Have I just stayed awake a bit too long, or are dungeon levels smaller compared to previous versions. I'm not sure if it's just me, but things feel a bit smaller than they used to. Also, I haven't really had much of a chance to look at the changelog so I have no idea.
Is it just me?
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No difference. (Assuming you're playing 3.0.9.)takkaria whispers something about options. -more- -
At first glance, comparing generate.c for 3.0.9 and 3.0.6, it appears thqat you've eliminated the "align dungeon rooms" code. That could certainly produce levels with fewer rooms.
Is this one of the options that was eliminated in the great sweep of changes?Comment
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Yup. Hadn't thought of that.takkaria whispers something about options. -more-Comment
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Okay, it makes much more sense now. I was wondering why I was seeing fewer rooms. Looking back over things, it is in fact still all the same size, but I guess the elimination of the old code and the fewer rooms often produced by this, it makes levels feel a little less open.Comment
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Am I just being dim or is that counterintuitive? Surely having to align rooms would produce fewer rooms, because they wouldn't be placed if they didn't align. Surely turning off align_rooms should lead to more rooms, not fewer?
I don't understand.
CC"Been away so long I hardly knew the place, gee it's good to be back home" - The BeatlesComment
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I built a test character and generated a bunch of levels, using debug mode to cast clairvoyance. With the align rooms code activated or not the levels generated by 3.0.9 looked about the same. But going back to 3.0.6, the dungeon levels appear to be much more closely packed than 3.0.9. There's definitely been a change in the level generation behavior between the two versions, but just comparing the one file, generate.c, doesn't account for the change. Curious, as I thought that code was pretty much self contained.
BillComment
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FWIW, that comment was just noting that I'd forgotten there had been any level generation changes. Not that it was necessarily responsible for any odd behaviour -- the game being random as it is, it's hard to work out what might cause such behaviour, or even that such behaviour isn't just fluke.takkaria whispers something about options. -more-Comment
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Its been said in the past that non-aligned rooms can result in fewer greater vaults, because the innefficient use of space means that its less likely agenerated room of a given size will have a viable space to go into.
If this is correct, than presumably this effect would be found with smaller rooms also; as long as the room was larger than the potential variance from the grid line which would presumably be half the distance between two of them. How much you would really notice something like this is difficult to gauge.
I have to say, however that I started playing in V again only in recent months, and it seems small to me too. I play without alignment anyway, was there a recent(ish) version where default map sizes were altered?You sold a Broken Sword (1d2) (-2,-4) {average} (j) for 1 gold.
The shopkeeper howls in agony!
You say "Dude, the clue is in the name...".Comment
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Leon's dungeon patch was added early July which made a few changes to dungeon generation code. Now the more difficult rooms are placed first (such as greater vaults) so that they have more room to fit.
It kind of makes sense that aligned rooms make for more rooms - consider the very simple example of a 'dungeon' that was filled with 1x2 sized 'rooms', with the dungeon being a total size of 1x6:
(Where xx, yy, zz are rooms, # is the dungeon edge)
Without rooms aligned, you could end up with something like:
Code:######## #zz yy # ########
Code:######## #zzyyxx# ########
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takkaria whispers something about options. -more-Comment
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