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Topic: RANDOM Putt levels!

Greetings!

This is highly experimental, but here is a website that generates neverputt courses, randomly:

http://bilious.homelinux.org/~paxed/rndneverball/

no guarantees that it'll work, even thwomps/smile

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Re: RANDOM Putt levels!

these are simply random compilations of your levels, right?

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Re: RANDOM Putt levels!

On ID 11025, I got through the first hole, and Neverputt crashed!

EDIT: Oops. Forgot to compile the holes.

Last edited by Challenge Space Yard (2007-02-18 14:54:02)

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Re: RANDOM Putt levels!

I haven't looked at the levels yet, but I can't help but think that a random-made course couldn't be nearly as interesting as one which has been hand-crafted...

However, I can see how it would be useful in the same manner(i.e. for inspiration) as my random curve option in the curve tool.

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Re: RANDOM Putt levels!

epsy: No, these are really randomly generated.

CSY: The 'id' in the file names does not mean anything, it's just used to prevent file collisions. (think several of these scripts running at the same time). If you want to see the generation info, check the map-files, there's lines that begin with // and contain ".map" and those are sort-of debug info from the level building script.

Dave: These aren't totally random, they're constructed out of prefabbed pieces, and the selection of pieces is quite limited right now. You're right that hand-crafted levels are better, but playing a random course might be more interesting than playing the same courses all the time thwomps/smile

The prefab pieces can be made with radiant (for example this one: http://bilious.homelinux.org/~paxed/rnd … road_a.map ) and then there's a text file that describes the prefabs and how they can be joined to each other, and the script itself (written in php) that constructs the levels.

I intend to add some configurability to the website, so you can say eg. how long a course you want, etc.

Edit: Added course length input to the page and fixed a bug with offsets of one prefab.

Last edited by paxed (2007-02-18 19:03:53)

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Re: RANDOM Putt levels!

paxed wrote:

epsy: No, these are really randomly generated.

lol they all seems to me already made xD

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Re: RANDOM Putt levels!

epsy wrote:
paxed wrote:

epsy: No, these are really randomly generated.

lol they all seems to me already made xD

Either I'm bad at making Neverputt levels, or the generator is very good thwomps/grin

(Actually it's more to do with the fact that there's very few prefabs used. When I add more, the levels will be more variable)

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Re: RANDOM Putt levels!

Man, I would so want to take a look at these.  Unfortunately for the next couple of days I'm stuck on Windows working my ass off.  thwomps/sad  Cool stuff nevertheless, paxed.

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Re: RANDOM Putt levels!

Sounds interesting.
I can't wait to have a look too.

I've got a free software awareness event that I'm organising for next weekend, so I'm stuck without the use of my main machine.

Josh Bush
==========
Fearless Leader
Valiant Systems

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Re: RANDOM Putt levels!

Sometimes when a course is randomly generated, one of the holes (maybe more, but depending on luck/unluck) a gap is created.

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Re: RANDOM Putt levels!

Challenge Space Yard wrote:

Sometimes when a course is randomly generated, one of the holes (maybe more, but depending on luck/unluck) a gap is created.

If there's a gap between prefabs, it's a bug. Do you have the .map-file where this occurs? if so, I want to see the lines from it with the string ".map" in them...

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Re: RANDOM Putt levels!

Wow, these look better than I thought a generated Putt hole should look.  thwomps/smile  I had some gap issues as well, here's the .map lines:

> findstr .map < data\rndmap-3149\10.map
 // Random NeverPutt .map
 // .map date: 20070218 16:00:57
 // .map maxlen: 14
 // .map blocks: 14
 // random .map part: intermission_t1.map @ (0, 0, 0)
 // random .map part: intermission_t2.map @ (0, 0, 0)
 // random .map part: start1.map @ (0, 0, 0)
 // random .map part: hump_a.map @ (0, 128, 0)
 // random .map part: turn_d.map @ (256, 640, 0)
 // random .map part: road_b.map @ (256, 512, 0)
 // random .map part: road_b.map @ (384, 512, 0)
 // random .map part: road_b.map @ (512, 512, 0)
 // random .map part: hump_b.map @ (640, 512, 0)
 // random .map part: turn_a.map @ (1024, 384, 0)
 // random .map part: hump_a.map @ (1024, 128, 0)
 // random .map part: ramp_a.map @ (1024, -128, -64)
 // random .map part: ramp_a.map @ (1024, -384, -128)
 // random .map part: goal_c.map @ (1024, -640, -192)

There's also a custom texture used that just doesn't show up with a clean install.  Not sure if that matters much, just letting you know.

Last edited by parasti (2007-02-18 23:24:21)

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Re: RANDOM Putt levels!

I will need to generate more courses (I already manually fixed those).

Another two bugs:
1. The pars that are generated are way too high on most holes.
2. When you select the number of holes (say 18) holes, you get the number of holes MINUS one (in this example, 17). I checked the TXT files and I noticed that you did not duplicate the line that handles the first hole.

Last edited by Challenge Space Yard (2007-02-25 23:03:31)

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Re: RANDOM Putt levels!

