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TheInitialCommand

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About TheInitialCommand

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  1. TheInitialCommand

    OBLIGE with bugfixes and tweaks available

    Hahaha, Yeah these are all good counter arguments, but no one has that nagging feeling that the most perfect level ever designed is sitting in seed 2418242, or anywhere else outside the realm of the current possibilities? Not that we would be able to find it anyway =)
  2. TheInitialCommand

    OBLIGE with bugfixes and tweaks available

    You are right Enjay its still a ridiculous amount of combinations / permutations. I was just thinking that since Oblige/OBHack are superb algorithmic generators, why set an artificial ceiling on the possibilities that they can generate. Especially Oblige that is capped at just 10999 possibilities.
  3. TheInitialCommand

    OBLIGE with bugfixes and tweaks available

    Hey, I was wondering why the seed is limited to -9999 through 99999, is there a reason this is not a 32 bit integer? Although I did notice that you have increased this from the original Oblige limit of -999 to 9999. −2,147,483,648 to +2,147,483,647 Or for the insanely hardcore, what about a 128bit long, to make sure we never see the same 2 levels =)? −170,141,183,460,469,231,731,687,303,715,884,105,728 to +170,141,183,460,469,231,731,687,303,715,884,105,727 Do you think the seed range could be increased in ObHack at all, or is there a very good reason for this limitation? Thanks,
  4. TheInitialCommand

    Anyone know of documentation that outlines the DooM³ map format?

    Its very similar to the Quake 3 format but there are some fundamental differences.
  5. TheInitialCommand

    Anyone know of documentation that outlines the DooM³ map format?

    Hopefully something will come along because I am a little stuck... I have finished coding the input and output of a program called ReWad that I am developing. If all dreams are fullfilled its supposed to convert DooM I and 2 .wad files with map content into doom 3 maps. Allowing us to replay all the classic wads in the new engine. I am now stuck on the transformation because I do not fully understand the vertex matrices of the .map files. If anyone has some leads please lead me in the right direction. While I am done with 2/3 of the program, unfortunetly the hardest 1/3 is left. So realistically speaking I am probably 10% done. Thanks.
  6. As the title suggests, does anyone have an idea where I can find a very detailed description of the .map format for DooM 3? I am not sure if this is going to be released with the SDK or if someone already went ahead and documented it. Thanks in advance!
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