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#1 |
Swordsman
Join Date: Jun 2011
Location: Germany
Age: 51
Posts: 426
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feature requests
I would like to request for the next version the following features:
(A) town level generation: + an option available in dungeon_profile.txt to have the town generated by the rules used in version 3.5.1 (rectangle with 4 shops above and below the horizontal middle line) something like name:town_rectangle and town_lava I realy think that lava should not be in the town terrain, furthermore i prefer the structured town. The town level itself is basically just an equipment level, since monsters give 0 xp on this level ... no need to randomize it. (B) labyrinth level: + If the labyrinth level in dungeon_profile.txt have a cutoff of -1 they should please not be generated at all. (C) monster knowledge: The groups should correspond to the templates defined in monster_base.txt Even tho i expect my requests to not be backed up by too many people, i allow to point out that the changes required for A+B should be minimal. There must already be a town generation routine available in 3.5.1 and earlier versions which just needs to be included into the actual version. And the labyrinth levels must basically be a number of checks (if or case statements) which just need to be commented out or modified in a way that the function is only called if defined in dungeon_profile.txt. Hard to judge why people came upon the idea to NOT use the groups from monster_base.txt at all? Well, basically all what is required should be, that the hardcoded table of groups is replaced with the already defined groups from monster_base.txt plus making sure that the code for identifing monsters plain stupid follows the structure from monster_base.txt instead of making any assumptions about how groups should be merged or not (for example dragons and ancient dragons). Hope the devteam takes a look, thanks!
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Blondes are more fun! |
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#2 |
Veteran
Join Date: May 2012
Location: Adelaide, Australia
Posts: 2,433
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I agree that labyrinth & moria levels should be able to be switched off in dungeon profiles.
Surely its just changing: if (labyrinth_check) to if (labyrinth_check) && (profile > blah) or something similar. |
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#3 |
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 55
Posts: 8,657
Donated: $60
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In reverse order:
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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#4 |
Knight
Join Date: Mar 2015
Posts: 765
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I like lava in town. It gives some special atmosphere..
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#5 | |
Swordsman
Join Date: Jun 2011
Location: Germany
Age: 51
Posts: 426
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Quote:
=> (C) Can changing the monster_base.txt file lead to data corruption, which causes the program to stop working properly? If i want to modify the monster_base i could leave all current types / templates in the file and just not use them in monster.txt. But what if i add new templates? Is there a check of some kind that ensures that all templates used show up in the monster knowledge somehow? Edit: Wobbly's post concerning monster knowledge answered that already, thanks! => (B) cool, would be nice to include it into the next version, or can that be done in 4.2.0 already? => (A) i agree that bringing the town back in 'old' style is low priority Can't realy understand why you consider it quite a bit of work, even tho i guess you know what you are talking about (at least i hope so, since you are the vanilla maintainer currently). Isn't there basically an include file named dun-list.h (or similar) which contains the different level generation functions called based upon the name found in dungeon_profile.txt ? If 'name:town' is found in dungeon_profile.txt i thought that is either passed through as parameter to a generic level generation function or it is used as index / pointer to call a specific code block inside dun-list.h That's all just guessing tho ... didn't pull the code to my local PC. But that's why i expected it to not be major wizard stuff ![]()
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Blondes are more fun! Last edited by Tibarius; May 17, 2020 at 20:23. |
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