Race to winzone script

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voodoo
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Race to winzone script

Post by voodoo »

Hi,

Here is a script to generate race to winzone maps. I post it here before I lost it. Kind of quick n dirty but whatever. It generate the map and the everytime.cfg.
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racemapmaker.v2.php.tar.gz
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Last edited by voodoo on Sat Sep 30, 2006 10:07 pm, edited 2 times in total.
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wrtlprnft
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Post by wrtlprnft »

This rocks :)
Is it just me or are the maps on your server all the same? Why don't you generate maps live?
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voodoo
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Post by voodoo »

Thx wrtl.
Actually it suppose to be generated for each new round. But it runs on my comp and sometime, it seems to be blocked so a few rounds use the same maps ... I'll fix it soon.
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Post by xevic »

these races are better than urs wrt :P

i love octa and chico races :D and special no infinite brakes, gives a fresh look, allow comebacks 8)
Visca el Barça! CUIG (See you in game) and don't forget to sing with us: lalalalala ;)
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Post by wrtlprnft »

I know :P
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voodoo
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Post by voodoo »

I update it today accordingly to some comment I receive. Some infos are printed as round message (seed, number of axes and death zones (or pillars).

The seed is also concatenated with map name... so if you really like a map, note the seed as it can be recompute ;)

Many people ask for infinite brake but some others tell me that limited brake is a good idea as well so I choose to set it randomly ... check round message to know it :lol:

Any comment is welcome ...
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voodoo
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Post by voodoo »

I've updated (again) the archive : more tweaking and a major bug fix :

1 - The script use to stop in an incorrectly manage case, so no files were generated. Now it cant happens anymore : new track on each round.

2 - The seeding was default (manage by php) and use to be often the same leading to repeated track. I use a different seeding function which leads to much better result. Not perfect yet. Any efficient seed generation function's welcome.

3 - some minor changes in parameters generation, title, etc.

The server will be down from monday the 2nd of october to the end of january as I leave to Peru and will not have a good connexion over there.

Feel free to setup your own server :lol: hehe
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voodoo
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Post by voodoo »

New version of the script written with wrtl to allow multi-round tracks. I'll set up a server once I'll be back to France.
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racemapmaker.v0.3.8.php.tar.gz
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wrtlprnft
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Post by wrtlprnft »

Great :) Tested it a bit, it neither hangs nor does it produce unsolvable mazes.
Currently hosting a server with it, it's called “Race Around The Track (beta)”, running on wrtlprnft.servegame.org:4536.

One minor problem: All the obstacles are exactly centered on the track :(
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voodoo
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Post by voodoo »

I fixed some points. Still some weird spawn points but cant figured out why for the moment. Here is a new version anyway ...

[update]
I reposted the script after wrtl post... should not happens anymore.
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racemapmaker.v0.3.8.php.tar.gz
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Last edited by voodoo on Wed Nov 22, 2006 5:48 pm, edited 3 times in total.
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wrtlprnft
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Post by wrtlprnft »

Thanks, installed it and it works. The uncentred obstacles make the maps even harder :twisted:
One minor trouble that I solved myself: You need to put the DTD on your repository, and don't ever put it into the resource root due to name conflicts, always put it into your own dir (and adjust the path).
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Post by wrtlprnft »

Voodoo asked me to put my version of the script online.
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kyle
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Post by kyle »

Hate to tell you this but. I was on 3 different maps the started out by dieing.
Also i think because it is using zone's version 2 the hud cam doesent delete previous zones.
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Hud error
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Maps that you die at start
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Post by wrtlprnft »

Yeah, I think voodoo is working on the die at start thing.

I've seen that zone thing now, too (previously I thought it was a bug on the 0.3.0 client, but it's in the latest trunk as well). It only happens in the first round, and only if you're not the first guy to play on the server (that's why I didn't see it).
My guess is that at the round end, the zones aren't deleted on the server, but are automatically on the client. Then if a client joins later it receives all zones that were ever there and displays them until their deletion next round.
Probably a reference problem. philippeqc's code is heavily relying on boost::shared_ptrs, and there's probably a reference to every zone that's not cleaned…
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kyle
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Post by kyle »

wrtlprnft wrote:It only happens in the first round, and only if you're not the first guy to play on the server (that's why I didn't see it).
I was the first one to play and it builds up every map.
I think that is something with the client and Zones version 2.
when i play and notice them adding up every round i try to find people with 0.3.0 to see if it happens to them too.
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