Specific dungeon types

For all talk about quest development - creation, testing, and quest system.
Post Reply
imsobadatnicknames
Posts: 335
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Specific dungeon types

Post by imsobadatnicknames »

I know that when you're writing a quest, if you designate a place as "dungeon" the game will pick a random dungeon regardless of type, and you can use "dungeon0", "dungeon1", "dungeon2" etc to designate a specific dungeon type like human keeps, orc strongholds, graveyards, mines, etc, but the Places table doesn't specify which number corresponds with which dungeon type. Does anyone have this info?
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

User avatar
Interkarma
Posts: 6527
Joined: Sun Mar 22, 2015 1:51 am

Re: Specific dungeon types

Post by Interkarma »

These values map to DFRegion.DungeonTypes. Here is the range dungeon0-dungeon16 as they appear in code, which have more descriptive names.

Code: Select all

Crypt = 0
OrcStronghold = 1
HumanStronghold = 2
Prison = 3
DesecratedTemple = 4
Mine = 5
NaturalCave = 6
Coven = 7
VampireHaunt = 8
Laboratory = 9
HarpyNest = 10
RuinedCastle = 11
SpiderNest = 12
GiantStronghold = 13
DragonsDen = 14
BarbarianStronghold = 15
VolcanicCaves = 16
The dungeon0-dungeon16 convention is required to maintain compatibility with classic quests decompiled by TEMPLATE. But we could likely make a second set of mappings in Quests-Places.txt to use the above names to reference same indices in a more author-friendly way.

imsobadatnicknames
Posts: 335
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: Specific dungeon types

Post by imsobadatnicknames »

Thank you so much!
Also i agree, it probably would be good to include these dungeon names in the Quests-Places table, juts like with the Sorceror/Sorcerer fix :D
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

User avatar
King of Worms
Posts: 4215
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

Re: Specific dungeon types

Post by King of Worms »

Are the Mine dungeon textures ever used?
I saw the "mines" textures in the Imaging, but never encountered em ingame.

imsobadatnicknames
Posts: 335
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: Specific dungeon types

Post by imsobadatnicknames »

Now that you mention it, I'm not sure. I HAVE seen dungeons with names like "The ____________ mine" or "The ____________ excavation" or "The mine of ________________", but I never paid attention if they used any set of unique textures that other dungeons don't use.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

User avatar
King of Worms
Posts: 4215
Joined: Mon Oct 17, 2016 11:18 pm
Location: Scourg Barrow (CZ)
Contact:

Re: Specific dungeon types

Post by King of Worms »

Most likely they are not used ingame.
I think so because - if they were - someone would report a DREAM "bug" with low res textures there as I did not include mines textures in a DREAM... Also, the textures in Inspector seem kind of bugged, with missing pixels (white dots)

So its possibly another thing which was supposed to be in a game, but did not make it?

Post Reply