This is not bad at all, I think it has great potential. once there are a lot more pieces to be built from it will be so much better.  Heres a look at one of the lvls of the 2nd course I generated. Either 15 or 17, cant remember.





http://neverball.zoomshare.com/files/rc1.JPG

playing the piano is fun.   (http://www.youtube.com/watch?v=dFZki6TcY4w)

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Re: RANDOM Putt levels!

parasti wrote:

Wow, these look better than I thought a generated Putt hole should look.  thwomps/smile  I had some gap issues as well, here's the .map lines:

> findstr .map < data\rndmap-3149\10.map
 ....snip....
 // random .map part: ramp_a.map @ (1024, -384, -128)
 // random .map part: goal_c.map @ (1024, -640, -192)

There's also a custom texture used that just doesn't show up with a clean install.  Not sure if that matters much, just letting you know.

parasti, CSY: I can't check CSY's .map file right now, but did the gap happen at the end of the level? It looks from the findstr output and grepping CSY's .map file that the levels were generated just before i fixed this. I had a bug where if the level was ended with ramp_a.map (long ramp down, southwards) and goal_c, then there was a 256 unit wide gap between the ramp and the goal. I fixed it late last night.

CSY: 1) I lowered the par slightly on the levels.  2) That one is fixed now too.

I also added some more prefab pieces.

Edit:  parasti, oops, yes, if you're using 1.4.0, then you need Dave's texture pack (the goal atleast uses the all darkgreen texture). The levels should work with the SVN head too, but I haven't actually tested it.

Last edited by paxed (2007-02-19 07:48:15)

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Re: RANDOM Putt levels!

Yeah, that must be it.  The gap was right between the goal and the rest of the map.

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Re: RANDOM Putt levels!

Your "Endurance" course generator errors when I try to generate courses as of this writing. It did work fine before, but now it ceases to function.

Warning: Invalid argument supplied for foreach() in /home/paxed/public_html/rndneverball/mkmap.php on line 81

EDIT: I cleared the cache and it worked again... how funny!

Last edited by Challenge Space Yard (2007-02-19 21:17:50)

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Re: RANDOM Putt levels!

Challenge Space Yard wrote:

Your "Endurance" course generator errors when I try to generate courses as of this writing. It did work fine before, but now it ceases to function.

Warning: Invalid argument supplied for foreach() in /home/paxed/public_html/rndneverball/mkmap.php on line 81

EDIT: I cleared the cache and it worked again... how funny!

Nothing to do with you, I was just messing around with it and making a mess out of it. Sorry.

I was in the middle of moving all the prefabs used by the generator into their own directory so they're not cluttering the main dir: http://bilious.homelinux.org/~paxed/rnd … l/prefabs/

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Re: RANDOM Putt levels!

Been a while, but I found 1 bug in this "Endurance" generator.

Sometimes, the generator creates a situation where the ramps shape themselves like a "V" with no flat space between them (otherwise \_/). This causes the ball to permanently stay and move there, forcing the putter(s) to quit.

I've also racked up some extra prefabs you could use with the generator.

Last edited by Challenge Space Yard (2007-02-24 19:04:26)

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Re: RANDOM Putt levels!

Challenge Space Yard wrote:

Been a while, but I found 1 bug in this "Endurance" generator.

Sometimes, the generator creates a situation where the ramps shape themselves like a "V" with no flat space between them (otherwise \_/). This causes the ball to permanently stay and move there, forcing the putter(s) to quit.

I've also racked up some extra prefabs you could use with the generator. They can be accessed here.

I've added the prefabs to the generator.
Do you still have the mapfile where that V-ramp happened? was it between 2 ramps or a ramp and a "hump"?

Edit: I think I've fixed that; now the humps have small level strip on _both_ ends, not just one.  I also added a variant hump prefab, but that I haven't tested yet if there's any T-intersections...

Last edited by paxed (2007-02-24 18:47:35)

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Re: RANDOM Putt levels!

Your generator is starting to knock my socks off! Good improvements. ;]

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Re: RANDOM Putt levels!

Inside this is an extra block you could use with the generator. Note that this is an advanced curve, adding an extra 60 lumps per instance of this block (to accompany the slope). There is only one map file in there, so its just been packed to a GZ. This should make future maps even more interesting. Try to make the script use no more than four of these to keep the lump count at a manageable level. This was creating using Dave's Nevercurves.

Last edited by Challenge Space Yard (2007-03-11 12:32:27)

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Re: RANDOM Putt levels!

Unfortunately, to add that prefab I'd have to add connecting blocks (your SpiralWall has 64 wide joins, whereas all joins in the generator are 128 wide), and it's rather tricky adding new blocks right now.
I've been meaning to rewrite the code so that adding new prefab elements would be easier, but that's a total rewrite, and I haven't found the time for it yet. thwomps/sad

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Re: RANDOM Putt levels!

Oops. Didn't notice that.

Last edited by Challenge Space Yard (2007-03-20 23:53:33)

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Re: RANDOM Putt levels!

I've racked up another two prefabs, which can be downloaded here. Also included in it is a fixed prefab you said was only 64 units in joins. This has been fixed in this version also.