Room of Dead in BG

NOTICE: This forum is archived as read only.
Please use the Github Discussions at https://github.com/exult/exult/discussions
Forum rules
NOTICE: This forum is archived as read only.
Please use the Github Discussions at https://github.com/exult/exult/discussions
Locked
FlyNN@

Room of Dead in BG

Post by FlyNN@ »

Hi ! First up i am not sure if this forum is still active but i will have a try nevertheless. fitst of all, many thx to the exult team for making such a great program for free, and give it all fans to download. you did a great job :o)
now to my question / problem: in bg there is this room, where all killed characters are transported (Location 15S/51E), but when i teleport there its always empty, no matter how man npcs i killed.....
is this a "bug" due converting u7 to exult ? i mean its not a tragic thing, just interesting..... ;o) thx in advance, Farewell
wjp
Site Admin
Posts: 1708
Joined: Thu May 14, 2020 1:34 pm

Re: Room of Dead in BG

Post by wjp »

It's not a bug in Exult; we just decided to do things differently.

When somebody is killed he's just removed from the map in Exult, instead of being transported to the room of the dead.
FlyNN@

Re: Room of Dead in BG

Post by FlyNN@ »

hmm ok, just to know, and thx alot for the fast reply m8 :o)
evasi0n

Re: Room of Dead in BG

Post by evasi0n »

why?
wjp
Site Admin
Posts: 1708
Joined: Thu May 14, 2020 1:34 pm

Re: Room of Dead in BG

Post by wjp »

Because the room of the dead doesn't make much sense. If NPCs are dead, they're dead. Not just 'somewhere else'.
evasi0n

Re: Room of Dead in BG

Post by evasi0n »

why do you think they had it in the origional?
Covenant

Re: Room of Dead in BG

Post by Covenant »

That's how the engine worked...

But, what about an option which enables the dead npcs in the room? That way, cheaters can speak with dead characters.

I know, I know it's a silly question...
Andrea B Previtera

Re: Room of Dead in BG

Post by Andrea B Previtera »

I could be on that terrible "Voodoo memory manager". They probably had problems deallocating memory for the NPCs, or maybe they were forced to a certain rigid structure for the NPC themselves, so that removing one from the chain was impossible, or problematic. So, they just decided to hide the dead NPCs somewhere.

After all, what do you do when the floor gets SO dirty (or you are SO lazy) that you don't even know where to throw all the garbage? You just hide it under the carpet...
Kennedy

How about the "house of the dead" in SI?

Post by Kennedy »

The one that was in the NW corner of the map? Is that empty to?
Dirty Hairy

Re: Room of Dead in BG

Post by Dirty Hairy »

I don't think this was due to problems with the voodoo memory manager. The only thing that made him so nasty was the fact he exploited a, uhhhm, 'bug' in the i386 architecture which allows to access the whole memory in a flat model without going through the trouble of writing protected mode code - you switch the processor in protected mode, set the amount of memory accessible in one segment to the max and switch back into real mode and - voila, you can access the whole memory. Unfortunately, this is VERY incompatible with anything that runs in protected mode, even good, old emm386 used protected mode to access extended memory.
So, you couldn"t use emm386 to load TSRs into HMA, and since ultima 7 required a huge amount of base memory to run, you had a very annoying time tuning your system to load ALL neccasary drivers and still have anough meory to run U7.
But I don"t think the voodoo engine limited the possibilities of allocating and delocating memory... I suppose, the room of dead was used for debugging things...
evasi0n

Re: Room of Dead in BG

Post by evasi0n »

I dunno, I just think the origional makers of the game liked that sort of @!#$... just like the cheaters never win plaque...
Locked