feature requests

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  • Tibarius
    Swordsman
    • Jun 2011
    • 429

    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!
    Blondes are more fun!
  • wobbly
    Prophet
    • May 2012
    • 2629

    #2
    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.

    Comment

    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9634

      #3
      In reverse order:
      • C is probably sensible, but a bit of work; there are other bits of those menus which are a bit sub-optimal too and could use an overhaul. So low priority, but may happen.
      • B is easy to do, and sensible, and already done in development. The way it works is -1 as cutoff still acts as is in dungeon_profile.txt, but you can turn off labyrinths and/or moria levels by setting the cutoff to -2 (or -42 or whatever)
      • A is actually quite a lot of work; I'm also reluctant to start with the "bring back this feature" business. That said, I have been thinking for other reasons about rewriting the code for town generation, so you never know.
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

      Comment

      • tangar
        Veteran
        • Mar 2015
        • 1004

        #4
        Originally posted by Tibarius
        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.
        I like lava in town. It gives some special atmosphere..
        https://tangaria.com - Angband multiplayer variant
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        • Tibarius
          Swordsman
          • Jun 2011
          • 429

          #5
          Originally posted by Nick
          In reverse order:
          • C is probably sensible, but a bit of work; there are other bits of those menus which are a bit sub-optimal too and could use an overhaul. So low priority, but may happen.
          Thanks for your reply Nick.

          => (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
          Last edited by Tibarius; May 17, 2020, 19:23.
          Blondes are more fun!

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