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BZrand

Posted: Sun Nov 13, 2005 3:22 am
by sid6.7
a random map maker(RANDOM) for the more simple minded like me :)

this is NOT for 2.0 objects...

i wanted it to be 100% BEZDIT compat.....it is so far...
its BARE BONES SIMPLE....

yes i'm a dinosaur...

yes tim already has a random mapmaker bulit in
but i wanted to try and make one myself....mine
has more varied shapes then his...

you can get it here:
http://hosted.rangfar.com/bzflagworld/f ... sc&start=0

EDIT:
when you join there in your profile
change your theme to sub-silver
to see file attachments...


i dont want to have to re-write this SO READ that thread
it explains most of it...


did i mention its NOT for 2.0 objects?...
did i mention its RANDOM?...



you know its RANDOM right?
you know its NOT for 2.0 objects right?


there are a couple bugs but since its 100% compat
with bzedit you can fix them easy and quickly..

Posted: Sun Nov 13, 2005 4:05 am
by ^nightmare^
Sounds cool!
great job man! :D

Posted: Sun Nov 13, 2005 7:10 am
by sid6.7
thanks...

i did find 1 thing where its NOT compat with
BZedit 1.62 OR 1.65 world weapons still get
deleted in BZedit... :(

so that will kind make it akward...

you'll have to open up the map in
a text editor before you open it in
BZedit copy the world weapons to
your clipboard....go ahead and use
BZedit...save...

then re-open in text editor and copy
weapons back in...

sorry..didnt notice that....

Posted: Sun Nov 13, 2005 7:48 am
by BIYA
Image

An example of a map made by BZRand.

I suggest this be moved to Map Makers!

Posted: Sun Nov 13, 2005 4:47 pm
by ^nightmare^
Now thats awsome! How long did it take to make this sid?

Posted: Sun Nov 13, 2005 6:08 pm
by sid6.7
^nightmare^ wrote:Now thats awsome! How long did it take to make this sid?
it took about 2 hours before i released the first version

with BIYA and ducatii and me1 looking at it we've
been trying to refine it for about 3 days...

me1 wins the ****** prize he was able to use BZrand
to crash BZedit.... :shock: i guess i may have
to set upper limits for objects on 800 size maps...

Posted: Sun Nov 13, 2005 6:14 pm
by sid6.7
there will be a mini tunnel coming up by BIYA
and a double Y shape by hannibal in the next
release or so....

Posted: Sun Nov 13, 2005 6:16 pm
by sid6.7
BIYA wrote:Image

An example of a map made by BZRand.

I suggest this be moved to Map Makers!
your right i wasnt sure which thread to post it in...

Posted: Sun Nov 13, 2005 7:11 pm
by JeffM
the new bzedit won't eat objects it dosn't know about.

Posted: Sun Nov 13, 2005 7:44 pm
by ^nightmare^
JeffM2501 wrote:the new bzedit won't eat objects it dosn't know about.
Do know a realese date for it?

Posted: Sun Nov 13, 2005 9:44 pm
by JeffM
when it's done

Posted: Sun Nov 13, 2005 9:54 pm
by Winny
I can make you a cool object to add to the maps if you want...............

Posted: Sun Nov 13, 2005 10:36 pm
by Hannibal
Jeff, so what do you mean it wont 'eat' objects it doesnt know about?

Posted: Sun Nov 13, 2005 11:03 pm
by dango
sid6.7 wrote:
^nightmare^ wrote:Now thats awsome! How long did it take to make this sid?
it took about 2 hours before i released the first version

with BIYA and ducatii and me1 looking at it we've
been trying to refine it for about 3 days...

me1 wins the ****** prize he was able to use BZrand
to crash BZedit.... :shock: i guess i may have
to set upper limits for objects on 800 size maps...
crashed Computer, with world size 8000, 8000 teles, 8000 pyrs, 8000 Boxes, 8000 trees, 8000 drivethorught/ shootthrough objects, 0 WW's, 9.3 MB.

Posted: Sun Nov 13, 2005 11:05 pm
by Winny
*Gulp*

mine too

Posted: Sun Nov 13, 2005 11:13 pm
by JeffM
Hannibal
if it sees an object it dosn't have an editor for, it keeps the object around just as text, lets you edit it as text, and then saves it back out into the file. so if it didn't have support for world weapons, it would not strip all the world weapons from a map that had them, it would just let them "pass thru".

it is the core of the "future safe" map parser that it uses.

Posted: Mon Nov 14, 2005 12:35 am
by sid6.7
Win Xp wrote:I can make you a cool object to add to the maps if you want...............
thats cool...if you could keep it to about 5 combined boxes and pyr's for
your TOTAL object size that would help...keep it SIMPLE...

again NOT 2.0 objects please..

we have 4 diffferent objects now + normal boxes and pyrs

Posted: Mon Nov 14, 2005 1:51 am
by Winny
I am working on some thing now (you killed me by making me keep it at 5 I was at 7

Posted: Mon Nov 14, 2005 3:07 am
by Hannibal
Jeff, ahh, that makes sense.

Posted: Mon Nov 14, 2005 3:05 pm
by sid6.7
6.2 is ready...goto the link in the first post...

new shapes and 4 team CTF allowed...

fix horrible menu in the works now...

Posted: Fri Nov 18, 2005 9:49 pm
by TD-Linux
Can we pleeeeeez have 2.0.x objects? Please?
Maybe as an option?

Louman has some awesome 2.0.x trees, and I've seen some neat tunnels.

here

Posted: Fri Nov 18, 2005 9:56 pm
by Winny
ok sid6.7 (sorry for the tardiness)

here is my object

it has 7 boxes

Posted: Fri Nov 18, 2005 10:44 pm
by Hannibal
Win, i could make that in 5 boxes.

here it is.

Posted: Fri Nov 18, 2005 10:58 pm
by RPG
TD-Linux wrote:Can we pleeeeeez have 2.0.x objects? Please?
Maybe as an option?

Louman has some awesome 2.0.x trees, and I've seen some neat tunnels.
You don't realize how hard that would be.

Posted: Sat Nov 19, 2005 8:55 am
by sid6.7
TD-Linux wrote:Can we pleeeeeez have 2.0.x objects? Please?
Maybe as an option?

Louman has some awesome 2.0.x trees, and I've seen some neat tunnels.
i doubt it .. like RPG said...too much coding for
my simple brain....plus i am making this 100%
compatible with BZedit..and BZedit can't show
those new obejcts so you'd never be able to
see the map in BZedit and work on it..