you want) zipped to me when you are done, and i'll add it into the next release! (If it's not a hollowed cube with a pink/black colored chessboard texture on it )
Hmm.. there is lot's of people having problems to get the compiler to run through the HL2rmc. That is bad, since I don't just want l33t mappers whom know how to run the compilers to be able to play it. Could you PM me your logs, the compiler parameters should be included there so i can see what's wrong.Ghroth said:sofar everything works fine, though it wont compile the map, and has me compile it through hammer
made a 30 room lvl the other day, took 10 minutes to compile in hammer
would be nice to start adding more rooms for a variety of lvls, sofar is has like 8 rooms and rearanges their order
Wow! 30 rooms in 10 minutes, not bad! You must be using a 3 gHz or something!
Yes, there is not a huge variety of rooms at the moment... but i hope that will change if a small community develops around this.
Thanks, you can always configure the npcdata.ini yourself if you are unhappy with the monster combinations. It's in the directory where you have installed hl2rmc.Sargeras said:Program is cool but I think it has some flaws for I adjusted the Alien/Combine Balance bar to Aliens only and all I got in the map were just normal/fast zombies and normal/fast headcrabs not even the poison ones, but I expected to see antlions than the zombies, are you gonna fix that?
This is how the npcdata.ini is parsed:
Code:<number of npc's> --Loop number of npc's-- --<npc class name> --<npc difficulcy> 0-100 (%) --<npc type> x=alien c=combine --<npc extra parameters> ----Loop extra parameters ----<extraparameter> <no. of additional values> ----<additional value 1> <additional value 2> ....
There is a chance that i will change the default configuration in the next release if more people are unhappy.
Well, happy news for you! This error that you are describing HAS been fixed, it was a compability bug with the decimal system. Make sure you have the latest version (0.9.34b)Cukel said:Aaarg. The program shows the main gui, but then after a second it says: "Runtime error: 13. Type mismatch." And quits. The earlier version got as far as started compiling but then said "unable to create map" and something I cant remember, but it was not "out of bounds". I even tried extracting the .cab-file manually, but it says "error occured while creating the map" even before I start the compiling.
Sooooo... gj.
Wow, nice screenshots, those are a very good example of describing how HL2rmc works. I call the maze generator for "tree maze" since there's only one way from start to end and some branches at diffrent locations. (That can be very usfull to explore, to get more weapons etc) And yes, start and alleys are very boring at the moment as there are only one room availible so HL2rmc hasn't got much to choose from.MuToiD_MaN said:I finally took some today, noclipped out of the level and tried to get the whole map. To help you make sense of what you see, there is only one way the map begins, and it always ends with an elevator up to the surface. The levels branch out and terminate at dead ends and there is only one path from start to finish.
http://s88958877.onlinehome.us/misc/level10000.jpg
http://s88958877.onlinehome.us/misc/level10001.jpg
Two complaints about the available pieces though. The first one is that there isn't enough light in any one building block, feels like I'm playing Doom 3 as much as I need the flashlight cuz some are all black, but at least the scarce lights make the maps compile faster. The second is that there need to be way more pieces to choose from. You know, make it less likely for duplicate areas to be attached to each other.
All in all it's a kickass idea, and a kickass program. I agree that there should be more outdoor areas. Also, it would be cool if the indoor areas factored in more natural light, which I did notice on occasion. I love how you can set the sun angle for the lighting calculations.
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LoL, yes the areas got a little too dark, i hope future room makers won't make my mistake there.
You got the situation right: IT BADLY NEEDS ROOMS, so anybody with a bit of map skill, start making rooms today. The number of combinations will increase dramaticly for every new room.
Map Combinations = LevelRooms^RoomsAvailible
Yes, I also agree that there should be more outdoor areas, those are the most fun. But it can also be very difficult to make a realistic outdoor area in a 1500x1500 big room though...
I'm glad you enjoyed the application. It will defenetly get better in the future though.
Hope you enjoy the new version as much as I did!
EDIT: Oh, and dont forget to give feedback!