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towngeneratoros's Issues

compiling

Hi,

I love your towngenerator. I'm interested to see if I can modify it to generator Roman or other ancient kinds of cities. I can follow along in the hx files more or less, and see what's happening. I hadn't encountered haxe before, so now I'm trying to compile things.

If I understand the haxe documentation correctly, I make a compile.hxml file with something like:

-js test.js
-main Main

in it, and then from the command line, haxe compile.hxml. Forgive me for what must be a simple question, but the error I get is puzzling - Invalid commandline class : Main should be com.watabou.towngenerator.Main . I switch that into my compile file, then I get other odd errors. I do have the other packages installed with haxelib.

Thank you,
Shawn

Add unique ID per building

Add a unique ID (either a number or letter combo) per building, so that I can use that to note more details about the different buildings.

How to build TownGeneratorOS

I love TownGeneratorOS and I'd like to work on it.
I am new to haxe. I have a problem with building the project.

$ haxe -main com.watabou.towngenerator.Main -cp Source -lib openfl:7.1.1 -lib msignal:1.2.4 -lib lime:6.1.0 -xml project.xml 

Source/com/watabou/towngenerator/Main.hx:11: lines 11-33 : Invalid -main : com.watabou.towngenerator.Main does not have static function main

Am I missing something? I think it would be helpful if there is more information in README.mb file.
Thank you for your help in advance!

Type not found: lime.graphics.Renderer

When I try to get the project running, i am getting an error with the lime package.
Source/com/watabou/utils/Updater.hx:3: characters 7-29 : Type not found : lime.graphics.Renderer

versions:
lime: [7.0.0]
msignal: [1.2.4]
openfl: [8.4.1]

Generate cpp code?

Is there a way to generate c++ code out of this source?
Internet say that Haxe can generate cpp but i can find any helpful examples or documentary.
I want to try to use generated source in UE4.

Generate map or 3d (Toy Town) from existing image.

Many game books will have town/city maps in them that look almost exactly like your city generator. I also see that you have a 3d rendered version called Toy Town. Is there any chance we could create some of these from images of maps in game books? Would be amazing to take them and label them and have cleaner print outs for players.

Add metadata per buildings

Provide some metadata to the user about buildings. As a table and maybe also some baked into the svg.

How many buildings are there? How long is the wall? How many small/medium/big buildings?

This information can hopefully make it easier for a GM user to say something more about the city.

Some cities which produce errors

Someone on the Azgaar FMG discord was telling me that there's a problem with larger cities producing too much recursion for the browser (on Firefox and Chrome at the least). In practice it seems the examples they gave both produce errors for me as well, but sometimes different errors; probably because of different settings we have. For example, the second one only produce errors if Improved Lots are turned off.

In any case, the problematic cities:

https://watabou.github.io/city-generator/?size=60&seed=8414616970181&name=Test2&population=59782&hub=0&random=0&elevation=1&green=0&farms=1&citadel=1&urban_castle=0&plaza=1&temple=1&walls=1&shantytown=1&river=1&coast=0

https://watabou.github.io/city-generator/?size=61&seed=8414616970001&name=Test&population=60811&hub=0&random=0&elevation=1&green=0&farms=1&citadel=1&urban_castle=0&plaza=1&temple=1&walls=1&shantytown=1&river=1&coast=1&sea=0.3

Strange interface glitch with specific seed and size

For me at least, this exact link causes the whole interface to be squished into the corner, totally unusable:

http://fantasycities.watabou.ru/?size=29&seed=1794055540054&name=Izsolmalajos&population=6368&hub=0&random=0&elevation=1&green=1&farms=1&citadel=1&urban_castle=0&plaza=0&temple=0&walls=0&shantytown=0&river=1&coast=0

However, if I change the size to something other than 29, or change the seed, or indeed change anything else, everything works fine. It's just that exact combination of parameters.

Incorrect link target

In README.md:

You'll need OpenFL and msignal to run this code, both available through haxelib.

However, msignal is pointed to Openfl repo.

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