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Old February 21, 2011, 01:32   #31
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Quote:
Originally Posted by Taha View Post
Is there another type of level that is almost like a quest level? There is only really one way through (maybe with a few small rooms off the path), and no stairs except at the opposite end from where the player starts? Not quite like the cavern levels, since not so open, but clearly a single path from start to end once you have explored the whole level.
I have seen levels like this get generated using the "default" level generation technique, but there isn't special code that causes the exact layout you describe to be generated.

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Are out of depth monsters / items more likely to be generated now too? In my last three games, I have found one of Law DSM and MHDSM before level 20, and a rod of fire balls on level three respectively. Each time I died by a lack of caution after being overpowered for a little while items; the most recent time to a basilisk, werebear and purple worm on level 21 - all out of depth and in a long (all the way across the map) hallway. It was on a level like I described above. Priests can't detect any of those, got trapped and portal failed.
Awhile ago I made the OOD able to generate monsters that were further OOD, and to make it a little bit more common. Also, some room types generate OOD monsters (mostly vaults). As far as items go I don't think I've changed anything, but it could be that you're noticing the effect of lesser/medium vaults showing up a bit more.

The labyrinth levels do sometimes have OOD items/monsters, but I assume you weren't talking about those since you didn't mention it.

Thanks for your feeback!
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Old February 21, 2011, 02:34   #32
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The Law DSM was on a cavern level. The other two very out of depth items were on normal levels. Neither was in a vault of any sort, typical rooms. Got superb level feelings for all three. All hail the RNG, I guess.

The one that looked like a quest with the OOD monsters and long hallways was the one that I was confused by; having read this thread it wasn't anything you described, but have seen at least two of them playing the nightlies over the last week. Don't recall ever seeing anything quite that path controlling before. Cavern levels are sometimes like that, with the one or two down staircases at the far end from where you start, so thought it might be related.
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Old February 21, 2011, 03:12   #33
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Quote:
Originally Posted by Taha View Post
The Law DSM was on a cavern level. The other two very out of depth items were on normal levels. Neither was in a vault of any sort, typical rooms. Got superb level feelings for all three. All hail the RNG, I guess.

The one that looked like a quest with the OOD monsters and long hallways was the one that I was confused by; having read this thread it wasn't anything you described, but have seen at least two of them playing the nightlies over the last week. Don't recall ever seeing anything quite that path controlling before. Cavern levels are sometimes like that, with the one or two down staircases at the far end from where you start, so thought it might be related.
If you see another, you should either explore the whole thing, or save, backup your savefile, and then use debug commands to light/map the entire dungeon and post a screenshot (or just a savefile).

If it doesn't have some irregular walls then the odds of it being a cavern are *very* low, and if it's a labyrinth it should be obvious. It's possible that other refactors to the default generator made levels like this more likely.
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Old March 11, 2011, 14:35   #34
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labyrinth generation: sets[] array not tracking the cave correctly

Hi,

First ever post so bear with me... possibly I'm posting this in the wrong place...

In the labyrinth_gen() function, when a wall gets turned into an area of floor, the sets[] array value for that location is not being updated. The cells on either side of the wall-just-destroyed are now linked and are correctly updated in the sets[] array but not the position that lies in between the linked cells (and used to be a wall). I did a bit of digging and think that the second line here needs to be added:

cave_set_feat(c, y + 1, x + 1, FEAT_FLOOR);
sets[j] = sa; /* <== add this line */
if (lit) c->info[y + 1][x + 1] |= CAVE_GLOW;

Note the presence or absence of this line has no discernable side-effect on the generation routine itself. I *think* it should be in though... to make sure that the sets[] array tracks the labyrinth area correctly at all times during the generation process.

Hope this makes sense...

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Old March 11, 2011, 16:26   #35
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Note the presence or absence of this line has no discernable side-effect on the generation routine itself. I *think* it should be in though... to make sure that the sets[] array tracks the labyrinth area correctly at all times during the generation process.
I think I remember leaving that out because it wasn't *needed* but you're right that I might as well keep the data structures consistent.

I'll take a look this weekend. Thanks for looking into it!
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Old March 12, 2011, 07:21   #36
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Not sure if this is new level related or not, but it is one of the new rooms. I just went down disconnected stairs, and ended up in one of the new big oval rooms with a square in the center. It is completely disconnected from the rest of the level, and has no stairs. Is this intentional? I thought the only disconnected areas were vaults. This isn't a vault, and you shouldn't be able to start in those anyway.

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Old March 12, 2011, 17:23   #37
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And another one, this one is a smaller room much further away from everything else. This time it does have stairs in it though, and I portal'd in, didn't start out there. Save attached.
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Old March 12, 2011, 17:47   #38
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And another one, this one is a smaller room much further away from everything else. This time it does have stairs in it though, and I portal'd in, didn't start out there. Save attached.
Thanks for this.

I think you've demonstrated that the code for connecting rooms isn't working well with the new circular rooms. I'll try to post a fix for you to test as soon as I figure out what's going on.
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Old March 12, 2011, 18:47   #39
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Thanks for this.

I think you've demonstrated that the code for connecting rooms isn't working well with the new circular rooms. I'll try to post a fix for you to test as soon as I figure out what's going on.
Oh, so this isn't intentional? I've seen lots of these rooms and just assumed that they were a challenge for characters with no stone-to-mud and poor tunneling. I once teleported away a monster that I couldn't handle and it ended up in one of these rooms. I thought they were nice that way if you could be lucky.
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Old March 12, 2011, 19:03   #40
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And another one, this one is a smaller room much further away from everything else.
I jumped into a small stair-less room, a good 20 spaces from anywhere else.

I'm not sure I like the new, sparser levels. A lot of of them feel sort of inconsequential.
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