Night and Day cycles

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Wizardry Dragon
Posts: 1241
Joined: Thu May 14, 2020 1:34 pm

Night and Day cycles

Post by Wizardry Dragon »

Is there a way to set a certain map to not follow night and day cycles? I have map01 sectioned off for the Underworld, so it really doesnt make sense that it's following night and day cycles :P

--------
Peter M Dodge aka Wizardry Dragon
Lead Designer
Ultima VII: The Feudal Lands
Cheers, Wizardry Dragon
Lead Designer, Ultima VII: The Feudal Lands
www.thefeudallands.ca
drcode
Site Admin
Posts: 2267
Joined: Thu May 14, 2020 1:34 pm

Re: Night and Day cycles

Post by drcode »

Not currently... Should the underworld be always in daylight, or should it be night?
Wizardry Dragon
Posts: 1241
Joined: Thu May 14, 2020 1:34 pm

Re: Night and Day cycles

Post by Wizardry Dragon »

Probably the low light you get adround dusk.

~ Wizardry Dragon
Cheers, Wizardry Dragon
Lead Designer, Ultima VII: The Feudal Lands
www.thefeudallands.ca
DreamMaster

Re: Night and Day cycles

Post by DreamMaster »

Reminds me of a Terry Pratchett quote:

Here and there huge patches of fungi, luminous with decay, cast a faint glow over the ancient stonework.

[Footnote: It didn't need to. Cuddy, belonging to a race that worked underground for preference, and Detritus, a member of a race notoriously nocturnal, had excellent vision in the dark. But mysterious caves and tunnels always have luminous fungi, strangely bright crystals or at a pinch merely an eldritch glow in the air, just in case a human hero comes in and needs to see in the dark. Strange but true.]

:)

DreamMaster.
TdI

Re: Night and Day cycles

Post by TdI »

How do dungeons work? Couldn't you mark the whole map as being a dungeon? You dont get day/night cycles in dungeons.
Colourless
Site Admin
Posts: 731
Joined: Thu May 14, 2020 1:34 pm

Re: Night and Day cycles

Post by Colourless »

Dungeons are flagged by their 'roof' shapes.
MV

Re: Night and Day cycles

Post by MV »

Well, problem solved. Just put a roof over the whole map. :)
Azulmagia

Re: Night and Day cycles

Post by Azulmagia »

'twould make sense, it being the Underworld and all...
Jets Connor

Re: Night and Day cycles

Post by Jets Connor »

Always good to see an unexpected Discworld fan.
Wizardry Dragon
Posts: 1241
Joined: Thu May 14, 2020 1:34 pm

Re: Night and Day cycles

Post by Wizardry Dragon »

Problem is, there's no quick way to put a roof over the entire map, Id have to do it by hand.

And it -already- takes ages to make chunks. I dont need -another- hour-long mapping endeavour. :P

At this rate, Lazarus will beat TFL in terms of development cycle :\

--------
Peter M Dodge aka Wizardry Dragon
Lead Designer
Ultima VII: The Feudal Lands
Cheers, Wizardry Dragon
Lead Designer, Ultima VII: The Feudal Lands
www.thefeudallands.ca
drcode
Site Admin
Posts: 2267
Joined: Thu May 14, 2020 1:34 pm

Re: Night and Day cycles

Post by drcode »

I agree. Don't waste your time doing that.
marzo
Site Admin
Posts: 1925
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Re: Night and Day cycles

Post by marzo »

If you want, I have already done (in a quick, clever way of course) a rooftop cover for the entire map using mountain tops. I have to versions: one for the map 1 of the Keyring mod and another for a completely blank map.
------
Marzo Sette Torres Junior
aka Geometrodynamic Dragon
[url=http://www.catb.org/~esr/faqs/smart-questions.html]How To Ask Questions The Smart Way[/url]
Wizardry Dragon
Posts: 1241
Joined: Thu May 14, 2020 1:34 pm

Re: Night and Day cycles

Post by Wizardry Dragon »

It's still only a quick fix solution and not really a pernament fix, but if it works, I'm all ears :P

--------
Peter M Dodge aka Wizardry Dragon
Lead Designer
Ultima VII: The Feudal Lands
Cheers, Wizardry Dragon
Lead Designer, Ultima VII: The Feudal Lands
www.thefeudallands.ca
exolon
Posts: 5
Joined: Thu May 14, 2020 1:34 pm

Re: Night and Day cycles

Post by exolon »

Is that how it's done in the dreamland in SI?
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