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About Jon

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    code scholar
  1. I think you mean Source. I hadn't heard of Shape Grammar before, thanks! I've added it to my to-investigate list, right next to L systems.
  2. The current implementation of wadcat (in the latest release, v0.4.0) writes out to the last argument you supply to it. so, running "wadcat a.wad b.wad c.wad" would concatenate a.wad and b.wad into the output file c.wad. I'm planning to change this in the next release to be more in line with the UNIX cat tool. Both for consistency with that, and to reduce the risk of a user accidentally overwriting one of their existing WADs. Instead, all command-line arguments will be input WADs, and the output will be written to standard output. However, since nobody ever wants to display a PWAD's constituent binary in a command prompt, you will be required to redirect it (or wadcat will report an error instead). E.g. "wadcat a.wad b.wad > c.wad" will work. "wadcat a.wad b.wad" will complain that you haven't redirected the output.
  3. Thanks for the comments! Your projects sounds really interesting. That's certainly something I can consider. It's related to another idea I was thinking about which was to have a switch for all the tools to output in a structured format for machine consumption. Something like --json for example. That's a great idea. A big piece of work but a valuable tool it would be. I'll put it on my list.
  4. I don't know who explained what, feel free to share a link, but here's the definition of sampling, and Bobby Prince didn't do that. I don't know anything about Duke3D. I see Bobby Prince is co-credited with SFX; however, my post was directly in response to a post about Doom's music.
  5. V0.4.0 released: This released adds a "wadcat" tool. I wasn't sure whether to write this one, I was pondering its utility since it doesn't do any rewriting (so if you cat two MAP01 PWADs together, you get two MAP01s). Then I saw two things: xwadtools had one, and I stumbled across a random PWAD on /idgames that mentioned it had used the xwadtools wadcat to build it. Also I had in the back of my mind it could be useful for something else I was planning, so I wrote it.
  6. Bobby Prince didn't sample anything.
  7. A bit like decompilers that generate source code from compiled programs, the output is unlikely to be very legible to humans.
  8. Thanks for letting me know: I've fixed that (and need to more permanently fix my generation script)
  9. There's a lot of "technically", "theoretically", "probably" going on in this thread. the music is unambiguously under copyright. You have no more right to redistribute it than any other portion of the IWADs. Enforcement is another matter. Evidently a huge amount of redistribution goes on either under ID's radar, or they don't care, or both.
  10. Very cool! Please consider throwing any interesting experiment maps at me and I'd add them to the examples directory :)
  11. Yes that's possible, at least one-time. Trickier would be to regenerate and replace some stuff via WadC, but that'd depend on how much work you'd spent on it in the other editor.
  12. Ok. so we all know the kind of things you can achieve with a traditional editor. Trying to achieve the same with WadC is difficult, because it's not great or fast to churn out arbitrary lines. what WadC is good for is for generating structures that would be a serious pain in the ass to build by hand: very intricate or repetitive structures, like fractals etc. the challenge is trying to make an *interesting* map from things like that, because repetition and patterns on their own would not be interesting to play. the other area of interest is with randomness. For example I'm looking at writing some rules for various dungeon room shapes and then using randomness to generate a map of such rooms interconnected. Would it be interesting to play? We'll see. When I've finished I could generate a huge number of levels like that, then jump in , warp or clip around, and see if there are any particularly interesting bits; then figure out which algorithm and seed generated the interesting bits, and tweak, cut, combine etc and try again. Kind of like Brian Eno approach to algorithmic music, "gardening" some stuff: controlling initial conditions and leaving other stuff to chance. finally it can do the heavy lifting for some wad effects that are really awkward to do by hand. Write the code once for an intricate poly object, like a door, and reuse it as often as you like. Or, I have a library that makes it really easy to apply boom 242 water to all sectors you draw. Set a global "water level" and the code does the rest (including: doing nothing if your sectors are all above the water level). My unfinished sewer level in the "beta" directory has (from the top of my head) thousands of control sectors.
  13. If you can confirm you've looked at the examples linked above first, and the description on the homepage linked above, I'll then spend the time to try and explain it.
  14. And items/inventory, z axis height checks, jumping, limited vertical mouse look, cd audio, polyobjects...
  15. They are completely different and you could achieve completely different things with them. Unless you are a programmer WadC is probably not for you.