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Text levels? #308
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Hello @agiantwhale, |
However, if you, @agiantwhale or some other ViZDoom user will prepare (or already have) such a script, we will be happy to accept a pull request or put a link to it in README.md :) |
I am taking a stab at it, but it's quite a difficult task. I will submit a PR if I get something usable working. |
I have something working, but there are some issues with floor and ceiling flat textures. Could someone more experienced in Doom programming take a look? I believe the issue is with Sector() flags. Sample level:
Script (execute as ./levels.py maze.txt maze.wad):
|
First off: Brilliant job! I was planning to wrestle with this too, but seems like you were way ahead of me ^^. I managed to find fix for your problem:
You can get your map working by replacing the def __add_line(start, end, edge=False):
assert start in v_indexes
assert end in v_indexes
mask = 1
left = right = 0
if __is_edge(*start) and __is_edge(*end):
if not edge:
return
else:
# Changed the right side (one towards outside the map)
# to be -1 (65535 for Doom)
right = 65535
mask = 15
# Flipped end and start vertices to make lines "point" at right direction (mostly to see if it works)
line_properties = [v_indexes[end], v_indexes[start], mask] + [0] * 2 + [left , right]
line = Linedef(*line_properties)
linedefs.append(line) Feel free to bug me with questions related to this project. I'd love to help get this code grow into practical thing! |
Thank you for the fix! I am planning to add ACC script functionality to the hacky script. This will be helpful for setting custom rewards for running into walls / respawn on arrival at goal. I will post again once I have it working, and then maybe I can work on cleaning the code up. |
I've worked on something crude and is currently using it: |
Awesome work guys! |
Note for anybody looking this in future: Check MazeExplorer |
Hi,
Are there any plans to add text level feature like in DeepMind Lab? It would simply map generation process for those working on navigation problems.
Thanks,
Jae
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