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Adding dirt roads to random maps.
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Radaral
Cyborg Soldier


Joined: 26 Feb 2007

PostPosted: Fri Jul 01, 2011 11:08 pm    Post subject:  Adding dirt roads to random maps.
Subject description: Is it Possible in YR?
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I once played a tiberian sun mod that added dirt rounds to the random maps. Would this be possible with YR? and if so how would you go about it?
Oh and what does the MarbleMadness tag do?

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Fri Jul 01, 2011 11:51 pm    Post subject: random Reply with quote  Mark this post and the followings unread


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Radaral
Cyborg Soldier


Joined: 26 Feb 2007

PostPosted: Sat Jul 02, 2011 3:50 am    Post subject: Reply with quote  Mark this post and the followings unread

So how would I go about getting dirt road paths in Random maps? or is it not possible to hook up in YR?

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sat Jul 02, 2011 4:39 am    Post subject: Dirt Roads Reply with quote  Mark this post and the followings unread

This is inside of the temperate.ini file.

Quote:
; RequiredForRMG
; Used for Random map generator (Tem and Snow only)


I would take this as to mean that a random map generator can only apply dirt roads to Temperate and Snow terrain maps

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Jul 02, 2011 4:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, the dirt roads already have the RequiredForRMG=true on them, but I myself have never seen dirt road paths ever generated by RMG method. So I would have to say, no, they must not be possible in YR.

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Radaral
Cyborg Soldier


Joined: 26 Feb 2007

PostPosted: Sat Jul 02, 2011 8:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Or maybe it is but there's a setting someplace that needs to be changed. or maybe that marble madness interferes with the abilities for the RMG to place it in maps. I don't recall ever seeing dirt roads in tiberian sun random maps, but then I got one of the big mods from it back before they where patching our cnc games, and now Dirt roads commonly showed up in some of the new random maps for that mod.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Jul 02, 2011 2:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dont know man, maybe that mod creater found a way to add them in. Check his rmgmd.ini, maybe he added something there.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sat Jul 02, 2011 2:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Of all the mods I downloaded and pulled apart, I only found one that had an ini labeled that. The name is Eagle Red AA...in this file it shows only Tem & Snow comments.

@ Radaral: Where you playing a mod when you saw this or is it just a thought? You might want to go to Renegade Forums and ask DCoder.....Blade, DJBreit, & Marshall are some people that would know about this stuff.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Jul 02, 2011 7:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

I can't imagine the game would possibly know how to place them correctly. Cliffs have a clear front, which can be connected easier (though RMG maps still have cliff errors) whereas roads are just regular tiles with no definition of start/end/direction etc.

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Radaral
Cyborg Soldier


Joined: 26 Feb 2007

PostPosted: Sun Jul 03, 2011 7:12 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm sure it was Tiberian Revolution, or tiberian sun retro. or something. but you're right I'll download it or look it up and see if the names right.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sun Jul 03, 2011 9:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Dl this tiberian sun retro and the is no file inside that says rmg.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Jul 03, 2011 10:20 am    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
I can't imagine the game would possibly know how to place them correctly. Cliffs have a clear front, which can be connected easier (though RMG maps still have cliff errors) whereas roads are just regular tiles with no definition of start/end/direction etc.


The Random Map Generator in TS places them just fine on snow maps.

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