Map Workarounds in Exult

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
Knight Captain
Posts: 1219
Joined: Thu May 14, 2020 1:34 pm

Map Workarounds in Exult

Post by Knight Captain »

From flipping through the code a bit, there is special handling of a handful of misplaced items in the Origin maps. For example, there is a carpet in Andrio's workshop that is in the air under the roof tiles.

If I fix this in my mod, since it is a Serpent Isle mod, will it be removed even at Z-0?

There are a handful other spots that would benefit from quick fixes. The south two chairs in the Winery in Moonshade are too close to the table, so NPCs trying to EAT there won't work.
Dominus
Site Admin
Posts: 5656
Joined: Thu May 14, 2020 1:34 pm

Re: Map Workarounds in Exult

Post by Dominus »

I'd need to look at the code again BUT it might work because it could be that if the object is not at the elevation mentioned in the fix, nothing happens ;)
I do remember using it to fix stuff in Iolo's hut.
As for the other objects, please make a list and especially whether these were working in the original.
--
Read the documentation and the FAQ! There is no excuse for not reading them! RTFM
Read the Rules!
We do not support Piracy/Abandonware/Warez!
Knight Captain
Posts: 1219
Joined: Thu May 14, 2020 1:34 pm

Re: Map Workarounds in Exult

Post by Knight Captain »

Most were not working in the original either, which is why I am thinking the mod is the better place for the fixes.

Exult handles Z-levels differently from the original engine. In the original, if there was nothing under an item, like if you had a shield on a crate and then moved the crate then the shield would fall to the ground below.
Locked