Radge - [RA]ndom [D]oom [GE]nerator:生成末日随机等级的工具-开源

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Radge-基于SLIGE v.490的[RA] ndom [D] oom [GE] nerator这是用于为Doom(1993)生成随机级别的命令行工具。 源代码存储库:https://github.com/jval1972/RADGE
radge491_src.zip
  • README.txt
    184B
  • blue.cfg
    18.2KB
  • sl_script.pas
    11.5KB
  • sl_helpers.pas
    6.2KB
  • radge.cfg
    18.7KB
  • sl_kernel491.pas
    564.8KB
  • slidge_docs
  • readme.txt
    44.9KB
  • radge.lpr
    338B
  • radge.lpi
    1.6KB
内容介绍
S L I G E An automatic level generator for DOOM and DOOM II User Manual presented as a set of questions and answers because it was easier | Version of 2000/02/01 | Covering SLIGE build 485 or so Recent documentation changes are marked in the left margin See the bottom for recent program changes Dave Chess dmchess@aol.com http://users.aol.com/dmchess/nickdoom.html http://www.doomworld.com/slige/ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Q. What is SLIGE? A. SLIGE is an automatic level generator for DOOM and DOOM II. When you run SLIGE, you get a file that (after passing it through a blockmap generator like BSP) you can feed to DOOM (or DOOM II) to get a brand-new level that no one's ever played before. It runs in Windows95 and (I expect) Windows 98 and Windows NT, and I'm told it'll also run in Windows 3.1 with WIN32 installed, whatever that means. The source is also available, and it has been successfully compiled for DOS and Linux. Q. How do I use it? A. Simple! Just stick SLIGE.EXE somewhere on your hard disk, and: slige bsp slige.out slige.wad doom -file slige.wad or, for DOOM II: slige -doom2 bsp slige.out slige.wad doom2 -file slige.wad where you can substitute your own favorite blockmap builder for BSP, and put things in other directories or whatever if you like. (If you don't have a blockmap builder, look on cdrom.com, in: "ftp://ftp.cdrom.com/pub/idgames/utils/level_edit/node_builders/". I use BSP myself; that's bsp23x.zip in that directory, as of this writing. SLIGE's output files *ought* to be perfectly vanilla, and compatible with any good blockmap builder, but I've had some trouble reports from IDBSP and ZenNode users. Dunno why. If you have any interesting experiences using other blockmap builders with SLIGE, let me know! The -nulls switch (see below) may help with some of these; if it does for you, let me know that also, and I'll document it.) Note that you get a different level every time you run the program (it does a cheesy random-number seeding from the clock), so if you like the level and want to save it, rename the WAD file before running SLIGE again! The SLIGE.EXE file doesn't have to be in the DOOM directory or anything. If you want to change the textures and flats that SLIGE uses, you'll need to put your modified SLIGE.CFG in the current directory, or use the -config switch to name it. Q. So what's it good for? A. I see two main uses for SLIGE: for DOOM players to hone their playing skills by DOOMing in lots of new environments they've never played in before, and for DOOM level designers to get bases to build on and ideas for rooms of their own. Sometimes the computer can come up with something neat and inspiring, just because it has no common sense, or because it gets lucky. (It's also been suggested that SLIGE is a good source of PWADs to test PWAD utilities like editors and stuff on; I hadn't thought of that, but it sounds reasonable!) Q. Is this a beta? A. Not any more! There have been lots of releases of the program, and while I have All Sorts of Grandiose Plans about improvements for the future, I finally got some config-file stuff done, and the code in general is pretty well-tested by now and seems to have too few bugs to really deserve the name "beta". (On the other hand, some of the obvious limitations that I keep telling myself I'll fix real soon (like how square the rooms are) are still in there.) Q. Are there known bugs? A. A few. Previous builds sometimes had an occasional doorway you couldn't get through, or a thing with an invalid id, or a switch that didn't do anything, but I think those are all fixed now. In the current version, there's an occasional semi-transparent pillar in a room-of-pillars, but I think that's a blockmapper or engine bug). Very rarely, a tree can block a door that you don't really need to get through anyway; more seriously but also very rarely, there can be a teleport gate that's difficult or impossible to get through, or to get past. These will all be fixed eventually. Other known things that go wrong are subtler (sometimes oddly aligned textures or strange monster placement), and not quite bugs. But I'm eager for feedback about anything at all that bothers you (or impresses you!) about SLIGE levels, so don't hesitate to write even if you're not sure something's a bug. (If it's HOM or a slime-trail, it's almost definitely a bug, unless you're using some unreliable blockmap builder.) Oh, and if you see any wall sections that are red (REDWALL) that don't look like they ought to be, send those in, too. That's the way SLIGE's post-production HOM-killer marks places where a texture was left out by the main program. Q. When I try to use this SLIGE level, I get a message like "R_TextureNumForName: <something> not found". Why? A. Well, if the <something> is the name of one of SLIGE's custom textures or flats (MARBGARG, EXITSWIT, DOORSKUL, GRAYALT, or SLDOOR1, for instance), it may mean that something (your blockmap builder, or your editor if you touched the WAD with an editor) has removed an important lump, where the custom texture/flat is stored. If this is the case, you can either (a) get a blockmapper or editor that doesn't suck quite so badly, (b) throw this WAD away and use the -nocustom switch in the future to tell SLIGE not to use any custom graphics, or (c) use the -cwad switch to produce a PWAD containing *only* the custom graphics, and use that WAD along with normal SLIGE PWADs in the future (see below for an example). Of course, if you've been messing with the config files (see below somewhere), and you get this message referring to one of the textures that you were messing with, you probably just spelled the name wrong or something, and should fix your config file. Q. Nope, that wasn't it; the "TextureNumForName" message was about a standard DOOM texture (and/or I tried what you said above and it didn't help), and I haven't been messing with the config file. So? A. Send me a note and tell me about it! Probably I forgot to tell SLIGE that some particular texture is DOOM I or DOOM II only, and it's trying to use it in the wrong game. Ooops! Tell me the name of the texture from the error message, and I can fix it quick. Q. I don't get that particular message, but the WADs that I make just don't work! SLIGE sucks! A. More likely your blockmap-builder sucks, or at least has some "limitations". I recommend using BSP 2.3 or above; it seems to have no trouble with SLIGE levels. If you have trouble with some other blockmap builder, try the "-noslinfo" and "-nocustom" switches when running SLIGE (to remove things from the WAD that might be confusing your blockmapper), and use any switches you can find to tell your blockmapper not to (for instance) merge vertexes that are "too close together". That might help. Also try the "-nulls" switch (see below), and if that helps, let me know. If a SLIGE wad isn't working with some DOOM port (WinDoom, ZDoom, Boom, etc), try it with vanilla DOOM/DOOM 2, and see if it works there. If it does, then there's some problem with the port you're using; send me a note about it, and also send the WAD to the owners of your port. One hint: if the WAD is
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