07-04-2018, 08:17 PM | #61 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: GURPS DF / DFRPG Random Dungeon Generator
Another bug: you can't generate more than 999 rooms. Granted, it remains to be seen why you would want this many rooms, but it was something across which I came when I tried to break the program a bit (Colossal dungeon, Square layout, Tiny rooms, Dense room layout, trim All deadends).
EDIT: Turns out it's in the original code. Last edited by Rasputin; 07-05-2018 at 05:23 AM. |
07-05-2018, 08:31 AM | #62 |
Join Date: Dec 2008
Location: Behind You
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Re: GURPS DF / DFRPG Random Dungeon Generator
Feature Request: Can hexes be setup to be 2 yard hallways instead of 1 yard? I find 1 yard hallways unmanageable for Dungeon Fantasy when combat takes place in a hallway.
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07-05-2018, 09:11 AM | #63 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: GURPS DF / DFRPG Random Dungeon Generator
They're not one yard. They're actually 10 feet. The generator uses the original code from drow's generator, and just switches from squares to hexes by default.
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07-05-2018, 09:16 AM | #64 |
Join Date: Sep 2004
Location: Canada
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Re: GURPS DF / DFRPG Random Dungeon Generator
They're intended to be 1 yard, and there's actually experimental code up in the repository that should address that. I haven't packaged a release yet, I'm going to look at that over lunch.
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07-05-2018, 09:20 AM | #65 | |
Join Date: Sep 2004
Location: Canada
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Re: GURPS DF / DFRPG Random Dungeon Generator
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The map making system (by Drow) doesn't actually support different hallway widths, so I have to rewrite the hallway logic. I plan on addressing the somewhat drunken tunneling behavior at the same time, but since I didn't write the hallway code in the first place, this is a bit of an ... adventure.
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07-05-2018, 10:07 AM | #66 | |
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: GURPS DF / DFRPG Random Dungeon Generator
Quote:
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. |
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07-05-2018, 10:23 AM | #67 | |
Join Date: Sep 2004
Location: Canada
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Re: GURPS DF / DFRPG Random Dungeon Generator
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Although now that I think about it, this would probably bring the room sizes more in line with the original output, and it's easier to fiddle with the room sizes than the hallways :P If folks are comfortable with having larger rooms, I think I can sort this out reasonably quickly. I do need to do an overhaul of the hallway code, regardless of the width issue. As noted, right now it likes to spiral around pointlessly or loop back in on itself, and there's no "main hall with rooms branching off it" behavior to be seen. I'd like at least some of the hallways to actually "go somewhere" with some intelligence, rather than arriving in a destination by accident. My golden goal is to be able give the option (or a %age chance) of a main-hallway type arrangement.
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07-05-2018, 10:43 AM | #68 | ||
Join Date: Aug 2004
Location: Binghamton, NY, USA. Near the river Styx in the 5th Circle.
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Re: GURPS DF / DFRPG Random Dungeon Generator
Quote:
Quote:
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Eric B. Smith GURPS Data File Coordinator GURPSLand I shall pull the pin from this healing grenade and... Kaboom-baya. Last edited by ericbsmith; 07-05-2018 at 10:48 AM. |
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07-05-2018, 12:58 PM | #69 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: GURPS DF / DFRPG Random Dungeon Generator
OK. Speaking of yards, any reason why the output is in feet (per the original) rather than the GURPS-standard yards?
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07-05-2018, 01:28 PM | #70 |
Join Date: Sep 2004
Location: Canada
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Re: GURPS DF / DFRPG Random Dungeon Generator
Just the original annoying struggle with the units in the first place. That's fixed on the code repository as of yesterday afternoon; it will be rolled out in the next release.
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
Tags |
dungeon fantasy, dungeons, random dungeon, utility |
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