Specific dungeon types
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Specific dungeon types
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?
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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
- Interkarma
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Re: Specific dungeon types
These values map to DFRegion.DungeonTypes. Here is the range dungeon0-dungeon16 as they appear in code, which have more descriptive names.
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.
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
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Re: Specific dungeon types
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
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
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
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
- King of Worms
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Re: Specific dungeon types
Are the Mine dungeon textures ever used?
I saw the "mines" textures in the Imaging, but never encountered em ingame.
I saw the "mines" textures in the Imaging, but never encountered em ingame.
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Re: Specific dungeon types
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
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
- King of Worms
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Re: Specific dungeon types
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?
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?
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