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-   -   Metamap v0.2 (https://forums.alliedmods.net/showthread.php?t=339)

Johnny got his gun 03-19-2004 04:55

Metamap v0.2
 
2 Attachment(s)
Quote:

Random new maps for Counter-strike every new round. Made to work with de_meta_16x16 (16x16) and de_meta_8x8 (8x8).
Choose amount of walls for next round with metamap_walls cvar. Note that you cannot have more walls than (WxH - number of spawns - 1 bomb target):

Map Dimensions Spaces Playerspawns Bombtargets = Max number of walls
de_meta_8x8 8x8 64 16 1 = 47
de_meta_16x16 16x16 256 32 1 = 223

On top of that, note that using too many walls will likely be too heavy for the engine.
On de_meta_8x8 this is no problem, but on de_meta_16x16 where there is place for 16x16-32spawns-1bombtarget = 223 walls, that is likely to
bring down your server. During testing I have been able to run up to about 150 walls, beyond that server closes down with this message: "SZ_GetSpace: overflow on Client Datagram".
Maybe this varies though from server to server...
For version 0.2 of the module the generating of new levels is MUCH faster, it should appear "seemless" even with many walls on 16x16 maps.

I've placed this under "Counter-strike" because of the included plugin "Metamap CS". However the module doesn't care what game mod you use. You could easily modify the maps + the Metamap CS plugin to work with other game mods.

Screens: http://www.tcwonline.org/~johnnygoth...etamapscreens/

Added source to CVS: http://www.tcwonline.org/cgi-bin/vie...dlls/metamapx/

QwertyAccess 03-19-2004 10:49

an idea. that you could probably do is make it so the level randomizes every round by cvar. well i havent tryed this so i dunno if it does this already. but just an idea.

Johnny got his gun 03-19-2004 11:01

Quote:

Random new maps for Counter-strike every new round.
or maybe you wanted an ability to switch that off?

ibm86 03-19-2004 22:58

linux version please?

MagicShot 03-19-2004 23:03

Yeah
 
Yeah what would be a cool idea to allow different maps or be able to keep it the same if you wanted too.. :twisted:

Johnny got his gun 03-20-2004 19:07

Yeah yeah anything is possible, just edit the plugin, you could have it save the matrixes and then reuse them. I maybe should just release the module separately and then the plugin separately.

Btw did anyone try playing this on 16x16 map with a lot of walls and a lot of real players? For that matter, if you ever tried this - what are your experiences?

I think high network traffic/lag could be an issue here with a high load of players and walls.

Johnny got his gun 03-25-2004 07:47

I have a newer version coming up soon. It "vises" all unneeded walls, so that only the walls needed to define the level are created. If you would have 255 walls, then that would mean 1 free space on a 16x16 map, and at most only 4 walls would be needed for that. So it is very much possible to specify 150+ walls, in fact it will be easier on your server if you have really many walls. Or very few walls. Having something inbetween (well, around 150ish) will probably in the end create the most amount of walls.


Btw, added an ingame demo of this... that map uses metamap_walls set to 223 (max), but actually only about 50 are needed.

vlad 03-27-2004 22:07

Quote:

Originally Posted by ibm86
linux version please?


bump =)

Yun 03-28-2004 02:02

The metamap.inc is not in the archive.
Please add it so I can compile the source myself. :)

Johnny got his gun 03-28-2004 05:06

Yes sorry I forgot... looks like no one used this yet, cause I didnt include an amx? lol :-)

But to be honest you don't really need an include for this, just put
Code:
native metamap_getmap(matrix[], columns, lines, walls);
instead of #include <metamap> and it should be fine
That is all that is in metamap.inc


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