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Old 06-28-2018, 10:31 AM   #31
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Default Re: GURPS DF / DFRPG Random Dungeon Generator

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Originally Posted by ericbsmith View Post
Code:
@media screen and (max-width: 870px) {
  .room {width: 95%;}
}
I have encorporated this, and it will be present in the next update.
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Old 06-28-2018, 10:37 AM   #32
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Default Re: GURPS DF / DFRPG Random Dungeon Generator

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Maybe a checkbox that shrinks the map down to fit on the screen better (not affecting the actual image dimensions, just the display dimensions). I find myself setting the size to 5 or 10 to mess around because you can barely see the map at 50, even if 50 does look like a good size for saving the map image file.
I'm playing with that, but I've just uncovered the rather unexpected thing that changing map resolution is (currently) impacting the map seed. Which is not what I expected at all and isn't supposed to happen.
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Old 06-28-2018, 11:02 AM   #33
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Default Re: GURPS DF / DFRPG Random Dungeon Generator

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I'm playing with that, but I've just uncovered the rather unexpected thing that changing map resolution is (currently) impacting the map seed. Which is not what I expected at all and isn't supposed to happen.
That is strange. Is it changing the map seed or just the hallway seed? I've noticed that changing most other settings can cause the hallways to cycle between a few different layouts, but the room positions remain the same and the hallways can cycle back to their previous layout.

Maybe instead can you add spin buttons for the Px Per Yard that just make it go +/-10 or something, allowing users to quickly raise or lower it? The biggest annoyance with these kinds of apps is having to go from mouse to keyboard to mouse to use the UI, especially when it's for just one setting. Having clickable spin buttons at least alleviates that annoyance.
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Old 06-28-2018, 11:38 AM   #34
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Default Re: GURPS DF / DFRPG Random Dungeon Generator

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We're using the rules for wandering monsters from the DFRPG.

I'm not sure I understand the suggestion. Can you show a worked example?
DF2 has suggestions for how often wandering monsters show up on a check. I'm talking about implementing that, and how often to have a check.

I'll give you how I do these. Copy/paste from my campaign wiki, with some editing:

"Wandering Monsters happen 6 or less on 3d every turn; 7 is clue if moving."

A "turn" to me means 10-minutes, a la the Red Box, which I designate as being the rough time it takes to pass through a room and be at least kinda searching. So instead of rolling 9 or less once an hour, I roll 6 or less six times an hour, or every room. Saves me from keeping track of raw time.

For keyed wandering monsters, you'd have to have the generator generate the dungeon and all the rooms first, then have the wandering monster picker pick from those.

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There are no random hallway features from the original that I have omitted. The code base that drow released for free is not the modern version you can use on his website, it's a much older one. So that's all things I have to reinvent (which may or may not happen depending on my ability).

(EDIT: If you mean like traps and things in hallways, though, that is on the list yes)
That's what I meant. All the little lowercase letters telling me where there's a random cold spot in the hallway.
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Last edited by Rasputin; 06-28-2018 at 01:36 PM. Reason: Got rid of needless stuff
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Old 06-28-2018, 01:14 PM   #35
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Default Re: GURPS DF / DFRPG Random Dungeon Generator

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Correct. the third option, "Many" generates lots and lots.
Can we get "1", "2", "Many", "Lots", and "Really?" stairs options?

As one can see... your definition of 'lots and lots' does not mirror mine... (say 'Lots' just doubles your 'Many' and 'Really?' puts stairs in almost every room and off almost every corridor).


Quote:
I confess I kinda forgot that dungeons can totally be accessed from the side sometimes. I'd have two options, a side tunnel, and then a matching set of tunnels on each side so you can tile maps together. Although that last one might be tricky with the shaped dungeons, I'll have to think about it.
It might be a nice setting switch for Entrance to designate 'Side', 'Stairs Up', and 'Stairs Down'.

Also... can we get Stairs Up and Down added to the legend?


Also, not sure... but it looks like Trimming Dead Ends plays with your amount of Stairs?

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Caverns, mines, and other non-clean maps.
I'm interested in this, but fractal generation is actually very different, and distorting the boundaries instead is something I need to look into. It's not so much on a "TODO" as "TODO: Investigate whether I can do"
The dead easiest way for this is just to slap it into the description and then allow for "cave" dungeons hallways and rooms to feature more fluidity of width and obstructions.




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Special details about the entrance(s), and ability to specify how many. These are often hidden and terrain-dependent.
Add my vote to being able to designate number of entrances.
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Old 06-28-2018, 01:38 PM   #36
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Default Re: GURPS DF / DFRPG Random Dungeon Generator

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Also... can we get Stairs Up and Down added to the legend?
This might be asking for a bit much, but elevation changes would be cool. I suspect that it would be really tricky, however.
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Old 06-28-2018, 02:12 PM   #37
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Default Re: GURPS DF / DFRPG Random Dungeon Generator

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The only suggestion I have is to add metric room descriptions as an option. 90 x 90 feet is still not intuitive for us Europeans, especially when we don't play that other game (tm) and are thankful for GURPS' affinity to yards.
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As a Canadian, I sympathize. I'll look into it; it's all in Yards internally, so following the SJG standard of 1 yard = 1 meter is doable.
On that note I just noticed that the room descriptions aren't matching the hex size. The description seems to be using 1 hex = 10 feet, so a room that is 5 hexes by 4 hexes is described as 50 feet by 40 feet instead of 15 feet by 12 feet.
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Old 06-29-2018, 09:11 AM   #38
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Default Re: GURPS DF / DFRPG Random Dungeon Generator

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This might be asking for a bit much, but elevation changes would be cool. I suspect that it would be really tricky, however.
Do you have any suggestions on how that could be output in a useful way?
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Old 06-29-2018, 09:15 AM   #39
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Default Re: GURPS DF / DFRPG Random Dungeon Generator

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Hey Bruno, Will you be planning on doing a "Wilderness on Automatic" using DF 16: Wilderness Adventures?

IMO, it would be a good implementation to include with the Travel to the Dungeon part.
A random encounter table for the wilderness is totally something on the list of things to do.
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Old 06-29-2018, 11:34 AM   #40
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Default Re: GURPS DF / DFRPG Random Dungeon Generator

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Do you have any suggestions on how that could be output in a useful way?
I'm going over the Jennell Jaquays classics, Dark Tower and Caverns of Thracia, since she was a master at these things (and dungeon maps in general).

Dark Tower, level 1, page 29: The elevation change from the hallway to room 44 would not be hard to implement, likewise from room 21 to 22 and room 19 to 18. The additional stuff from room 44 to room 45 would be tough since it crosses over another tunnel; room 46 is just hanging over room 22.

Caverns of Thracia, level 1, page 22: the hallway between room 27B and the sublevel of rooms 16-26 is wholly possible, and even has direction helpfully marked (likewise for the stairs). Likewise, the hallway that makes up the phantom room 8 (on the map, not in the key) has a clear marking that it's going down.

Caverns of Thracia, level 2, page 32 (for my money, the greatest dungeon level ever drawn): I would think the change south of room 48 is doable, as is the one north of room 40A. I'm not going to touch the sub-levels other than the room 53A-J one, which has changes between room 53 proper and 53A, 41B and 53H, and 53B and 53C.

Caverns of Thracia, level 4, page 75: North of room 103, and between room 86 and 116.

Search for those.
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